Mercurial > hg > dmlib
annotate README.txt @ 2544:0b1e73d49503
Add support for another unknown MC bitmap format.
author | Matti Hamalainen <ccr@tnsp.org> |
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date | Mon, 18 Oct 2021 06:39:33 +0300 |
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1936 | 1 ----------------------------------------------------------------------------- |
425 | 2 |
1936 | 3 T N S P |
4 - --==============-- - | |
425 | 5 |
1936 | 6 ###### ### ## ### ### ###### |
7 # ### ## #### ### ### ### ### ## # | |
8 # # ### ## ######## ### ### ###### # # | |
9 # ### ## ### # ## ### ### ### ## # | |
10 ###### ### ## ###### ### ###### | |
425 | 11 |
1936 | 12 Demo engine / development and utility framework |
425 | 13 |
1936 | 14 ----------------------------------------------------------------------------- |
862 | 15 |
470 | 16 Programmed and designed by Matti Hämäläinen (ccr/TNSP) |
2539 | 17 (C) Copyright 2002-2021 Tecnic Software productions (TNSP) |
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18 Please see the file "COPYING" for license. |
425 | 19 |
20 Contact | |
21 ======= | |
22 IRC : ccr @ IRCNet, sometimes also Freenode | |
23 e-mail : ccr@tnsp.org | |
24 | |
862 | 25 |
1936 | 26 ----------------------------------------------------------------------------- |
425 | 27 |
862 | 28 |
425 | 29 So, what is this? |
30 ================= | |
31 Basically .. a bunch of more and/or less random stuff. dmlib in | |
32 itself is a library with various things useful in demo programming. | |
33 There is a resource management subsystem, functions for loading | |
34 PNG and JPEG images. Software blitted and scaled sprites, etc. | |
35 Bitmap font routines. A XM module replayer. | |
36 | |
37 And a work-in-progress timeline-supporting demo framework, with | |
38 a Qt based GUI editor. | |
39 | |
40 And graphics converter and displayer for various restricted formats, | |
41 such as C64/VIC-20 characters, bitmaps, sprites, etc. | |
42 | |
43 .. So, yeah. There are many things in here. It's a junkyard of various | |
882 | 44 demo- or such development related pieces of code and utilities. Many |
45 parts can be disabled during compile-time from config.mak | |
425 | 46 |
47 Most modules can be enabled or disabled, per project basis via | |
48 compile-time configuration in config.mak. | |
49 | |
862 | 50 |
1936 | 51 ----------------------------------------------------------------------------- |
425 | 52 |
862 | 53 |
425 | 54 Requirements |
55 ============ | |
56 The compilation and usage of these utilities requires following | |
57 software packages or functional equivalents installed: | |
58 | |
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59 - GCC 4.6 or later |
425 | 60 - GNU binutils |
61 - GNU Make | |
62 - pkg-config | |
63 | |
862 | 64 You will also want these libraries: |
425 | 65 |
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66 - libSDL 2.0 |
882 | 67 - zlib |
425 | 68 - libPNG 1.2 and development headers (more optional, |
69 only required for PNG write and read support by some | |
70 utilities.) | |
1558 | 71 - SDL2_ttf for libSDL2 (optional, required for some things) |
425 | 72 - Tremor (integer-based Ogg Vorbis decoder) + libogg |
73 | |
862 | 74 And the demo editor framework requires (but it is not yet |
75 usable anyway, so you may as well skip these): | |
425 | 76 |
1558 | 77 - Qt 5.x framework libraries |
425 | 78 |
79 | |
80 For Linux -> Win32/64 cross-compilation I have used the standard | |
81 MinGW packages from Debian Testing (wheezy): | |
82 | |
83 gcc-mingw-w64 mingw-w64-i686-dev mingw-w64-x86-64-dev | |
84 | |
1558 | 85 with the additions of cross-compiled libSDL, zlib, Tremor, libogg |
86 and libPNG. The SDL-related stuff for MinGW can be found from | |
87 libSDL's website, though some things you may need to cross-compile | |
88 yourself. YMMV. | |
425 | 89 |
90 Please don't ask me for help to get cross-compilation working. | |
91 | |
862 | 92 |
1936 | 93 ----------------------------------------------------------------------------- |
425 | 94 |
862 | 95 |
425 | 96 How to build |
97 ============ | |
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98 1) Copy default configuration template to configuration |
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99 |
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100 $ cp config.mak.in config.mak |
425 | 101 |
102 2) Edit config.mak to enable/disable desired options. | |
103 Make sure you have the required depencies. | |
104 | |
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105 3) Compile all the things |
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106 |
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107 $ make |
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108 |
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109 or, if cross-compiling to Win32/64 via MinGW |
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110 |
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111 $ make -f Makefile.cross-mingw MINGW=32 |
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112 |
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113 Use MINGW=64 if targeting 64bit. |
425 | 114 |
115 4) If it works -> Happy fun times \:D\ | |
116 | |
862 | 117 |
1936 | 118 ----------------------------------------------------------------------------- |
425 | 119 |
882 | 120 |
425 | 121 Included utilities |
122 ================== | |
123 | |
124 xm2jss | |
125 ------ | |
1936 | 126 Convert XM modules to internal JMOD format. You can optionally optimize the |
127 module and even strip out various parts, such as complete instruments | |
128 (leaving only pattern data), sample data, sample instruments, etc. | |
425 | 129 |
130 | |
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131 dumpmod |
425 | 132 ------- |
1936 | 133 Simple XM/JMOD viewer. Dumps selected parts into stdout as text format data. |
425 | 134 |
135 | |
136 ppl | |
137 --- | |
138 A simple XM/JMOD player with SDL-based UI. | |
139 | |
1936 | 140 |
425 | 141 testpl |
142 ------ | |
143 Even simpler player, with no UI at all. Uses SDL for audio. | |
144 | |
1936 | 145 |
425 | 146 mod2wav |
147 ------- | |
148 Render XM/JMOD modules into WAV files. | |
149 | |
150 | |
151 packed | |
152 ------ | |
153 Manipulate DMPACK files. Basically a bit like ZIP archive, | |
154 for glueing resource files into a zlib-compressed blob. | |
155 The dmlib resource subsystem can utilize these files. | |
156 | |
157 fontconv | |
158 -------- | |
159 Convert bitmap fonts. | |
160 | |
161 | |
162 objlink | |
163 ------- | |
164 Simple, but versatile commandline utility for combining binary | |
165 files into one file. Understands 2-byte loading address PRG | |
166 style files, and raw data. "Loading addresses" can be specified | |
167 and overridden. The utility also checks for overlaps, etc. | |
168 | |
1936 | 169 |
425 | 170 data2inc |
171 -------- | |
172 Simple data file to C/ASM source converter. | |
173 | |
1936 | 174 |
425 | 175 gfxconv |
176 ------- | |
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177 Utility for "dumping" and converting various graphics in plain |
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178 ASCII, or ANSI colored output, or into various image formats |
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179 (including PNG, PCX, PPM, IFF ILBM and RAW/ARAW files). |
425 | 180 |
1794 | 181 Input can also be interpreted as bitmap, sprite or character data, |
425 | 182 in multicolor or single color. Colors can be mapped as desired. |
183 Image file output can be either single image (with chars/sprites | |
184 placed vertically if input is char/sprite data), or in separate | |
185 files. | |
186 | |
187 (Note: PNG support is a compile-time option) | |
188 | |
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189 |
1794 | 190 64vw |
191 ---- | |
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192 A very barebones SDL2-based C64 graphics formats viewer. |
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193 Compiled only if libSDL support is enabled. |
425 | 194 |
862 | 195 |
1936 | 196 ----------------------------------------------------------------------------- |
425 | 197 |
862 | 198 |
425 | 199 Examples |
200 ======== | |
201 | |
202 data2inc | |
203 -------- | |
204 To convert a data file to a C structure using 'uint8_t' as type: | |
205 | |
206 $ data2inc -C -n variable_name -t uint8_t input.bin output.h | |
207 | |
208 | |
209 objlink | |
210 ------- | |
211 $ objlink -o intro.tmp -pppp intro.o gfx/dkdlogo2.drp:0x3800 \ | |
212 muzak.prg gfx/chars_4.fnt:0x6800 | |
213 | |
214 - "-o intro.tmp" sets output file | |
215 - As you can see, short options can be combined, like "-pppp". | |
216 However, the next parameters must be the corresponding option | |
217 arguments, in correct order, if any. | |
218 - It is possible to specify a overriding loading address via | |
219 ":<addr>" syntax. See the help for more information. | |
220 | |
221 | |
222 gfxconv | |
223 ------- | |
491 | 224 |
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225 Convert IFF ILBM format image to RGBA/32bit PNG: |
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226 |
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227 $ gfxconv -o output.png input.lbm |
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228 |
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229 |
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230 Convert IFF ILBM format image to indexed/paletted PNG: |
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231 |
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232 $ gfxconv -o output.png input.lbm -P |
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233 |
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234 |
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235 Convert DrazPaint format C64 bitmap image to indexed/paletted PNG: |
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236 |
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237 $ gfxconv -o output.png input.drp -P |
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238 |
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239 |
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240 Convert DrazPaint format C64 bitmap image to unpacked Koala Painter format: |
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241 |
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242 $ gfxconv -o output.kla input.drp |
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243 |
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244 NOTE: Desired output format is detected from the filename extension, |
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245 but if you wish to use arbitrary filename(s), you can specify the |
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246 output format via option "-f", e.g. "-f kla", "-f png" etc. |
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247 |
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248 |
491 | 249 Image input to C64 char font conversion: |
250 | |
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251 $ gfxconv font16x16.pcx -o font16x16.chr |
491 | 252 |
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253 - Input file "font16x16.pcx" is a 2-color indexed/paletted PCX image, |
491 | 254 containing a 16x16 pixel font. |
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255 |
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256 "Chr" (.chr or "-f chr") specifies conversion to c64 char memory format, |
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257 gfxconv splits the input image to 8x8 blocks, outputting them in sequence |
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258 to the output file. |
491 | 259 |
260 | |
261 Convert input image to IFFMaster ARAW + assembler include file, | |
262 while remapping some palette entries: | |
263 | |
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264 $ gfxconv -R "#000000:0" -f araw -B 3 input.png -o output.raw |
491 | 265 |
266 - "-R #000000:0" remaps all input image palette colors matching RGB | |
267 hex triplet #000000 to palette index 0. | |
268 - "-f araw" specifies output format to be IFFMaster ARAW. | |
269 - "-B 3" _clamps_ output to be 3 bitplanes. Any bits above those are | |
270 simply discarded. | |
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271 - The assembler include file will be "output.inc" in this case. |
491 | 272 |
273 | |
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274 Single color C64 char font to PNG image conversion: |
491 | 275 |
2030 | 276 $ gfxconv chars1.fnt -i chr:sc -s 2 -S 4 -m 255,1 -n 256 -o chars1.png |
425 | 277 |
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278 - Input file is "chars1.fnt" |
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279 - "-i chr:sc" specifies that input is interpreted as single color chars. |
425 | 280 - "-s 2" skips first two bytes of the input file (loading address) |
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281 - "-S 4" scales output image to be 5 times larger |
2030 | 282 - "-m 255,1" defines background color (bit value 0) to be transparent |
425 | 283 (255, only works for PNG) and foreground to be C64 color 1 (white) |
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284 - "-n 256" specifies that up to 256 items (characters) worth of data |
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285 from input will be processed. |
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286 |
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287 By default the output image will be "vertical", e.g. each character will |
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288 be subsequently below previous. If you specify a width via "-w <n>" option, |
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289 the output will be <n> items (characters) wide, extending down as many rows |
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290 as it will take to fill "-n 256" items. |
425 | 291 |
292 | |
491 | 293 Extract sprites from a C64 memory dump, convert to PNG: |
294 | |
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295 $ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 20 -f png -o bub \ |
2030 | 296 -q -S 3 -m 255:2:5:1 |
425 | 297 |
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298 - Input file "bub_dump.raw" is a raw memory dump of Bubble Bobble |
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299 extracted via VICE in game running mode. |
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300 - "-i spr:mc" sets input to be interpreted as multicolor sprite data |
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301 - "-s 0x5800" skips 0x5800 bytes, basically the memory address as the |
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302 input is a straight memory dump file. |
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303 - "-n 20" sets max item count to 20, so 20 sprites will be dumped. |
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304 - "-f png" sets output format to PNG, required because next option |
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305 does not specify a filename extension. |
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306 - "-o bub" sets filename prefix to "bub" |
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307 - "-q" selects sequential output (separate files) |
2030 | 308 - "-m 255:2:5:1" sets the multicolor color mappings |
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309 (255 is the transparency color again) |
425 | 310 |
491 | 311 |
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312 Dump ANSI colour ASCII output of the same dump file as above: |
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313 |
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314 $ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 5 -f ansi |
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315 |
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316 - "-f ansi" sets output format to ANSI |
425 | 317 |
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318 |
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319 Dump as character data into stdout, skipping 2 bytes at start, and |
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320 limit output to 3 items (characters). |
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321 |
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322 $ gfxconv chars3.fnt -i chr:sc -s 2 -n 3 |
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323 |
425 | 324 |
325 ---- : -------------- #0 | |
326 0002 : ........ | |
327 0003 : ..####.. | |
328 0004 : .#....#. | |
329 0005 : #..##..# | |
330 0006 : #.#....# | |
331 0007 : #..##..# | |
332 0008 : .#....#. | |
333 0009 : ..####.. | |
334 ---- : -------------- #1 | |
335 000a : ........ | |
336 000b : ...##... | |
337 000c : ..#..#.. | |
338 000d : ..####.. | |
339 000e : .##..#.. | |
340 000f : .##..#.. | |
341 0010 : .##..#.. | |
342 0011 : ........ | |
343 ---- : -------------- #2 | |
344 0012 : ........ | |
345 0013 : ..###... | |
346 0014 : ..#..#.. | |
347 0015 : ..###... | |
348 0016 : .##..#.. | |
349 0017 : .##..#.. | |
350 0018 : .####... | |
351 0019 : ........ | |
352 | |
862 | 353 |
1936 | 354 ----------------------------------------------------------------------------- |