From cfb6c6b566b5c22efe9f62f14f8024c349765e87 Mon Sep 17 00:00:00 2001 From: Alexey 'Cluster' Avdyukhin Date: Wed, 26 Oct 2022 16:51:48 +0400 Subject: Update README.md --- Examples/README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Examples/README.md b/Examples/README.md index 83f8770..4c02cbd 100644 --- a/Examples/README.md +++ b/Examples/README.md @@ -35,7 +35,7 @@ This example uses single image splitted into four horizontally. Each part uses i Full screen animation. Two images splitted into two parts horizontally. MMC3 IRQs and bankswitching used to switch pattern tables on the respective lines. ## sprites8x8 -Simple 8x8 sprites example. +Simple 8x8 sprites example. Also, this example shows how sprites with different colors combined into single palette. ## sprites8x16 Simple 8x16 sprites example. -- cgit v1.2.3 From 3f731d2e95598d4cb9dcf079e35ed76938f8e3f1 Mon Sep 17 00:00:00 2001 From: Alexey 'Cluster' Avdyukhin Date: Wed, 26 Oct 2022 18:54:21 +0400 Subject: Update README.md --- README.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 79d9368..572a113 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,5 @@ # NesTiler -Tool for converting pictures into NES format: generating pattern tables, palettes, name tables +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. -- cgit v1.2.3