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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Thu Jun 24, 2010 9:57 am Post subject: How to load CHR files(tileset) in tUME? |
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I have recently downloaded a copy of tUME. I tried creating a few maps with it and it worked.
But there's a catch! tUME expects the tileset to be in .LBM format. I have no idea about this format. I have so far dealt with only .CHR files.
Are there any tools for conversion between .CHR and .LBM?
..and 1 more thing. The tUME download link on main page of NesDev is not working.
Cheers. |
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dr_sloppy

Joined: 27 Oct 2008 Posts: 19 Location: Ă…lesund, Norway
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Posted: Sun Jun 27, 2010 4:58 pm Post subject: Re: How to load CHR files(tileset) in tUME? |
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Unless I'm absolutely mistaken, the LBM format is simply that of old Deluxe Paint. That format was widely in use back in the Amiga days.
I don't know nawt about the mentioned CHR format or even what format(s) you convert from ->CHR. IIRC, LBM and PCX are easily convertible against eachother. |
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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Sun Jun 27, 2010 8:21 pm Post subject: Re: How to load CHR files(tileset) in tUME? |
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| dr_sloppy wrote: | Unless I'm absolutely mistaken, the LBM format is simply that of old Deluxe Paint. That format was widely in use back in the Amiga days.
I don't know nawt about the mentioned CHR format or even what format(s) you convert from ->CHR. IIRC, LBM and PCX are easily convertible against eachother. |
As far as I know .CHR format is used by most of the Nes emulators and tile\level editors to keep the background and sprite tileset.
Anyways, tUME apparantly does not have a feature to create tiles\tilesets. Is there a tool( other than deluxe paint) which can handle .LBM file and have facilities to convert between common image formats like .bmp, .lbm .iff etc.
My system has windows Vista and I face a lot of problems running primitive DOS applications on it. So what I am looking for is a windows based application. |
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tokumaru

Joined: 12 Feb 2005 Posts: 3590 Location: Rio de Janeiro - Brazil
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Posted: Sun Jun 27, 2010 9:15 pm Post subject: Re: How to load CHR files(tileset) in tUME? |
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| Nadia wrote: | | My system has windows Vista and I face a lot of problems running primitive DOS applications on it. |
If you can't find Windows programs, you can always run DOS programs using DOSBox. |
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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Sun Jun 27, 2010 10:19 pm Post subject: Re: How to load CHR files(tileset) in tUME? |
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| tokumaru wrote: | | Nadia wrote: | | My system has windows Vista and I face a lot of problems running primitive DOS applications on it. |
If you can't find Windows programs, you can always run DOS programs using DOSBox. |
I am using YY Chr for updating tileset(s). If there's a windows based level editor then it will be easier to switch between yy chr and it. Also copy pasting from yy chr will become easier.
I have tried MappyWin32 but it stores the level-map in its own format. I will have to write custom programs to convert the output files from Mappywin32 to the format I want.  |
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tokumaru

Joined: 12 Feb 2005 Posts: 3590 Location: Rio de Janeiro - Brazil
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Posted: Mon Jun 28, 2010 3:59 am Post subject: Re: How to load CHR files(tileset) in tUME? |
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| Nadia wrote: | I have tried MappyWin32 but it stores the level-map in its own format. I will have to write custom programs to convert the output files from Mappywin32 to the format I want.  |
Doesn't every generic level editor work like that though? |
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dr_sloppy

Joined: 27 Oct 2008 Posts: 19 Location: Ă…lesund, Norway
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Posted: Mon Jun 28, 2010 4:08 am Post subject: Re: How to load CHR files(tileset) in tUME? |
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| Nadia wrote: | | Is there a tool( other than deluxe paint) which can handle .LBM file and have facilities to convert between common image formats like .bmp, .lbm .iff etc. |
Paintshop Pro (version 4.x at least); Just open the source image and save as a new file in the desired format. Without checking, I'm fairly sure that Gimp suffice also. |
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tepples

Joined: 19 Sep 2004 Posts: 6117 Location: NE Indiana, USA (NTSC)
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Posted: Mon Jun 28, 2010 5:34 am Post subject: Re: How to load CHR files(tileset) in tUME? |
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| Nadia wrote: | | Is there a tool( other than deluxe paint) which can handle .LBM file and have facilities to convert between common image formats like .bmp, .lbm .iff etc. |
I believe any Allegro-based can convert IFF/LBM. But nowadays I'm using PNG with a Python-based PNG to CHR converter.
| Quote: | | My system has windows Vista and I face a lot of problems running primitive DOS applications on it. So what I am looking for is a windows based application. |
This includes Windows-based command-line apps, correct? If so, I have a couple programs that you might be able to use, but you will probably have to install Python 2.6 first. |
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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Mon Jun 28, 2010 8:18 am Post subject: Re: How to load CHR files(tileset) in tUME? |
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| tokumaru wrote: | | Nadia wrote: | I have tried MappyWin32 but it stores the level-map in its own format. I will have to write custom programs to convert the output files from Mappywin32 to the format I want.  |
Doesn't every generic level editor work like that though? |
I have created a 16x16 metatile level with only 1 room(i.e. 256 tiles). The whole room is filled only with 1 type of tile.
The resultant .map file has the below contents:
10 00 00 00 10 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00 0b 00 00 00
.......
and so on
.......
.......
.......
$0b is the tile index of the tile I have filled the room with. I was expecting the .map file to have only tile index $0b but as we can see there are a number of $00 bytes also. I have no idea what they are for. |
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tokumaru

Joined: 12 Feb 2005 Posts: 3590 Location: Rio de Janeiro - Brazil
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Posted: Mon Jun 28, 2010 8:45 am Post subject: |
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The editor is probably using 32-bit values for everything (first the dimensions of the map - $10 x $10 - and then the metatiles), even though you only want 8 bits. The 0s are probably the 24 bits you are not using.
An existing editor will hardly output data in a format that's ready to be included in the ROM, most of the time you have to code a converter/plugin/whatever. Or maybe somewhere in the program you can configure it to use 8-bit values? |
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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Tue Jun 29, 2010 9:15 pm Post subject: |
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| tokumaru wrote: | The editor is probably using 32-bit values for everything (first the dimensions of the map - $10 x $10 - and then the metatiles), even though you only want 8 bits. The 0s are probably the 24 bits you are not using.
An existing editor will hardly output data in a format that's ready to be included in the ROM, most of the time you have to code a converter/plugin/whatever. Or maybe somewhere in the program you can configure it to use 8-bit values? |
Thanks for the hint.
I will now write a routine that will convert the 32 bit values into 1 byte ones. |
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Nadia

Joined: 05 Nov 2009 Posts: 92
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Posted: Sun Jul 04, 2010 9:34 pm Post subject: |
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Tile studio!
Apparantly, it can do everything I need: like tileset design, level map, collision map and attributes\pallettes.
I now look for a compression decompression routine. |
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