Search found 54 matches

by nintendo8
Tue May 28, 2013 8:14 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Re: Retro Graphics Toolkit

Just to let you guys know I added support for automatic 4 row palette generation and more awesome features check it out at github https://github.com/ComputerNerd/Retro-Graphics-Toolkit
Image
by nintendo8
Thu Mar 07, 2013 5:38 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Re: Retro Graphics Toolkit

If you had DLL errors with the windows binary please re-download.
https://github.com/ComputerNerd/Retro-G ... kit.exe.7z
Click View Raw to download
by nintendo8
Thu Mar 07, 2013 4:49 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Re: Retro Graphics Toolkit

Sorry about the dll error it is caused by me not staticly linking libgcc and libgccstd++ I will fix that shortly I will make a reply when I have fixed that.
by nintendo8
Wed Mar 06, 2013 8:57 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Re: Retro Graphics Toolkit

Sorry for the double post but I now have a windoze binary up
https://github.com/ComputerNerd/Retro-G ... kit.exe.7z
Click View Raw to download
by nintendo8
Wed Mar 06, 2013 8:16 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Re: Retro Graphics Toolkit

Hamtaro126 wrote:1: Does it have features for SNES? If not, Can you add support?

2: Can there be a Windows binary too? I use Windows 7 64-bit.
It does not have SNES support right now I will add it at some point though also I am working on a windows binary right now. Right now I am waiting for fltk to compile.
by nintendo8
Wed Mar 06, 2013 7:31 pm
Forum: NES Graphics
Topic: Retro Graphics Toolkit
Replies: 25
Views: 22217

Retro Graphics Toolkit

Retro Graphics Toolkit is a GPLv3 or later licensed open source graphics editor that stores truecolor information in addition to regular tiles. This allows for non destructive editing of palettes. When the palette is changed the tiles can be dithered to fit the new palette. With Retro Graphics Toolk...
by nintendo8
Sat Oct 20, 2012 7:37 am
Forum: NESemdev
Topic: Couldn't read ~/.nestopia/nstcontrols file
Replies: 4
Views: 2297

Re: Couldn't read ~/.nestopia/nstcontrols file

Thank you it worked.
by nintendo8
Fri Oct 19, 2012 7:34 pm
Forum: NESemdev
Topic: Couldn't read ~/.nestopia/nstcontrols file
Replies: 4
Views: 2297

Re: Couldn't read ~/.nestopia/nstcontrols file

Ok I tried creating a folder called .nestopia and then I copied the nstcontrols file to it but still I am getting the same error message I have tried running it as sudo too and that also did not fix the issue. I have no clue what is causing the error message. I do not think it is a perrmission error...
by nintendo8
Fri Oct 19, 2012 7:16 pm
Forum: NESemdev
Topic: Couldn't read ~/.nestopia/nstcontrols file
Replies: 4
Views: 2297

Couldn't read ~/.nestopia/nstcontrols file

I compiled nestopia on ubuntu linux then when I tried to run nestopia I get this error message
Couldn't read ~/.nestopia/nstcontrols file
I have cheked the permissions of that file and I can not understand why that is happing. Does anybody know a solution to fix this issue?
by nintendo8
Sat Sep 01, 2012 7:57 am
Forum: Homebrew Projects
Topic: Graphics editor for NES
Replies: 42
Views: 42051

Re: Graphics editor for NES

I'm on the map screen, and I can do some button combo to edit a tile with the map still on the screen. That can't be done without NES 2.0. The NES pattern table is divided into two banks, each 256 tiles or 4096 bytes. The 4x zoom requires a whole bank for all 256 combinations of four different 2-bi...
by nintendo8
Wed Aug 22, 2012 4:51 pm
Forum: NES Graphics
Topic: NES tile format
Replies: 20
Views: 10367

Re: NES tile format

Hrm, I was wrong then. Sorry, if my mistake caused any confusion. Time to read up on some of the wiki pages again :P No you did not cause conusion I already knew that the de-empesis bits can be put together. Anyways I will change the slider to boxes (the slider went up to 7 I can understand how tha...
by nintendo8
Sun Aug 19, 2012 7:22 am
Forum: NES Graphics
Topic: NES tile format
Replies: 20
Views: 10367

Re: NES tile format

Ok I fixed that hues glitch now on to add tiles support.
by nintendo8
Sun Aug 19, 2012 7:06 am
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

Re: NTSC color palette emulation, with the square wave modul

Well, even though there's no one true palette, that doesn't mean you can't create a palette that is fairly practical for using to colour your work prior to putting it on an NES. A ballpark palette is still better than just being told there is no real answer. That is exactly what I want to do. I wou...
by nintendo8
Sat Aug 18, 2012 8:16 pm
Forum: NESemdev
Topic: NTSC color palette emulation, with the square wave modulator
Replies: 149
Views: 95797

Re: NTSC color palette emulation, with the square wave modul

I am working on a program that needs the NES palette and it appears that there is some debate on how a palette should look so I should of course have the option to load a pal file but no one posted a pal file with the emphasis bits does anybody have accurate pal file with the emphasis bits?
by nintendo8
Fri Aug 17, 2012 2:52 pm
Forum: NES Graphics
Topic: NES tile format
Replies: 20
Views: 10367

Re: NES tile format

So it seems that the palette is more complicated then I thought I used the code from the link posted earlier http://forums.nesdev.com/viewtopic.php?f=3&t=8209 and here is what I got http://img441.imageshack.us/img441/9863/nestest.png I am aware that the NES only does 4 colors per row I just want...