Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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hi all,
when i create DMG tile data (source .png image is 4 shades of gray) with rgbgfx, "colors" are inverted (my palette is default %11100100).
what am I doing wrong? In the manual I do not see any command line option allowing to invert "colors".
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I've never used rgbgfx, so I'm not sure. But did you remember to also set the palette in your game? (Do that by writing %11100100 to the palette's address https://gbdev.gg8.se/wiki/articles/Vide … e_Palettes ) If that doesn't work, maybe try writing %00011011 instead.
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Yes, the palette is correctly set in the game. Tile data colors are inverted in the file generated by either rgbfx and superfamiconv also. But not if I generate tile data with any other tool than thesese 2. ??????????????????????? I really do not see where it can come from
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Is your PNG indexed (paletted), grayscale, or just plain RGB? The latter two cause the tools to determine the color indexes automatically, and they may not be what you're looking for.
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If I remember well, My png is grayscaled with gimp. How do I eventually « unindex » or « ungreyscale « it?
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In GIMP, go to Image > Mode and select Indexed. You may then manually arrange the color map, if you want to, by going to Colors > Map > Rearrange Colormap...
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Great, it works! Thank you !!!!!!
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