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		<title><![CDATA[ChipMusic.org - Image to Tile Coverter (Gameboy and NES)]]></title>
		<link>https://chipmusic.org/forums/topic/10317/image-to-tile-coverter-gameboy-and-nes/</link>
		<description><![CDATA[The most recent posts in Image to Tile Coverter (Gameboy and NES).]]></description>
		<lastBuildDate>Thu, 28 Feb 2013 17:40:07 +0000</lastBuildDate>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157900/#p157900</link>
			<description><![CDATA[<b><i>budmelvin says:</i></b><p>heh - no apology necessary.&nbsp; I knew you did an image rom for the weekly thing and it&#039;s a cool idea to have the script auto-patch the ROM.&nbsp; Yours is probably the easiest way I&#039;ve seen to put a 160x144 image onto gb.</p><p>I just made something that works for me, especially figuring out image pallete for gameboy color and easily being able to assign which color is which bit plane in the tile.&nbsp; Thought I&#039;d put it out there.</p>]]></description>
			<pubDate>Thu, 28 Feb 2013 17:40:07 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157900/#p157900</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157867/#p157867</link>
			<description><![CDATA[<b><i>nitro2k01 says:</i></b><p>I apologize for stealing the thunder, but: <a href="http://blog.gg8.se/wordpress/2013/02/19/gameboy-project-week-7-a-rom-for-showing-custom-graphics/" target="_blank">http://blog.gg8.se/wordpress/2013/02/19 &#133; -graphics/</a><br />My thing is meant to be &quot;easy to use&quot; and outputs a ROM that is ready to use. It also supports multiple images and has a 360 tiles mode. Even though it&#039;s currently designed to produce a ROM, it could be modified to output graphics data to be used in your own project.</p>]]></description>
			<pubDate>Thu, 28 Feb 2013 14:17:24 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157867/#p157867</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157839/#p157839</link>
			<description><![CDATA[<b><i>BlakePalmer says:</i></b><p>.</p>]]></description>
			<pubDate>Thu, 28 Feb 2013 05:35:02 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157839/#p157839</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157816/#p157816</link>
			<description><![CDATA[<b><i>budmelvin says:</i></b><p>I&#039;ve replaced the zip up there with a new one.<br />The new version will attempt to sort colors lightest to darkest to line up with gameboy classic.<br />There&#039;s also a reverse colors button that will switch it to darkest to lightest which I believe is how NES typically works, to save the time of messing around w/ the pulldowns.</p>]]></description>
			<pubDate>Thu, 28 Feb 2013 00:35:21 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157816/#p157816</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157767/#p157767</link>
			<description><![CDATA[<b><i>budmelvin says:</i></b><p>Thanks for trying it out BlakePalmer.<br />For this inverted problem, the program doesn&#039;t automatically do any light to dark sorting so in some cases you might need to assign the colors manually.&nbsp; I think all you&#039;d have to do is change the pulldowns next to each color so instead of color1, color2, color3, color4, you would do color4,color3,color2,color1.</p>]]></description>
			<pubDate>Wed, 27 Feb 2013 19:11:10 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157767/#p157767</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157766/#p157766</link>
			<description><![CDATA[<b><i>BlakePalmer says:</i></b><p>.</p>]]></description>
			<pubDate>Wed, 27 Feb 2013 19:05:40 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157766/#p157766</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157754/#p157754</link>
			<description><![CDATA[<b><i>thebitman says:</i></b><p>This will be awesome to use with the graphics ROM NItro recently released. Thanks bud!</p>]]></description>
			<pubDate>Wed, 27 Feb 2013 17:55:08 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157754/#p157754</guid>
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			<title><![CDATA[Re: Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157749/#p157749</link>
			<description><![CDATA[<b><i>e.s.c. says:</i></b><p>ahh cool... will look at it when i find some time</p>]]></description>
			<pubDate>Wed, 27 Feb 2013 17:24:57 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157749/#p157749</guid>
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			<title><![CDATA[Image to Tile Coverter (Gameboy and NES)]]></title>
			<link>https://chipmusic.org/forums/post/157747/#p157747</link>
			<description><![CDATA[<b><i>budmelvin says:</i></b><p>I didn&#039;t really like the available tools out there so I made this for myself.&nbsp; Added a couple things and figured I&#039;d share in case it could help someone out.&nbsp; Didn&#039;t do a whole lot of troubleshooting so hopefully not too buggy.<br />It&#039;s a windows application using .NET 2.0 framework.</p><p><a href="http://www.budmelvin.com/dev/Pic2Tiles.zip" target="_blank">http://www.budmelvin.com/dev/Pic2Tiles.zip</a> </p><p>Input files should be indexed bmp, gif or png with 4 colors or fewer, length and width divisible by 8.<br />Outputs assembly, gbdk or binary format.</p>]]></description>
			<pubDate>Wed, 27 Feb 2013 16:58:23 +0000</pubDate>
			<guid>https://chipmusic.org/forums/post/157747/#p157747</guid>
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