I replaced 4 1/2 4bpp images with images processed with sixpack and it saved me ~1500 bytes. (The half image I used half of the image from sixpack and half from gimp.)
I still need to work on better tile reduction for 8bpp images.
Search found 10 matches
- Fri Sep 06, 2013 10:11 am
- Forum: SNESdev
- Topic: Tile reduction
- Replies: 12
- Views: 4866
- Fri Sep 06, 2013 10:04 am
- Forum: NES Graphics
- Topic: Pixel art (raster) drawing softwares for Windows
- Replies: 44
- Views: 17612
Re: Pixel art (raster) drawing softwares for Windows
As far as colormaps go gimp works fine. Export colormap as palette and apply the saved palette to the other image.
- Wed Aug 28, 2013 7:42 am
- Forum: NES Graphics
- Topic: Pixel art (raster) drawing softwares for Windows
- Replies: 44
- Views: 17612
Re: Pixel art (raster) drawing softwares for Windows
Gimp is the worst for anything colormap related. Does anybody know of any program that let's you apply the colormap from one image to another while preserving the order of the colormap? Also, it should use all the colors of the colormap instead of trying to match colors like Image Magick appears to ...
- Wed Aug 21, 2013 10:02 am
- Forum: SNESdev
- Topic: Tile reduction
- Replies: 12
- Views: 4866
Re: Tile reduction
The way sixpack handles color reduction to 16 colors looks better than the results from png-nq or gimp. I like the way it handles dithering too. What I was thinking of was a program that would take an image (png/bmp/whatever) and just match similar tiles; anything like the attached image. Then it wo...
- Fri Aug 02, 2013 10:13 am
- Forum: SNESdev
- Topic: Tile reduction
- Replies: 12
- Views: 4866
Re: Tile reduction
Yes, I saw that, and I use grit to remove duplicate tiles and for compression. As a way to save further space I looked for tiles that were similar and removed them by hand. It didn't seem like it was taking a long time but of course a couple of hours went by. This freed up a lot of space in the rom ...
- Fri Aug 02, 2013 9:15 am
- Forum: SNESdev
- Topic: Tile reduction
- Replies: 12
- Views: 4866
Tile reduction
Are there any programs that do tile reduction of similar tiles? Even better if one could set a threshold for how aggressive the matching is.
- Wed Mar 06, 2013 10:49 am
- Forum: SNESdev
- Topic: Has anyone solved the cause of the vertical bar on SNES's
- Replies: 114
- Views: 47922
Re: Has anyone solved the cause of the vertical bar on SNES'
I have noticed this with my SNES. It is rather apparent on solid color screens. It's less noticeable with brighter colors. I used my roommate's Commodore 1702 monitor. I used the original AC adapter and a cheap made in China "AD-DC Universal Adapter for Nintendo, Sega MD-II and Super Nintendo.&...
- Tue Jan 15, 2013 11:33 pm
- Forum: SNESdev
- Topic: Making a 48mbit game
- Replies: 3
- Views: 1610
Re: Making a 48mbit game
Last update for the day. It doesn't really work well. The most I've got working is banks $c0-ff and a little bit in $40. Displaying graphics stored in $41-7d or any other locations I've tried results in a blank screen, usually black but every once in awhile some other color. The program keeps runnin...
- Tue Jan 15, 2013 3:09 pm
- Forum: SNESdev
- Topic: Making a 48mbit game
- Replies: 3
- Views: 1610
Re: Making a 48mbit game
Yes, in answer to my own question, it should be mode 25 fast. The header is not enough. After building the ROM I had to copy 0x08000-0x0ffff to 0x40ffff. Now it works fine. I am not sure how to do that with the source code, however, adding a script to make the copy adds only a few seconds to the bui...
- Mon Jan 14, 2013 11:16 am
- Forum: SNESdev
- Topic: Making a 48mbit game
- Replies: 3
- Views: 1610
Making a 48mbit game
I've been able to get my project to work if the data is stored at $40-7d OR $c0-ff but not if I place data in $40-7d AND $c0-ff. All the documentation I have seen is vague on this point, simply stating what can be stored where, yet failing to mention any other necessary steps. Presently, I have ever...