changeset 1868:4bb3d10328a9

Update gfxconv usage examples.
author Matti Hamalainen <ccr@tnsp.org>
date Sun, 24 Jun 2018 17:35:32 +0300
parents 15cbf17a8ea6
children 1067df067f28
files README.txt
diffstat 1 files changed, 45 insertions(+), 22 deletions(-) [+]
line wrap: on
line diff
--- a/README.txt	Sun Jun 24 17:35:02 2018 +0300
+++ b/README.txt	Sun Jun 24 17:35:32 2018 +0300
@@ -211,16 +211,31 @@
 gfxconv
 -------
 
-Convert ILBM IFF to PNG:
+Convert IFF ILBM format image to RGBA/32bit PNG:
 
 $ gfxconv -f png -o output.png input.lbm
 
 
+Convert IFF ILBM format image to indexed/paletted PNG:
+
+$ gfxconv -f png -o output.png input.lbm -P
+
+
+Convert DrazPaint format C64 bitmap image to indexed/paletted PNG:
+
+$ gfxconv -f png -o output.png input.drp -P
+
+
+Convert DrazPaint format C64 bitmap image to unpacked Koala Painter format:
+
+$ gfxconv -f kla -o output.png input.drp
+
+
 Image input to C64 char font conversion:
 
 $ gfxconv font16x16.pcx -f chr -o font16x16.chr
 
- - Input file "font16x16.pcx" is a paletted PCX image (preferably 2-colors),
+ - Input file "font16x16.pcx" is a paletted PCX image (preferably 2 colors),
    containing a 16x16 pixel font.
  - "-f chr" specifies conversion to c64 char memory format, gfxconv
    splits the input image to 8x8 blocks, outputting them in sequence.
@@ -229,7 +244,7 @@
 Convert input image to IFFMaster ARAW + assembler include file,
 while remapping some palette entries:
 
-$ gfxconv -R "#000000:0" -f araw -i image -B 3 input.png -o output.raw
+$ gfxconv -R "#000000:0" -f araw -B 3 input.png -o output.raw
 
  - "-R #000000:0" remaps all input image palette colors matching RGB
    hex triplet #000000 to palette index 0.
@@ -238,11 +253,12 @@
    simply discarded.
 
 
-C64 char font to PNG imge conversion:
+Single color C64 char font to PNG imge conversion:
 
-$ gfxconv chars1.fnt -i char -s 2 -S 10 -c 255:1 -f png -o chars1.png
+$ gfxconv chars1.fnt -i chr:sc -s 2 -S 10 -c 255:1 -f png -o chars1.png
 
- - Input file "chars1.fnt" is interpreted as character data (-i char)
+ - Input file is "chars1.fnt"
+ - "-i chr:mc" specifies that input is interpreted as single color chars.
  - "-s 2" skips first two bytes of the input file (loading address)
  - "-S 10" scales output image to be 10 times larger
  - "-c 255:1" defines background color (bit value 0) to be transparent
@@ -252,26 +268,33 @@
 
 Extract sprites from a C64 memory dump, convert to PNG:
 
-$ gfxconv bub_dump.raw -i s -s 0x5800 -n 20 -f png -o bub \
-  -q -S 3 -m -c 255:2:5:1
+$ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 20 -f png -o bub \
+  -q -S 3 -c 255:2:5:1
 
-  - Input file "bub_dump.raw" is a raw memory dump of Bubble Bobble
-    extracted via VICE in game running mode.
-  - "-i s" sets input to be interpreted as sprite data
-  - "-s 0x5800" skips 0x5800 bytes, basically the memory address as the
-    input is a straight memory dump file.
-  - "-n 20" sets max item count to 20, so 20 sprites will be dumped.
-  - "-o bub" sets filename prefix to "bub"
-  - "-q" selects sequential output (separate files)
-  - "-m" selects multicolor input
-  - "-c 255:2:5:1" sets the multicolor color mappings
-    (255 is the transparency color again)
+ - Input file "bub_dump.raw" is a raw memory dump of Bubble Bobble
+   extracted via VICE in game running mode.
+ - "-i spr:mc" sets input to be interpreted as multicolor sprite data
+ - "-s 0x5800" skips 0x5800 bytes, basically the memory address as the
+   input is a straight memory dump file.
+ - "-n 20" sets max item count to 20, so 20 sprites will be dumped.
+ - "-o bub" sets filename prefix to "bub"
+ - "-q" selects sequential output (separate files)
+ - "-c 255:2:5:1" sets the multicolor color mappings
+   (255 is the transparency color again)
 
 
-$ gfxconv chars3.fnt -i c -s 2 -n 3
+Dump ANSI colour ASCII output of the same dump file as above:
+
+$ gfxconv bub_dump.raw -i spr:mc -s 0x5800 -n 5 -f ansi
+
+  - "-f ansi" sets output format to ANSI
 
-  Dump as character data into stdout, skipping 2 bytes at start, and
-  limit output to 3 items (characters).
+
+Dump as character data into stdout, skipping 2 bytes at start, and
+limit output to 3 items (characters).
+
+$ gfxconv chars3.fnt -i chr:sc -s 2 -n 3
+
 
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