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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Converting to sprites
Ok, so i have run into a problem.. hehe
I have 52 bmp pics, which are each the size of 2x2 C64 sprites.
So there's room for them all in 1 VIC bank..
Now problem is to convert them..
I tried Gang-Ed, but it only imports bmp as hires/mcol bitmap/char, and blows up the small image to fullscreen!
So i saved all the frames as a koala pr pic.. hahaha
Now i am stuck with 52 koala pics, that need to be transformed into 4 sprites each, bwahaha..
This is really silly..
What i really need is:
1) convert the 48x48 pixel bmp to 4 colors
2) convert this to 4 sprites
Is there an editor, where i can load bmp/gif into a sprite editor ? they have correct size, just need to be fixed to 4 cols.. which i can do with a batchconvert in thumbs plus (reduce nr of colors)
??
Thanks for any help! |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
Do it yourself (tm) |
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Mirage
Registered: Jan 2003 Posts: 113 |
(Shameless plug)
Timanthes does sprite animations - You need one empty layer with the correct dimensions (48x63 in your case) that acts as a background and then add each new frame as a new layer (and flag all those layers as sprite layers)
If you want to see the animation run you will also have to add frames to the frames window and for each frame turn the relevant layers' visibility on or off.
On export timanthes will write out all the layers as one big sprite-data-block |
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Ok Mirage..
But i have never managed to save anything with timanthes, it always bugs on save coz of supposedly wrong dimensions or something..
I now have the bmp files in correct size: 48x42, so i tried them in 7up sprite ed, but it 1) switches d025/d027, even in single color mode, and 2) only way to get sprites is as asm, and it makes sprite 1+4 completely $AA, even when they have a bitpattern (content).. so this prog is defunct!
I will try to import in timanthes, and if i cant make it work in some days, i will try and send you the bmp files.. :) |
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Oswald
Registered: Apr 2002 Posts: 5094 |
if it does not work try the native heigh-ho converter. |
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Devia
Registered: Oct 2004 Posts: 401 |
Quote: Using this, there remains the problem that the koala pics also have to be scaled down to fit into sprites..
You can stuff more sprites into one pic and use GFX Trans' Sprite Grabber function to save out individual sprite images.
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
its ok.. i converted the bmp files to correct size/color with thumbs plus, and imported them to timanthes.
still not finished.. |
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Wile Coyote Account closed
Registered: Mar 2004 Posts: 646 |
You could always convert your Koala images to Vidcom 64 images. Then load each image into Vidcom 64 and use the Vidcom 64 option of selecting any area of screen to convert to sprite(s).
Vidcom 64
Vidcom 64 |
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SIDWAVE Account closed
Registered: Apr 2002 Posts: 2238 |
Uh :) i havent used Vidcom since 1988 haha
Anyhow, thanks to all for your help!
Seems Timanthes is the tool for this job, because it can load images that are 2x2 sprites, and convert them.. |
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Slammer
Registered: Feb 2004 Posts: 416 |
If you are using Kick Assembler it's rather easy to code a converter directly in the assembler source. Here is a little macro that converts a gif to a sprite. you can easily extend it to do 2x2 sprites or whatever format you like. I don't think it gets any simpler than this..
.pc = $3000 "Sprite Data"
spriteData:
:LoadSpriteFromPicture("sprite1.gif")
:LoadSpriteFromPicture("sprite2.gif")
:LoadSpriteFromPicture("sprite3.gif")
// etc
.macro LoadSpriteFromPicture(filename) {
.var picture = LoadPicture(filename, List().add($000000, $ffffff,$6c6c6c,$959595))
.for (var y=0; y<21; y++)
.for (var x=0; x<3; x++)
.byte picture.getMulticolorByte(x,y)
.byte 0
}
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LOGAN Account closed
Registered: Aug 2003 Posts: 71 |
Was also about to suggest kickass as kickassembler you can script so you are able to convert images to sprites, bitmaps, charsets and thats soooo cool :) |
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