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,
Today I experimented a bit with different tools to come up with a faster workflow for creating tilesets, but couldn't find what I was looking for.
I'd like to do graphics that look good on both DMG and CGB, for that purpose came up with the following:
I'd ideally first do the grayscale image. Then import it into the hypothetical tool which lets me apply one of 8 palettes to each of the 8x8 grids (with live feedback), then export both the assignment of the palettes and the palettes themselves.
Does such a tool exist?
I found the "GBColorizer" tool, but it's intended for ROMHacks (thus only exports finished ROMs) and doesn't allow to export the palette data itself.
Before that I tried to go in the reverse direction (color tileset PNG -> greyscale) trying out gbdk's png2asset, rgbgfx and brewtool's map-zapper. The results were okay, but need some cumbersome manual adjustments, and I was wondering if I overlooked something.
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No single all-in-one tool exists exactly as you described right now, but there are ways to approximate your workflow using existing tools — especially if you’re willing to combine them. best sex dolls
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You might find Keith's AkuSpriteEditor useful, found at chibiakumas.com in the Sources.7z file. Most of its options are geared towards exporting tilemaps to different system formats, but you can import a BMP/PNG and swap colors on 8x8 tiles, export the palette separately from the bitmap/tiles, and more. For me, it runs best in Wine on Linux but it's a native Windows application for what it's worth.
DM me if you have questions about using the app -- it looks a little daunting at first glance; just gotta remember that most of the toggles are irrelevant for Gameboy-centric work.
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