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AKA :
gif2prg, jpg2prg, png2koala, png2hires, png2sprites, png2char
Credits :
Download :
Look for downloads on external sites:
Pokefinder.org
Production Info Submitted by Burglar on 14 March 2021
usage: ./png2prg [-help -h -d -q -v -bitpair-colors 0,6,14,3 -o outfile.prg -td testdata] FILE [FILE..]
# PNG2PRG 0.8 by Burglar
Png2prg converts a 320x200 image (png/gif/jpeg) to a c64 hires or multicolor
bitmap or charset. It will find the best matching palette and backgroundcolor
automatically, no need to modify your source images or configure a palette.
Vice screenshots with default borders (384x272) are automatically cropped.
Images in sprite dimensions will be converted to sprites.
The resulting .prg includes the 2-byte start address and optional displayer.
This tool can be used in all buildchains on most platforms.
## What it is *not*
Png2prg is not a tool to wire fullcolor images. It needs input images to
already be compliant with c64 color and size restrictions.
In verbose mode (-v) it outputs locations of color clashes, if any.
## Supported Graphics Modes
koala: multicolor bitmap (max 4 colors per char)
hires: singlecolor bitmap (max 2 colors per char)
mccharset: multicolor charset (max 4 colors)
sccharset: singlecolor charset (max 2 colors)
mcsprites: multicolor sprites (max 4 colors)
scsprites: singlecolor sprites (max 2 colors)
Png2prg is mostly able to autodetect the correct graphics mode, but you can
also force a specific graphics mode with the -mode flag:
./png2prg -m koala image.png
## Koala or Hires Bitmap
Bitmap: $2000 - $3f3f
Screen: $3f40 - $4327
D020: $4328 (singlecolor only)
D800: $4328 - $470f (multicolor only)
D021: $4710 (multicolor only, low-nibble)
D020: $4710 (multicolor only, high-nibble)
## Single or Multicolor Charset
Currently only images with max 4 colors can be converted into a charset.
Support for individual d800 colors and mixed single/multicolor chars may be
added in a future release, if the need arises.
By default charsets are packed, they only contain unique characaters.
If you do not want charpacking, eg for a 1x1 charset, please use -no-pack
Charset: $2000-$27ff
Screen: $2800-$2be7
CharColor: $2be8 (multicolor only)
D021: $2be9 (multicolor only)
D022: $2bea (multicolor only)
D023: $2beb (multicolor only)
D020: $2bec (multicolor only)
## Single or Multicolor Sprites
If the source image size is a multiple of a 24x21 pixel sprite,
the image is considered to contain sprites.
The image will be converted left to right, top to bottom.
Sprite 1: $2000-$203f
Sprite 2: $2040-$207f
...
## Bitpair Colors
By default, png2prg guesses bitpair colors by itself. In most cases you
don't need to configure anything. It will provide a mostly normalized image
which should yield good pack results, but your miles may vary.
To give you more control, you can force/prefer a specific bitpair
color-order. Use c64 colors, so 0 for black, 1 for white, 2 for red, etc.
The following example will force background color 0 for bitpair 00 and
prefer colors 6,14,3 for bitpairs 01,10,11:
./png2prg -bitpair-colors 0,6,14,3 image.png
It's also possible to explicitly skip certain bitpairs preferences with -1:
./png2prg -bitpair-colors 0,-1,-1,3 image.png
## Sprite Animation
Each frame will be concatenated in the output .prg.
You can supply an animated .gif or multiple image files.
## Bitmap Animation (only koala)
If multiple files are added, they are treated as animation frames.
You can also supply an animated .gif.
The first image will be exported and each frame as a separate .prg,
containing the modified characters.
The frame files are following this format.
Each frame consists of 1 or more chunks. A chunk looks like this:
.byte $03 // number of chars in this chunk
// $00 marks end of frame
// $ff marks end of all frames
.word bitmap // bitmap address of this chunk (the high byte is <$20)
.word screen // screenram address (the high byte is <$04)
For each char in this chunk:
.byte 0,31,15,7,8,34,0,128 // pixels
.byte $64 // screenram colors
.byte $01 // colorram color
... // next char(s)
... // next chunks
.byte 0 // end of frame
... // next frame(s)
.byte $ff // end of all frames
## Options
```
-bitpair-colors string
prefer these colors in 2bit space, eg 0,6,14,3
-bpc string
bitpair-colors
-d display
-display
include displayer
-h help
-help
help
-m string
mode
-mode string
force graphics mode to koala, hires, mccharset, sccharset, scsprites or mcsprites
-ng
no-guess
-no-guess
do not guess preferred bitpair-colors
-no-pack
do not pack chars (only for sc/mc charset)
-np
no-pack
-o string
out
-out string
specify outfile.prg, by default it changes extension to .prg
-q quiet
-quiet
quiet, only display errors
-targetdir string
specify targetdir
-td string
targetdir
-v verbose
-verbose
verbose output
``` |
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