Finally a new teaser release …
I know it’s been a long time now that I’m promising new stuff …
The rom is available here.
Source code still need a bit of cleanup, so you need to wait a bit more… Don’t hesitate to report bug or any comments.
See ya, Lint
December 19th, 2008 at 3:50 am
Hi, first of all: Thank you for this. I don’t like assembler and if it wasn’t for your projet, I would probably never attempted to code for SNES and your source is saving me a lot of trouble.
Next: small question about how to convert 256 color pcx to SNES BG format (map, tile, clr). I am trying to put something with more than 16 colors on the screen, but I can’t force Pcx2Snes.exe to make conversion right. No matter what I do, palette bits in .map file are always zero.
At first I though the code was wrong, but if I change palette bits in .map (so some tiles will use other palette than just 0), I end up with picture with more than 16 colors, otherwise 16 colors.
I have also tried other conversion software (gif2sopt.exe), no success either, same symptoms (whole image in 16 colors).
Do you know how to do it(convert 8 bpp image to SNES BG ready data)? I can probably code it myself, but I have exams and other stuff to worry about.
December 28th, 2008 at 3:19 pm
Hey Lint !
Can I have your e-mail adress ?
Thanks and congratulations.
pp128
December 28th, 2008 at 11:07 pm
Thanks for the comment … I’m preparing a blog post in response to your comment. Just be a littl emore patient …. Thanks Honza.
++ Lint
January 5th, 2009 at 9:46 am
The free version of the wdc compiler has some ridiculous limitations. Do you have the full version or something?
January 5th, 2009 at 10:08 am
No there is some way to bypass those limitations by splitting your .c files. Mail me if you have any more precise questions.