Discussion about software development for the old-school Gameboys, ranging from the "Gray brick" to Gameboy Color
(Launched in 2008)
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Greetings Forum, I have a question.
[ im using gbdk]
Does anyone here know if there’s any tool(s) that allow me to turn a png into GBC C language background data BUT also reduces colors in each tile automatically?
Each tool i’ve found works by either either requiring there to be 4 colours per tile in the png already (which it then spits out to palette & attribute data), or it merely turns the whole image into a 4 colour, 1 palette gameboy background. Both of these are great, and the latter especially for DMG stuff - but for more colourfully complex backgrounds (intended for GBC only games), I’m looking to just chuck a properly sized png into a tool, and it gives me a handful of palettes and tile attributes that are roughly the colours of the original image, instead of having to manually reduce colours down to 4 per tile by hand.
Does anyone here know of any tool(s) that work like this? And if so, where can I find this? I think there should be something like this available out there judging from other GBC games I’ve seen…
Regards, George
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I found what i was looking fo:
https://github.com/SirProdigle/gameboy-image-converter
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You found a solution, but I want to also suggest Rilden's quantization tool which has some of the best output right now.
https://rilden.github.io/tiledpalettequant/
There is also this one too:
https://haroldo-ok.github.io/RgbQuant-S … index.html
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bbbbbr wrote:
You found a solution, but I want to also suggest Rilden's quantization tool which has some of the best output right now.
https://rilden.github.io/tiledpalettequant/
There is also this one too:
https://haroldo-ok.github.io/RgbQuant-S … index.html
Holy crap, both of these are great and work far better at compression. Thanks a lot for these. ![]()
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