rgbgfx(1) — Game Boy graphics converter
SYNOPSIS
rgbgfx |
[-DfFhPTv ] [-o
outfile] [-d
depth] [-p
palfile] [-t
mapfile] [-x
tiles] file |
DESCRIPTION
The rgbgfx
program converts PNG images
into the Nintendo Game Boy's planar tile format. The arguments are as
follows:
-D
- Debug features are enabled.
-f
- Fix the input PNG file to be a correctly indexed image.
-F
- Same as
-f
, but additionally, the input PNG file is fixed to have its parameters match the command line's parameters. -d
depth- The bitdepth of the output image (either 1 or 2). By default, the bitdepth is 2 (two bits per pixel).
-h
- Lay out tiles horizontally rather than vertically.
-o
outfile- The name of the output file.
-p
palfile- Raw bytes (8 bytes for two bits per pixel, 4 bytes for one bit per pixel) containing the RGB15 values in the little-endian byte order and then ordered from lightest to darkest.
-P
- Same as
-p
, but the pallete file output name is made by taking the input filename, removing the file extension, and appending .pal. -t
mapfile- If any tiles are the same, don't place the repeat tiles in the output file, and make a tilemap file.
-T
- Same as
-t
, but the tilemap file output name is made by taking the input filename, removing the file extension, and appending .tilemap. -u
- Truncate repeated tiles. Useful with tilemaps.
-v
- Verbose. Print errors when the command line parameters and the parameters in the PNG file don't match.
-x
tiles- Trim the end of the output file by this many tiles.
EXAMPLES
The following will take a PNG file with a bitdepth of 1, 2, or 8, and output planar 2bpp data:
$ rgbgfx -o out.2bpp in.png
The following creates a planar 2bpp file with only unique tiles, and its tilemap out.tilemap:
$ rgbgfx -T -u -o out.2bpp in.png
The following will do nothing:
$ rgbgfx in.png
SEE ALSO
HISTORY
rgbgfx
was created by
stag019 to be included in RGBDS. It is now
maintained by a number of contributors at
https://github.com/rednex/rgbds.