Thursday, 20 November 2008
 
  Home arrow Forum  
Main Menu
Home
News
Forum
Documentation
Download
Links
Administrator
Login Form
Welcome, Guest. Please login or register.
November 20, 2008, 01:50:32 PM
Username: Password:
Login with username, password and session length

Forgot your password?
Spriting barrier broken! New discovery... discovered!
DSLua Community
Welcome, Guest. Please login or register.
November 20, 2008, 01:50:32 PM
1723 Posts in 315 Topics by 5679 Members
Latest Member: beewseigabe
DSLua Community  |  DSLua - Best scripting language for Nintendo DS  |  Home-brew/Hacks/Games/Projects  |  Spriting barrier broken! New discovery... discovered! « previous next »
Pages: [1]
Author Topic: Spriting barrier broken! New discovery... discovered!  (Read 1151 times)
daltonlaffs
Waxing Gibbous
****
Posts: 340


Freaking Insane


WWW
« on: August 15, 2007, 07:25:27 AM »

Hey all,

I've done it! After all this research, I've finally found a way to break the limits on sprite colors!

Here's the instructions:

1) Install GIMP if you haven't yet. It's a pwnsome graphics editor!
2) Save your framestrips as 24-bit bitmaps, so they don't lose colors.
3) Open said bitmaps in GIMP.
4) With the image's window active, in the menu above, go to Image->Mode->Indexed.
5) Just press OK, you don't need to change anything here.
6) If your sprite had less than 256 UNIQUE colors, it shouldn't have lost anything. Save the new bitmap with the Save As function.
7) Repeat until all of your framestrips have been converted.
Cool The coolest part: Gfx2gba fusion. Run a command like this:

gfx2gba -t8 image1.bmp image2.bmp image3.bmp image4.bmp

9) And so on and so forth until all your images have been mentioned. It will generate ONE palette for ALL of them!

I'm using this for my upcoming Four SworDS project, and it's the reason I haven't exploded yet  Wink
Logged

Code:
-- Bored? Read code line below.
-- Bored? Read code line above.



^^ That works, I SWEAR! ^^
manu62300
Waxing Crescent
**
Posts: 97



« Reply #1 on: August 16, 2007, 02:51:29 AM »

I'm exclure because DSLua 0.7 don't works with M3CF, thanks for no resolved this bug  Undecided
Logged

XtreamLua.com
La Référence en programmation sur PSP & DS
xtreamlua.miniville.fr
Bon dev...;
daltonlaffs
Waxing Gibbous
****
Posts: 340


Freaking Insane


WWW
« Reply #2 on: August 16, 2007, 08:18:33 AM »

That is not related AT ALL to the topic.

And this solution also works on DSLua 0.6, 0.5, 0.4, and even 0.3. So don't even start.
Logged

Code:
-- Bored? Read code line below.
-- Bored? Read code line above.



^^ That works, I SWEAR! ^^
sylus101
Waxing Crescent
**
Posts: 74



« Reply #3 on: August 16, 2007, 02:30:18 PM »

Well, been using mtPaint to do that for awhile, it's how I got all my MTG cards looking decent though I don't think anyone bothered to check out my app  Undecided
They all had wayyy more then 256 colors (started as 24 bit screen snaps), but the conversions were very nice.

Gotta wonder about that shared palette though... if a palette only defines 256 colors, couldn't you easily surpass that if the images converted have a total of more than 256 colors?
Logged
daltonlaffs
Waxing Gibbous
****
Posts: 340


Freaking Insane


WWW
« Reply #4 on: August 17, 2007, 01:15:18 PM »

Yeah, the problem with that is that gfx2gba can only use 256 colors total. But, if your sprites are low-colored like Pokemon and Zelda sprites, you can probably fit around 20-21 18-sprite framestrips in one palette. At least I could.
Logged

Code:
-- Bored? Read code line below.
-- Bored? Read code line above.



^^ That works, I SWEAR! ^^
Pages: [1]
« previous next »
    Jump to:  



    (C) 2008 DSLua

    DSLua - Best scripting language for Nintendo DS home-brew!