From 6da53827564d6bec1a53115124a7b027e5d55a30 Mon Sep 17 00:00:00 2001 From: Alexey 'Cluster' Avdyukhin Date: Sat, 29 Oct 2022 20:14:13 +0400 Subject: Update README.md --- README.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/README.md b/README.md index a22f3de..c9dddc0 100644 --- a/README.md +++ b/README.md @@ -89,6 +89,8 @@ Examples: * nestiler -c nestiler-colors.json ... * nestiler --colors nestiler-colors.json ... +Please note that some colors are forbidden on nes: 0x0D ("blacker than black"), 0x0E, 0x0F, 0x1E, 0x1F, 0x2E, 0x2F, 0x3E, 0x3F. These colors will be ignored. + ### Option -m, --mode bg|sprites8x8|sprites8x16 Option to specify processing mode: backgrounds, 8x8 sprites or 8x16 sprites. Default is backgrounds mode. -- cgit v1.2.3 From a8fbab05635d950a3accee050e6a093ddc487393 Mon Sep 17 00:00:00 2001 From: Alexey 'Cluster' Avdyukhin Date: Sun, 30 Oct 2022 12:29:40 +0400 Subject: Engrish fix. --- README.md | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/README.md b/README.md index c9dddc0..68b9000 100644 --- a/README.md +++ b/README.md @@ -2,7 +2,13 @@ Tool for converting pictures into NES format: pattern tables, nametables, attribute tables and palettes. ## What does it do -When developing applications and games for NES, to display images, you need to split each image into tiles, combine tiles into nametables, select colors so that they do not go beyond the limits of the NES, and then convert all this into a format understandable for the NES. This tool at least partly helps to automate this process. This application can accept multiple images as input, the main point is to use single set of palettes (and tiles if required) for all of them, so it's possible to switch CHR banks and base nametable on a certain line, in the middle of rendering process. You can't change palettes while image renders, so palette set must be the same for all images. Of course, the ideal result will be achieved only in the case of properly prepared images that do not go beyond the limitations of NES. But it's possible to do lossy conversion too. Check [Examples](https://github.com/ClusterM/NesTiler/tree/master/Examples) directory for examples. +When developing applications and games for NES you have to perform a lot of routine. To display images you need to split each image into tiles, combine tiles into nametables, select colors so that they do not go beyond the limits of the NES, and then convert all this into a format understandable for NES. This tool at least partially helps to automate this process. + +This application can accept multiple images as input, the main point is to use single set of palettes (and tiles if required) for all of them, so it's possible to switch CHR banks and base nametable on a certain line, in the middle of rendering process. You can't change palettes while image renders, so palette set must be the same for all images. + +Of course, the ideal result will be achieved only in the case of properly prepared images that do not go beyond the limitations of NES. But it's possible to do lossy conversion too. + +Check [Examples](https://github.com/ClusterM/NesTiler/tree/master/Examples) directory for examples. The sequence of actions is as follows: * Load available NES colors from JSON or PAL file and their indices. @@ -33,7 +39,7 @@ The sequence of actions is as follows: ![Tiles](https://user-images.githubusercontent.com/4236181/198838408-660c252e-ec75-408b-9fbd-36d7a77f97b0.png) -* Save pattern table and nametable of each image to file, so it's easy to include them to NES ROM and show the image +* Save pattern table and nametable of each image to file, so it's easy to include them to NES ROM and show the image (NES has non-square pixels, so image is stretched) ![Result](https://user-images.githubusercontent.com/4236181/198838556-1ff947ba-9879-49f1-a74d-3b8df7067051.png) @@ -77,7 +83,7 @@ Examples: * nestiler -i0 image1.png -i1 image2.png -i2 image3.png ... * nestiler --in-0 image1.png --in-1 image2.png --in-2 image3.png ... -Also, you can load image partically - split them horizontally, just add offset and height after colon. So if you need to split 256x240 image into two images: +Also, you can load image partially - split them horizontally, just add offset and height after colon. So if you need to split 256x240 image into two images: * nestiler -i0 image.png:0:128 -i1 image.png:128:112 It's usefull if you need to show single image on screen but you want to split it into two 256-tiles pattern tables and switch them on specific line in the middle of rendering process. @@ -222,3 +228,8 @@ Just option to suppress console output. Examples: * nestiler -q * nestiler -quiet ... + +## Donate +https://www.donationalerts.com/r/clustermeerkat + +https://boosty.to/cluster -- cgit v1.2.3 From 6d3c2fb7007d49ed6caf6800f6237eaae7ba994f Mon Sep 17 00:00:00 2001 From: Alexey 'Cluster' Avdyukhin Date: Sun, 30 Oct 2022 12:32:08 +0400 Subject: Engrish fix. --- Examples/README.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Examples/README.md b/Examples/README.md index 150a441..3198eb9 100644 --- a/Examples/README.md +++ b/Examples/README.md @@ -3,7 +3,7 @@ [**nesasm CE**](https://github.com/ClusterM/nesasm) and **make** are required to compile those examples. ## nrom_simple -Very simple example with only one full screen image. Demo image is very simple and uses <256 tiles, so there are no need for any bankswitching. +Very simple example with only one full screen image. Demo image is very simple and uses <256 tiles, so there is no need for any bankswitching. ![Image](../TestImages/Images/blaster_master_right.png) @@ -25,7 +25,6 @@ Same as **nrom_split** but with сomplicated image that doesn't fit NES colors l ![Image](../TestImages/Images/me.png) -> ![Image](https://user-images.githubusercontent.com/4236181/197870408-4472a362-2829-4c74-baaf-1c27c082d070.png) - ## mmc3_split4 This example uses single image splitted into four horizontally. Each part uses it's own pattern table, <256 tiles each. MMC3 IRQs and bankswitching used to switch pattern tables on the respective lines, so it's possible to remove 256 tiles limitation at all. This example contains tricky code to avoid visual artefacts. -- cgit v1.2.3