About the image manioulation, I find it more performant to reduce the colours first and then to resize. But maybe depends of the image. I think it should be noted that it may useful to try both to see what you prefer. Thanksfor the program
I have tested it on Arch Linux (Manjaro specifically) and it works perfectly. The suggested libraries were unnecessary for me, and I had no errors when running. Thank you so much for the tutorials!
Works great on macOS and Win 10! Great little tool. Previously used Pic2Tiles but it wasn't very good. Another option is to use split paste in Tile Designer, but yours is even easier! :)
I’m having trouble with running my file because I’m trying to save the game as a .gb file and make a new VSCODE folder but I am just stuck on it, I tried to put ./make.bat on Visual Studio Code but it would not work.
Hey GM! How would I go about making a splash screen in two parts? I have two separate backgrounds that I'd like the splash screen to switch between, so I duplicated all of the code from about 12:21 and put it inside of a while loop. When I run the make file, I get an error that says, "1_data.c(9):error *** parse error before 1" Any idea as to what I should do? Thanks :)
That sounds like you have missed something like a ; at the end of a line or have a missing }. It should give you a line number where the error is in you file try and see if you can find that and check the code around that line number
I am trying to change the background from the sprite screen to a different background when the user presses A. It doesn't show any of the tiles at all. Does anyone know how to fix this?
For some reason whenever I include my file and try to compile it, I just get one message repeated over again: “main.c(your last line +1) :error *** struct/union/array ‘ ‘ : initialization needs curly braces
I'm looking to make a custom GBA cart. I want to get as close to a real cart as I can for my Homebrew. And suggestions on how to get there? Please don't tell me about the one you swap out an sd every time you wanna switch a game. I want a dedicated cart that looks official.
See my video here on how to reflash Chinese bootleg games to your own game GBxCart RW Gameboy Cartrridge Reader/Writer th-cam.com/video/lu4MN-9X43Q/w-d-xo.html works with gba too using bootleg games from aliexpress. You may have to buy a few games from different sellers to get on that is definitely flashable see more at flashcartdb.com/index.php/Main_Page
not sure I understand the question, do you mean can you unallocate ram after you no longer need it? If so I believe the answer is yes but only by writing null to everything so there's no real value in doing so as if you need to use it for something else just overwrite it BUT i could be wrong on that
Thanks for the explanation I clearly dont understand the role of header files in lcc, do you know of any resources I can read about their role? Have you seen any examples in GBDK of people using the header files for sprites, all the ones I can find just use the .c file so Id like to see a working example
I get this when trying to put the indexed png's in. Unhandled exception. System . TypeLoadException at System . Drawing. SafeNativeMethods .Gdip.GdipCreateBitmapFromStream(IStream stream, at System . Drawing. Bitmap. .ctor(stream stream, Boolean uselcm) at System . Drawing . Bitmap.. ctor(stream stream) at GameBoyPngConverter. Program.Main(String[] args) at GameBoyPngConverter. Program.(String[] args)
I also tried using version 1.0, and while it says "completed press any key to exit" the files are not created. Attempting to execute from command prompt also does not work. I'm running Windows 11.
About the image manioulation, I find it more performant to reduce the colours first and then to resize. But maybe depends of the image.
I think it should be noted that it may useful to try both to see what you prefer. Thanksfor the program
I have tested it on Arch Linux (Manjaro specifically) and it works perfectly. The suggested libraries were unnecessary for me, and I had no errors when running. Thank you so much for the tutorials!
I would like a tutorial where it is a colord splash screen please
Works great on macOS and Win 10! Great little tool. Previously used Pic2Tiles but it wasn't very good. Another option is to use split paste in Tile Designer, but yours is even easier! :)
Yes I used to use a few different ones but none seemed to be easy and was fun to write
Yet another great tutorial, many thanks!
Worked like a charm on OSX.
Thanks!
Very good tutorial thanks
There is no 'releases' tab on the GitHub page.
Edit: I found it, it's on the right side of the screen now.
I was curious if all of the tutorials would work for gba programming too
Sorry no, it’s similar but different and I have no experience yet with gba
@@GamingMonsters Thank you!! I'll just stick to GB for a while then. I just have to wait for my laptop to come in.
it doesn't really work for me. The converter just gives me 42 tiles and a very weird splash screen
Is there a way to get a .png file instead of .c but using the color pallet / hex codes for use in a GBStudio game?
Is there a way to convert this with colour as well or is palette assigning manual? (for gbc)
how would this effect a gba game?
I’m having trouble with running my file because I’m trying to save the game as a .gb file and make a new VSCODE folder but I am just stuck on it, I tried to put ./make.bat on Visual Studio Code but it would not work.
I’m not sure I understand what you are trying to do or what the issue is?
Hey GM! How would I go about making a splash screen in two parts? I have two separate backgrounds that I'd like the splash screen to switch between, so I duplicated all of the code from about 12:21 and put it inside of a while loop. When I run the make file, I get an error that says, "1_data.c(9):error *** parse error before 1" Any idea as to what I should do? Thanks :)
That sounds like you have missed something like a ; at the end of a line or have a missing }. It should give you a line number where the error is in you file try and see if you can find that and check the code around that line number
I am trying to change the background from the sprite screen to a different background when the user presses A. It doesn't show any of the tiles at all. Does anyone know how to fix this?
If you are still struggling please zip and send the code to gaming@gingemonster.com
@@GamingMonsters NVM, I figured it out from the fade effect video. But thank you anyways! I realized that every first value starts with 0 👍
perfectttt. thanks
For some reason whenever I include my file and try to compile it, I just get one message repeated over again: “main.c(your last line +1) :error *** struct/union/array ‘ ‘ : initialization needs curly braces
send it over and Ill take a look
GamingMonsters I DMed you on Reddit!
I'm looking to make a custom GBA cart. I want to get as close to a real cart as I can for my Homebrew. And suggestions on how to get there? Please don't tell me about the one you swap out an sd every time you wanna switch a game. I want a dedicated cart that looks official.
See my video here on how to reflash Chinese bootleg games to your own game GBxCart RW Gameboy Cartrridge Reader/Writer th-cam.com/video/lu4MN-9X43Q/w-d-xo.html works with gba too using bootleg games from aliexpress. You may have to buy a few games from different sellers to get on that is definitely flashable see more at flashcartdb.com/index.php/Main_Page
ok now the tiles are in the ROM / RAM (with set_bkg_data), how do you unload them from memory ?
there is no need to unload them from sprite memory, just overwrite them if you need to change them
@@GamingMonsters oh tahnks ! by the way how much tiles can you have in the Ram ? 128 background and 128 sprites ?
Did you have an issue where after the splash screen went away your background looked really weird?
Ah yes! Itsa me Mario!
Ima in Game Boy Style!
can you unload from ram
not sure I understand the question, do you mean can you unallocate ram after you no longer need it? If so I believe the answer is yes but only by writing null to everything so there's no real value in doing so as if you need to use it for something else just overwrite it BUT i could be wrong on that
Is your program able to make the .h file for the .c file?
Not currently no but would be easy to do, I just tend to not use header files much myself
GamingMonsters ok, but if you only use the .c files, your compiler will give you an error because the space was filled
KEMP Company I don’t get that on mine which is interesting. What OS are you on. I’ll try and update it soon to generate them as well
GamingMonsters no i mean if you use to many c files
One is ok, but if you also have a few maps it will overflow
Thanks for the explanation I clearly dont understand the role of header files in lcc, do you know of any resources I can read about their role? Have you seen any examples in GBDK of people using the header files for sprites, all the ones I can find just use the .c file so Id like to see a working example
I get this when trying to put the indexed png's in.
Unhandled exception. System . TypeLoadException
at System . Drawing. SafeNativeMethods .Gdip.GdipCreateBitmapFromStream(IStream stream,
at System . Drawing. Bitmap. .ctor(stream stream, Boolean uselcm)
at System . Drawing . Bitmap.. ctor(stream stream)
at GameBoyPngConverter. Program.Main(String[] args)
at GameBoyPngConverter. Program.(String[] args)
Me three, and then cmd closes itself.
I also tried using version 1.0, and while it says "completed press any key to exit" the files are not created. Attempting to execute from command prompt also does not work. I'm running Windows 11.