
Search found 54 matches
- 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


- 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
https://github.com/ComputerNerd/Retro-G ... kit.exe.7z
Click View Raw to download
- 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.
- 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
https://github.com/ComputerNerd/Retro-G ... kit.exe.7z
Click View Raw to download
- Wed Mar 06, 2013 8:16 pm
- Forum: NES Graphics
- Topic: Retro Graphics Toolkit
- Replies: 25
- Views: 22217
Re: Retro Graphics Toolkit
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.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.
- 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...
- 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.
- 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...
- 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?
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?
- 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...
- 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...
- 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.
- 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...
- 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?
- 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...