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* Add tooling support for graphics with 2^n chunking * update to OAM handling, from 2n sizing * Update assembly to use the hex, rather than music name, for ease of uese in decompme/m2C * additional tools/examples * graphics build, not currently compare matching. * remove sprites.png * working conversion in make file! * stage/main folder done * stage/misc folder done * stage/ruby complete * stage/sapphire updated * base for remaining kinda-graphics; file name casing * more name casing * extract catch sprites * remove special 6x4 handling from oam slicer; switched hed the 2 images to using non-oam 2x2 chunks. (net same, but allows the 6x4 to process normally when things like the whalmer are found) * Palette info for the catch sprites, thanks to cyphgirl * obliterate the old hatch-sprite code * refactor segments to not have the base file name dependancy * catch mon 1-9, horizontal layout * rename the f param in the json for graphics * casing cleanup? * . * possible fix for the out of date segment piece * Replace graphic_cnvt_attrs.txt strategy with individually-generated makefile rules * Don't specify tileCount --------- Co-authored-by: Marcus Huderle <huderlem@gmail.com> |
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| .. | ||
| convert.py | ||
| init_gfx_json.py | ||
| prune.py | ||
| readme.txt | ||
| split_gfx.py | ||
'init_gfx_json.py'
* For reading a folder and building an initial json file for the .4bpp files in it.
* This prepopulates a tilecount, which can be useful for ballpark sizing the height/width
* Run this in the folder with the graphics to be loaded into the json file
* If a file with a .gbapal with the same name as the .4bpp file exists, it will automatically load that in as that file's palette.
'convert.py'
* For reading a json graphics config file, and calling the conversion process as a loop.
* Called with convert.py {path to gbagfx} {path to json file} --direction {to-png or to-4bpp}
* Conversion uses the json settings for both direction of conversion, needing the mheight/mwidth/oam to handle some of these entries
'prune.py'
* For 'trimming' a number of blank tiles off the end of a .4bpp file, to account for those stray extra 0x20 * x bits at the end.
* This saves an original copy of the .4bpp file, which it uses as the base when re-running this script on the same file.
* Called with prune.py {path to .4bpp file} {tiles to remove}
'split_gfx'
* For splitting .4bpp files that are easier parsed as a series of sub images.
* This creates new files with the name being the {filename}_{suffix}.4bpp
* Called with split_gfx.py {path to file} {suffix} {tiles to skip} {tiles to take}
* Sample from pulling the link_gbasp segment out of sprites.4bpp (tool and byte file in the same folder being run from):
split_gfx.py sprites.4bpp link_gbasp 768 18
*this creates a sprites_link_gbasp.4bpp file.