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HTML
181 lines
9.1 KiB
HTML
<!DOCTYPE html>
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<html>
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<!-- This is an automatically generated file. Do not edit.
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This file is part of RGBDS.
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Copyright (c) 2013-2018, stag019 and RGBDS contributors.
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SPDX-License-Identifier: MIT
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-->
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<head>
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<meta charset="utf-8"/>
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<link rel="stylesheet" href="mandoc.css" type="text/css" media="all"/>
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<title>RGBGFX(1)</title>
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</head>
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<body>
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<table class="head">
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<tr>
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<td class="head-ltitle">RGBGFX(1)</td>
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<td class="head-vol">General Commands Manual</td>
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<td class="head-rtitle">RGBGFX(1)</td>
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</tr>
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</table>
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<div class="manual-text">
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<section class="Sh">
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<h1 class="Sh" id="NAME"><a class="permalink" href="#NAME">NAME</a></h1>
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<code class="Nm">rgbgfx</code> —
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<div class="Nd">Game Boy graphics converter</div>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="SYNOPSIS"><a class="permalink" href="#SYNOPSIS">SYNOPSIS</a></h1>
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<table class="Nm">
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<tr>
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<td><code class="Nm">rgbgfx</code></td>
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<td>[<code class="Fl">-ADfFhmPTuVv</code>] [<code class="Fl">-o</code>
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<var class="Ar">outfile</var>] [<code class="Fl">-a</code>
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<var class="Ar">attrmap</var>] [<code class="Fl">-d</code>
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<var class="Ar">depth</var>] [<code class="Fl">-p</code>
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<var class="Ar">palfile</var>] [<code class="Fl">-t</code>
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<var class="Ar">tilemap</var>] [<code class="Fl">-x</code>
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<var class="Ar">tiles</var>] <var class="Ar">file</var></td>
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</tr>
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</table>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="DESCRIPTION"><a class="permalink" href="#DESCRIPTION">DESCRIPTION</a></h1>
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The <code class="Nm">rgbgfx</code> program converts PNG images into the Nintendo
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Game Boy's planar tile format.
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<p class="Pp">The resulting colors and their palette indices are determined
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differently depending on the input PNG file:</p>
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<ul class="Bl-dash">
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<li>If the file has an embedded palette, that palette's color and order are
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used.</li>
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<li>If not, and the image only contains shades of gray, rgbgfx maps them to
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the indices appropriate for each shade. Any undetermined indices are set
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to respective default shades of gray. For example: if the bit depth is 2
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and the image contains light gray and black, they become the second and
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fourth colors - and the first and third colors get set to default white
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and dark gray. If the image has multiple shades that map to the same
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index, the palette is instead determined as if the image had color.</li>
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<li>If the image has color (or the grayscale method failed), the colors are
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sorted from lightest to darkest.</li>
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</ul>
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<p class="Pp">The input image may not contain more colors than the selected bit
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depth allows. Transparent pixels are set to palette index 0.</p>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="ARGUMENTS"><a class="permalink" href="#ARGUMENTS">ARGUMENTS</a></h1>
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<dl class="Bl-tag">
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<dt><a class="permalink" href="#a"><code class="Fl" id="a">-a</code></a>
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<var class="Ar">attrmap</var></dt>
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<dd>Generate a file of tile mirroring attributes for OAM or (CGB-only)
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background tiles. For each tile in the input file, a byte is written
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representing the dimensions that the associated tile in the output file
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should be mirrored. Useful in combination with <code class="Fl">-m</code>
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to keep track the mirror direction of mirrored duplicate tiles.</dd>
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<dt><a class="permalink" href="#A"><code class="Fl" id="A">-A</code></a></dt>
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<dd>Same as <code class="Fl">-a</code>, but the attrmap file output name is
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made by taking the input filename, removing the file extension, and
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appending <span class="Pa">.attrmap</span>.</dd>
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<dt><a class="permalink" href="#C"><code class="Fl" id="C">-C</code></a></dt>
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<dd>Use the color curve of the Game Boy Color when generating palettes.</dd>
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<dt><a class="permalink" href="#D"><code class="Fl" id="D">-D</code></a></dt>
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<dd>Debug features are enabled.</dd>
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<dt><a class="permalink" href="#f"><code class="Fl" id="f">-f</code></a></dt>
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<dd>Fix the input PNG file to be a correctly indexed image.</dd>
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<dt><a class="permalink" href="#F"><code class="Fl" id="F">-F</code></a></dt>
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<dd>Same as <code class="Fl">-f</code>, but additionally, the supplied command
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line parameters are saved within the PNG and will be loaded and
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automatically used next time.</dd>
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<dt><a class="permalink" href="#d"><code class="Fl" id="d">-d</code></a>
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<var class="Ar">depth</var></dt>
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<dd>The bit depth of the output image (either 1 or 2). By default, the bit
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depth is 2 (two bits per pixel).</dd>
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<dt><a class="permalink" href="#h"><code class="Fl" id="h">-h</code></a></dt>
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<dd>Lay out tiles horizontally rather than vertically.</dd>
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<dt><a class="permalink" href="#m"><code class="Fl" id="m">-m</code></a></dt>
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<dd>Truncate tiles by checking for tiles that are mirrored versions of others
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and omitting these from the output file. Useful with tilemaps and attrmaps
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together to keep track of the duplicated tiles and the dimension mirrored.
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Tiles are checked for horizontal, vertical, and horizontal-vertical
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mirroring. Implies <code class="Fl">-u</code>.</dd>
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<dt><a class="permalink" href="#o"><code class="Fl" id="o">-o</code></a>
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<var class="Ar">outfile</var></dt>
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<dd>The name of the output file.</dd>
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<dt><a class="permalink" href="#p"><code class="Fl" id="p">-p</code></a>
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<var class="Ar">palfile</var></dt>
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<dd>Output the image's palette in standard GBC palette format - bytes (8 bytes
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for two bits per pixel, 4 bytes for one bit per pixel) containing the
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RGB15 values in little-endian byte order. If the palette contains too few
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colors, the remaining entries are set to black.</dd>
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<dt><a class="permalink" href="#P"><code class="Fl" id="P">-P</code></a></dt>
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<dd>Same as <code class="Fl">-p</code>, but the palette file output name is
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made by taking the input PNG file's filename, removing the file extension,
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and appending <span class="Pa">.pal</span>.</dd>
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<dt><a class="permalink" href="#t"><code class="Fl" id="t">-t</code></a>
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<var class="Ar">tilemap</var></dt>
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<dd>Generate a file of tile indices. For each tile in the input file, a byte
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is written representing the index of the associated tile in the output
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file. Useful in combination with <code class="Fl">-u</code> or
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<code class="Fl">-m</code> to keep track of duplicate tiles.</dd>
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<dt><a class="permalink" href="#T"><code class="Fl" id="T">-T</code></a></dt>
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<dd>Same as <code class="Fl">-t</code>, but the tilemap file output name is
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made by taking the input filename, removing the file extension, and
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appending <span class="Pa">.tilemap</span>.</dd>
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<dt><a class="permalink" href="#u"><code class="Fl" id="u">-u</code></a></dt>
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<dd>Truncate tiles by checking for tiles that are exact duplicates of others
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and omitting these from the output file. Useful with tilemaps to keep
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track of the duplicated tiles.</dd>
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<dt><a class="permalink" href="#V"><code class="Fl" id="V">-V</code></a></dt>
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<dd>Print the version of the program and exit.</dd>
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<dt><a class="permalink" href="#v"><code class="Fl" id="v">-v</code></a></dt>
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<dd>Verbose. Print errors when the command line parameters and the parameters
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in the PNG file don't match.</dd>
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<dt><a class="permalink" href="#x"><code class="Fl" id="x">-x</code></a>
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<var class="Ar">tiles</var></dt>
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<dd>Trim the end of the output file by this many tiles.</dd>
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</dl>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="EXAMPLES"><a class="permalink" href="#EXAMPLES">EXAMPLES</a></h1>
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The following will take a PNG file with a bit depth of 1, 2, or 8, and output
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planar 2bpp data:
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<p class="Pp"></p>
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<div class="Bd Bd-indent">$ rgbgfx -o out.2bpp in.png</div>
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<p class="Pp">The following creates a planar 2bpp file with only unique tiles,
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and its tilemap <span class="Pa">out.tilemap</span>:</p>
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<p class="Pp"></p>
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<div class="Bd Bd-indent">$ rgbgfx -T -u -o out.2bpp in.png</div>
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<p class="Pp">The following creates a planar 2bpp file with only unique tiles
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(accounting for tile mirroring) and its associated tilemap
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<span class="Pa">out.tilemap</span> and attrmap
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<span class="Pa">out.attrmap</span>:</p>
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<p class="Pp"></p>
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<div class="Bd Bd-indent">$ rgbgfx -A -T -m -o out.2bpp in.png</div>
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<p class="Pp">The following will do nothing:</p>
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<p class="Pp"></p>
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<div class="Bd Bd-indent">$ rgbgfx in.png</div>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="SEE_ALSO"><a class="permalink" href="#SEE_ALSO">SEE
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ALSO</a></h1>
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<a class="Xr">rgbds(7)</a>, <a class="Xr">rgbasm(1)</a>,
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<a class="Xr">rgblink(1)</a>, <a class="Xr">rgbfix(1)</a>,
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<a class="Xr">gbz80(7)</a>
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</section>
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<section class="Sh">
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<h1 class="Sh" id="HISTORY"><a class="permalink" href="#HISTORY">HISTORY</a></h1>
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<code class="Nm">rgbgfx</code> was created by <span class="An">stag019</span> to
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be included in RGBDS. It is now maintained by a number of contributors at
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<a class="Lk" href="https://github.com/rednex/rgbds">https://github.com/rednex/rgbds</a>.
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</section>
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</div>
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<table class="foot">
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<tr>
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<td class="foot-date">January 26, 2018</td>
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<td class="foot-os">RGBDS Manual</td>
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</tr>
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</table>
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</body>
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</html>
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