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C64 sprite master
C64 sprite master












c64 sprite master

PRG will use the file "hiresview.prg" in the scripts directory, and appends the hed binary to that.hed will export the image as pure data.Specify the load address of the Hi-Eddi file. Unfortunately it seems that there are no file picker accessible from the scripts yet. By default it is the same as the currently open asperite file name, but you can modify it by hand. The filename to save the hed/prg file, without extension. Toggles the visibility of the opportunity map on and off. It will create a new layer called "Oppmap" and color codes the cells - marks cells with only one color with index 20 (green).

c64 sprite master

It will create a new layer called "Error map", and fills every attribute cells with the color index 18 (red if you use the included starter image) which contains more than 2 colors. The program is runnable on a C64, and simply displays the appended koala image. PRG will use the file "koalaview.prg" in the scripts directory, and appends the koala binary to that.kla file, starting at the memory address 0圆000 Koala will export the image as pure data.Which color index to use as the background color? Koala/PRG radio buttons Specify the load address of the koala file. The filename to save the koala/prg file, without extension. It will create a new layer called "Oppmap" and color codes the cells - marks cells with one color with index 20 (green), cells with two colors with index 19 (blue), and cells with 3 colors and no background color with index 18 (orange). OppCheckĬhecks the image for "opportunities" - attribute cells with less colors then allowed - i.e. Handy shortcut to toggle the visibility of the error map. It will create a new layer called "Error map", and fills every attribute cells with the color index 18 (red if you use the included starter image) which contains more than 3 colors + bg color. The previous option will find the best one, but can be set manually. C64 multicolor checkīrute force search for the color which produces the least errors in the image. Tip: set the grid dimension to 4x8 in the View/Grid/Grid settings menu. index 20 (green) - cells with three more possible colors.index 19 (blue) - cells with two more possible colors.index 18 (orange) - cells with one more possible color.index 17 (bright red) - this will mark cells with errors.index 16 (purple) - not actually used by the scripts, I use it as a transparent color.The scripts work with a couple of extra colors for the markings outside of the 16 color C64 palette.Palette: Presets (above the palette), and load the C64 palette from there.Open the Advanced options section, set the Pixel aspect ratio to Double-wide Pixels 2:1.The simplest way to start is to duplicate the included aseprite image, and use that, it is set up the way as the scripts expect it. The multicolor bitmap mode on the C64 is 160x200 (with double wide pixels) resolution image, where each "attribute cell" is 4x8 pixels, and can contain maximum of four colors: 3 can be unique in every cell, and one common color (the "background color"). Tip: You can assign keyboard shortcuts to scripts in the Edit/Keyboard shorcuts menu Getting started Restart Aseprite, and the new commands should show up in the File/Scripts menu. You need to run at least Aseprite v1.2.10 (beta at the time of writing) with lua scripting support.Ĭlick on File/Scripts/Open script folder and copy the files from this repo there (well actually the lua and prg files are enough). C64 image format helper scripts for Aseprite Installing














C64 sprite master