nesdev.parodius.com Forum Index nesdev.parodius.com
NES Development and Strangulation Records message boards
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

How to load CHR files(tileset) in tUME?

 
Post new topic   Reply to topic    nesdev.parodius.com Forum Index -> NESdev
View previous topic :: View next topic  
Author Message
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Thu Jun 24, 2010 9:57 am    Post subject: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
dr_sloppy



Joined: 27 Oct 2008
Posts: 19
Location: Ă…lesund, Norway

PostPosted: Sun Jun 27, 2010 4:58 pm    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Sun Jun 27, 2010 8:21 pm    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
tokumaru



Joined: 12 Feb 2005
Posts: 3590
Location: Rio de Janeiro - Brazil

PostPosted: Sun Jun 27, 2010 9:15 pm    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Sun Jun 27, 2010 10:19 pm    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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. Sad
Back to top
View user's profile Send private message Send e-mail
tokumaru



Joined: 12 Feb 2005
Posts: 3590
Location: Rio de Janeiro - Brazil

PostPosted: Mon Jun 28, 2010 3:59 am    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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. Sad

Doesn't every generic level editor work like that though?
Back to top
View user's profile Send private message
dr_sloppy



Joined: 27 Oct 2008
Posts: 19
Location: Ă…lesund, Norway

PostPosted: Mon Jun 28, 2010 4:08 am    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website
tepples



Joined: 19 Sep 2004
Posts: 6117
Location: NE Indiana, USA (NTSC)

PostPosted: Mon Jun 28, 2010 5:34 am    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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.
Back to top
View user's profile Send private message Visit poster's website AIM Address
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Mon Jun 28, 2010 8:18 am    Post subject: Re: How to load CHR files(tileset) in tUME? Reply with quote

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. Sad

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.
Back to top
View user's profile Send private message Send e-mail
tokumaru



Joined: 12 Feb 2005
Posts: 3590
Location: Rio de Janeiro - Brazil

PostPosted: Mon Jun 28, 2010 8:45 am    Post subject: Reply with quote

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?
Back to top
View user's profile Send private message
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Tue Jun 29, 2010 9:15 pm    Post subject: Reply with quote

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. Smile
I will now write a routine that will convert the 32 bit values into 1 byte ones.
Back to top
View user's profile Send private message Send e-mail
Nadia



Joined: 05 Nov 2009
Posts: 92

PostPosted: Sun Jul 04, 2010 9:34 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic    nesdev.parodius.com Forum Index -> NESdev All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group