I'm having an issue with one row of a tile. I got the extraction working on most sprites so far except for this one below. The top row of each tile is not writing to the png properly. I think its a problem with the bit set function? Any ideas would be much appreciated. Thanks. Seen here... 558_worki...
Well the computer build was a success with a few scares.
Now I just need some 3D software. Either Blender or 3ds Max. However 3ds Max is too expensive. But Blender is free. However all my project files are for 3ds max. Confused!
Thanks Super Luigi. I’ve had my illness for 13-15years. It got to point where I couldn’t function. But now that I took a 5 year break I will do my best to pick up where I left off. I bought all new computer components and need to assemble them. So if all goes well I can continue my project. It all d...
The way you propose would have the data arranged like this in the ROM https://i.imgur.com/YKfD1A7.png For clarification purposes what would this image look like without the garbage cells? How do we know when we encounter a garbage cell? When you said no space is wasted do you mean VRAM or the ROM? ...
So i know how the tiles are ordered in the ROM according to your examples. But I'm not sure i understand how the second example wastes space. I'm also not really sure what a DMA group is lol. Is it just groups of tiles? Sorry for being dumb and thank you for your patience! Edit. Does it have anythin...
So I noticed there are inconsistency's in the order of the tiles. Any tips on how the tiles are ordered in the rom? Bellow is my code. It extracts a single 2x2 char. tile_order.png #include "C:\Users\Chris\source\repos\PNG\lodepng.h" #include "C:\Users\Chris\source\repos\PNG\lodepng.c...
Is this correct? I added an extra 2x2 char to the example. Circled in green. Changed the other highlighted areas reflect that. I'm not 100% sure what you are asking.... Are you asking if your dma calls are right if you added one 2x2? If so, yes. If not, idfk :) I would use my gfx editor to find an ...
Is this correct? I added an extra 2x2 char to the example. Circled in green. Changed the other highlighted areas reflect that. D4Yp3Nx.png SU5dkHW.png When all 4 of a 2x2 are placed logically together, the SNES can easily display them. Can you elaborate? by 4 do you mean the 4 individual cells that ...
Not your fault. That was a detail I missed. When a row has no garbage, you carry on counting with the next row. In my example, the first DMA call encounters a garbage cell after 0xf chars. I like that. That is a better way to explain things. A DMA group counts chars left to right until you run into...
Since you don't want the bottom half of the 9th 2x2 char to be loaded next to the last 1x1 char (if you did, the bottom half would be garbage), you need a second DMA group to place these last two chars on the fourth row, where the belongs (chars 0x30-0x31). Hence, the last two header values of 0x30...
How come offset group 1 is 22? Shouldn't it be 18? Also how come there isn't a group 2? I'm just trying to understand when a sprite uses just one group or when it needs to use two groups.
Ok. Let's talk about this image. https://i.imgur.com/roFYAy1.png Here is what VRAM looks like in game. https://i.imgur.com/BLJEH2v.png These are my markups following the same formatting as before. https://i.imgur.com/v5BrMyn.png We have 2 dma groups. Why? Well, look at the first row. Even though it...
I thought each sprite was made up of individual 8x8 tiles no matter the size of the entire sprite? I attached a screen of rainbowsprinkelz's editor. Could you briefly explain each of the values? I think I understand what a 2x2 char and a 1x1 char is but i need clarification on what it is. Also i'm n...
Sorry if you misunderstood, or if I misunderstood but that function you wrote just gets the size of the header? I thought it would have something to do with the x/y coordinates of each tile in a sprite. I was just thinking how to program a function that finds those coordinates and combines those til...
I attached my code of what I have working so far. just 16x16 sprites. Keep in mind. I know my code is horrible... many things wrong with it but it works.
I also notice there is some clipping of the DK Map sprite in rainbowsprinkelz's editor and in my extractor. Like rainbowsprinklez, I don't see the clipping. The different background colors can play tricks on how you perceive things. The anti-aliasing on those scaled-up screenshots could be a factor...
Thanks Mattrizzle. To the point as always! It turns out the Palette I used for the DK Map sprites was wrong. I was using rainbowsprinkelz editor. But the palette in your screenshots seems correct. I also notice there is some clipping of the DK Map sprite in rainbowsprinkelz's editor and in my extrac...
The heart in the ingame screenshot appears to be mirrored horizontally? Why is this? Going left typically flips the sprite. Do you notice how pretty much all the sprites face right? The game programmatically flips these thereby not needing x flips of any sprites explicitly defined. ahh that makes p...
Also, I was thinking that Cyclone and Rainbow Sprinkles like DKC1 the best. :parry: Don't assume, because you make an ASS out of U and ME :D Try again. Also, DKC isn't even my favorite video game :huh: Also also, you misspelled my name :P (the z is important) I agree. And Donkey Kong Country 2 is m...
Problem Solved! I'm surprised no one thought about it earlier... Here is the working code. All it does is extracts the letter A to a png file. #include "C:\Users\Chris\source\repos\PNG\lodepng.h" #include "C:\Users\Chris\source\repos\PNG\lodepng.cpp" #include <fstream> #include <...
This is as close as I got so far. It kinda works but its rotated and mirrored and is missing the last row of pixels.. Not sure why. test.png /* LodePNG Examples Copyright (c) 2005-2012 Lode Vandevenne This software is provided 'as-is', without any express or implied warranty. In no e...
OK. SO I gave up on writing to the bmp format... I am now trying to get the same code working with a png. I am having difficulties in getting it to work. I went back a version and I know there's lots of errors in the code but I understood it better.