I added creation of sc4 files with adaptive palette.
Update:
-Mode 12 images support added
-SymbOS images support added
Very, very good tool!
Thanks a lot, Dec.
Hi Dec, I was going to write a week ago, but due to New Year I forgot
I think there are some mistakes in screen modes description in drop down list - i.e. Screen 5 is 256x212 x 16 colors not 4. Same for Screen 7 - 512x212 x 16 colors not 4. Saving palette even as text file with parameters would be great, otherwise for MSX2 it's a bit limited with functionality of export.
Anyway - congrats for work, it will help to convert some gfx stuff.
tooloud, 4 means bits per sample but not color count. Images created by tool can be opened in all tools I tested (on Window) so I don`t plan to add any additional text files.
I would like to add the ability to create interlaced images to the program. Is there any standard for such images?
Which is why I suggested to save as .sc4 instead of .sc2 if a palette is included.
There are three possible situations where it's a nice idea to include a palette on sc2 and sc3:
1) The V99x8 can't perfectly reproduce the pastel tones of the TMS9928 palette. An artist might then want to include a palette that best tweaks its limitations to reproduce the image the way he wanted on MSX2/2+/TR. It will always be a variation of the MSX1 palette
2) The image was drawn on an MSX2/2+/TR. Then it was created on machine that has the V99x8 palette and the BASIC will automatically save that palette on the file. So those are the best colors to view that image.
3) The artist wanted to include enhanced colors when viewed on an MSX2 or higher, similar to what the well known Nemesis3 game does. This is one example. This is another.
Regarding the palette, the main difference between sc2 and sc4 is that is mandatory to have a good degree of compatibility with the MSX1 palette, so it can still be viewed on that generation. On SC4, OTOH, the colors can be used without any restriction, much like sc5 or higher.
Question about palette placement inside sc4 file. According to this doc palette should start at 1E80(+7), but according to wiki palette should start at 1B80(+7). What is right offset?
SC4 uses the same address as SC2: 1B80h.
I would like to add the ability to create interlaced images to the program. Is there any standard for such images?
Yes. It's SCx+S1x. Two SCx files are saved, the first with the even lines and the second with the odd lines. The second file can be shorter as it doesn't need to have the palette. (ex: IMAGE.SC5 + IMAGE.S15). The disadvantage is that this can be quite big, specially for SC7 or higher. Not really good to save on floppy disks.
Another option is to use the Makichan v2 format. This multi-plataform image format has native support for the MSX (SC5 to SC12) and features excellent compression ratio, on par with GIF, and was used on a lot of images on Japanese disk magazines in the late 80s and 90s. It also supports images of any dimensions, so they can be smaller or even bigger than the screen (called banners, aka scrollers).
Yes. It's SCx+S1x. Two SCx files are saved, the first with the even lines and the second with the odd lines. The second file can be shorter as it doesn't need to have the palette. (ex: IMAGE.SC5 + IMAGE.S15).
Is it possible to download samples of such images for tests somewhere?
Another option is to use the Makichan v2 format.
Is it possible to download samples of such images for tests somewhere?
I take the opportunity to ask again if anyone has detailed documentation on the SCx format?
For tile-based formats (SC0~SC4) for example, the shape of the patterns and their layout are in a row? With empty spaces if they are not contiguous in VRAM?
And in the case of the palette; is it located after the image?
Is there any other particularity?
They are just a VRAM dump with the standard BASIC layout + BSAVE/BLOAD header.
I think the info on the VRAM layout including palette mirror addresses should be on the wiki.