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https://github.com/gbdev/rgbds.git
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Implement preliminary version of "reverse" feature
Not hooked to all RGBGFX flags yet, but good enough for most use cases (and as a base for future development, should I need to `reset --hard`.) TODOs marked appropriately.
This commit is contained in:
59
man/rgbgfx.1
59
man/rgbgfx.1
@@ -14,6 +14,7 @@
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.Nd Game Boy graphics converter
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.Sh SYNOPSIS
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.Nm
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.Op Fl r Ar stride
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.Op Fl CfmuVZ
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.Op Fl v Op Fl v No ...
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.Op Fl a Ar attrmap | Fl A
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@@ -33,7 +34,7 @@
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.Sh DESCRIPTION
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The
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.Nm
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program converts PNG images into data suitable for display on the Game Boy and Game Boy Color.
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program converts PNG images into data suitable for display on the Game Boy and Game Boy Color, or vice-versa.
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.Pp
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The main function of
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.Nm
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@@ -214,6 +215,22 @@ Specify how many colors each palette contains, including the transparent one if
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cannot be more than
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.Ql 1 << Ar depth
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.Pq see Fl d .
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.It Fl r Ar width , Fl Fl reverse Ar width
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Switches
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.Nm
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into
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.Dq Sy reverse
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mode.
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In this mode, instead of converting a PNG image into Game Boy data,
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.Nm
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will attempt to reverse the process, and render Game Boy data into an image.
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See
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.Sx REVERSE MODE
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below for details.
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.Pp
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.Ar width
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is the image's width, in tiles
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.Pq including any margins specified by Fl L .
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.It Fl t Ar tilemap , Fl Fl tilemap Ar tilemap
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Generate a file of tile indices.
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For each square of the input image, its corresponding tile map byte contains the index of the associated tile in the tile data file.
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@@ -430,6 +447,46 @@ There is no padding between colors, nor between palettes; however, empty colors
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TODO.
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.Ss Attrmap data
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TODO.
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.Sh REVERSE MODE
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.Nm
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can produce a PNG image from valid data.
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This may be useful for ripping graphics, recovering lost source images, etc.
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An important caveat on that last one, though: the conversion process is
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.Sy lossy
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both ways, so the
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.Do reversed Dc image won't be perfectly identical to the original\(embut it should be close to a Game Boy's output .
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.Pq Keep in mind that many of consoles output different colors, so there is no true reference rendering.
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.Pp
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When using reverse mode, make sure to pass the same flags that were given when generating the data, especially
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.Fl C , d , N , s , x ,
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and
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.Fl Z .
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.Do At-files Dc may help with this .
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.Nm
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will warn about any inconsistencies it detects.
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.Pp
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Files that are normally outputs
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.Pq Fl a , p , t
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become inputs, and
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.Ar file
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will be written to instead of read from, and thus needs not exist beforehand.
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Any of these inputs not passed is assumed to be some default:
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.Bl -column "attribute map"
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.It palettes Ta Unspecified palette data makes
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.Nm
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assume DMG (monochrome Game Boy) mode: a single palette of 4 grays.
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It is possible to pass palettes using
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.Fl c
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instead of
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.Fl p .
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.It tile data Ta Tile data must be provided, as there is no reasonable assumption to fall back on.
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.It tile map Ta A missing tile map makes
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.Nm
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assume that tiles were not deduplicated, and should be laid out in the order they are stored.
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.It attribute map Ta Without an attribute map,
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.Nm
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assumes that no tiles were mirrored.
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.El
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.Sh NOTES
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Some flags have had their functionality removed.
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.Fl D
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