Looks like an awesome toy!
I might need one
897 Jul 26, 2011 9:50 pm
Re: SoundBite Micro loop station/sampler (5 replies, posted in Other Hardware)
898 Jul 22, 2011 11:12 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
Thought it would be something like that
anyway, I stopped trying to figure out how to use more tiles, and went on with trying to animate them.
Because it's fun
Never programmed anything in C before..
just reading other programs code.... cutting, pasting, edditing, and see what happens
Any tutorial would be awesome tho
899 Jul 22, 2011 12:48 am
Re: Custom Graphics (211 replies, posted in Trading Post)
SD, if you look Into that big collection of roms you linked earlier on, there's one there called "tam slideshow" or something like that (starts with tam)
It's a rom with a drawing sliding into the screen and flashing.
If you open it in yy_chr and set the tile layout to 7,1 horizontal and use the + - buttons to scroll around a bit, you can edit quite a large image.
Granted, it's not centered, but it does give you a nice animation
900 Jul 22, 2011 12:04 am
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
Right..
I think i figured most things out now..
the program makes tile data.. those tiles are 8x8 pixels.
this means that the screen needs 20x18 tiles to be completely filled.
The problem with this is, that that's 360 tiles.
and since the tiles are numbered in hex, that only goes up to FF (which is 256 tiles)
so, it's not possible to get a complete fullscreen picture with this setup, but it does give you 256 tiles, so you can probably get pretty far with it..
you do have to adjust the starting point of the tile layout tho, if you want a smaller centered picture.
also, since the PCX2GB gives you a a complete set of tiles (360), you need to exclude the tiles you do not want (the ones on the border..)
this is tricky, because it means you have to remove tiles every 18 lines or so (depending on the layout you choose)
I'm not making a lot of sense, am I?
well, it's late, and english isn't my native language
anyway, here's a picture, that's about as big as you can go with this method...
That's my gf btw, because if you are coding till late in the evening, that doesn't mean you can't have a girlfriend
anyway.
I could type a step by step tomorrow, but it's quite complicated, because you have to tailer it to your needs everytime you make a rom
And I shall search on for a way to create true fullscreen pictures... maybe with bigger tiles, or a way to get the map counter higher than 256...
I should get some sleep, because it's 2 am again..
901 Jul 21, 2011 11:44 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
YAY I THINK I fixed it
Show us then
open the .gb in an emulator or whatnot...
902 Jul 21, 2011 11:30 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
oh yeah, it's just compiling.. not hanging..
that takes a while
903 Jul 21, 2011 11:26 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
hmmm..
if you add "pause" to the .bat, the line after you did all the new.o and new.gb it will not close after it's done until you press a key, that way you can read if it gives you any error messages..
904 Jul 21, 2011 11:11 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
oh ok. Do i just call it anything
Sure, as long as you use the same name in the .bat file.
905 Jul 21, 2011 11:00 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
oops, sorry for the confusion... I ment, a MAIN .c file... like, the .c file u use to compile..
You make it yourself, with the code given in that wiki link you posted in the first post...
906 Jul 21, 2011 9:58 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
907 Jul 21, 2011 10:49 am
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
I just don't know how to run it. I can't see an exe anywhere
There's not really a main .exe with GBDK.
Most of it is command lines and batch files.
Did you read my post up higher? It explains how to compile a .c file into a gameboy rom.
909 Jul 20, 2011 12:22 am
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
Thanks to you as well SD
I'm now happely hacking away in a rom with YYCHR
Even tho it's 02:20 and I'm sleepy.
I shall post some updates later.
910 Jul 19, 2011 11:50 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
Also: a hint to get GBDK to work
(This might be a big workaround, but at least it works..)
Place the GBDK folder in the root of your harddisk. (e.g. C:\GBDK\ or D: or whatever..)
Place the main .c file in the folder: examples/gb/
in the main .c file, make the links to the .map and the tiles.c file:
#include <gb/tiles.c>
#include <gb/map.map>
after that, place the tiles and map file in the folder: include/gb
Now, when all the files are in place and properly named, Make a .bat file containing the following lines:
..\..\bin\lcc -Wa-l -Wl-m -Wl-j -DUSE_SFR_FOR_REG -c -o *YOURFILENAME*.o *YOURFILENAME*.c
..\..\bin\lcc -Wa-l -Wl-m -Wl-j -DUSE_SFR_FOR_REG -o *YOURFILENAME*gb *YOURFILENAME*.o
(of course, replace the *YOURFILENAME* with your file name )
make sure the .bat is in the same folder as your main .c file (examples/gb)
Run the .bat file (this can take a while)
And see if it gives errors.
911 Jul 19, 2011 11:36 pm
Re: Gameboy graphics modifying (53 replies, posted in Nintendo Handhelds)
Yay, new thread.
Alright, So far I've got that PCX2GB.exe working, and it's giving me a tiles.c file and a map.map file.
I made a main .c file with links to the map and tiles..
But when I try to compile, it gives me an error..
soooo, that's how far I got now.
912 Jul 19, 2011 11:06 pm
Re: Custom Graphics (211 replies, posted in Trading Post)
Maybe we should start a new thread about this one, seeing as it kinda was SurfaceDragon's artwork offering thread...
Who wants to start a new one? I'm lazy