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Update dosc
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@ -44,6 +44,7 @@ Short options:
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-lc List all possible conversions
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-lc List all possible conversions
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-r file[,attrlist] Read an input file
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-r file[,attrlist] Read an input file
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-v Increase verbosity
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-v Increase verbosity
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-p tgt,file[,attrlist] Write the palette to a file
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-w file[,attrlist] Write the output to a file
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-w file[,attrlist] Write the output to a file
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Long options:
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Long options:
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@ -56,6 +57,7 @@ Long options:
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--slice x,y,w,h Generate a slice from the loaded bitmap
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--slice x,y,w,h Generate a slice from the loaded bitmap
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--verbose Increase verbosity
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--verbose Increase verbosity
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--version Print the version number and exit
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--version Print the version number and exit
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--palette tgt,file{,attrlist] Write the palette to a file
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--write file[,attrlist] Write the output to a file
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--write file[,attrlist] Write the output to a file
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---------------------------------------------------------------------------
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---------------------------------------------------------------------------
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</verb></tscreen>
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</verb></tscreen>
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@ -124,6 +126,13 @@ attribute lists see <ref id="attr-lists" name="below">.
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bugfixes, please include the version number.
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bugfixes, please include the version number.
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<label id="option--palette">
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<tag><tt>-p, --palette target,filename[,attrlist]</tt></tag>
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Write the palette of the input bitmap to a file in a format suitable of
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the target.
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<label id="option--write">
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<label id="option--write">
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<tag><tt>-w, --write filename[,attrlist]</tt></tag>
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<tag><tt>-w, --write filename[,attrlist]</tt></tag>
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@ -265,6 +274,7 @@ of a sprite is roughly 508 pixels but in reality the Lynx screen is only 160 by
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102 pixels which makes very large sprites useless.
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102 pixels which makes very large sprites useless.
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The number per pixels is taken from the number of colors of the input bitmap.
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The number per pixels is taken from the number of colors of the input bitmap.
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You can also force the number of pens used in the conversion.
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There are a few attributes that you can give to the conversion software.
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There are a few attributes that you can give to the conversion software.
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@ -273,7 +283,7 @@ There are a few attributes that you can give to the conversion software.
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<tag/mode/
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<tag/mode/
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The first is what kind of encoding to use for the sprite. The attribute for
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The first is what kind of encoding to use for the sprite. The attribute for
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this is called "mode" and the possible values are "literal", "packed" or
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this is called "mode" and the possible values are "literal", "packed" or
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"transparent". The default is "packed" if no mode is specified.
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"shaped". The default is "packed" if no mode is specified.
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The "literal" is a totally literal mode with no packing. In this mode the
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The "literal" is a totally literal mode with no packing. In this mode the
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number of pixels per scanline will be a multiple of 8 both right and left from
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number of pixels per scanline will be a multiple of 8 both right and left from
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@ -290,10 +300,26 @@ There are a few attributes that you can give to the conversion software.
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using run-length encoding and literal coding mixed for optimisation to
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using run-length encoding and literal coding mixed for optimisation to
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produce a small sprite.
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produce a small sprite.
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The last encoding mode "transparent" is like packed. But here we know that
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The last encoding mode "shaped" is like packed. But we can stop the conversion
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the index 0 will be transparent so we can clip off all 0 pixels from the left
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to the right abd left edge when we get the first "edge" colour. If no edge
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and right edge of the sprite. This will produce the smallest sprite possible
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colour is specified we stop at the first index 0 colour.
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on the Lynx. The sprite is not rectangular anymore.
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If your edge index is outside the range 0..15 then your sprite can use all
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the colours in the defined palette.
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This will also produce the smallest sprite possible on the Lynx. The sprite
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is not rectangular anymore.
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<tag/edge/
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This keyword is only meaningful for shaped sprites. By default it is 0.
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The shaped sprite outer edge is defined by the colour index "edge".
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<tag/pen/
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This keyword defines the order the colours in the original bitmap is
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mapped to the Lynx sprite. The length of the pen also defines the depth
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of the generated sprite.
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If you want to create a 1 BPP sprite you can define the two indices used
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in the sprite like pen=34. Now areas in colour index 3 will be mapped as 0.
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Areas in colour index 4 will be mapped as 1.
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The default pen=0123456789abcdef.
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<tag/ax/
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<tag/ax/
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The sprite is painted around the Anchor point. The anchor point x can be
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The sprite is painted around the Anchor point. The anchor point x can be
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@ -301,7 +327,9 @@ There are a few attributes that you can give to the conversion software.
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painting the sprite in location 10,20 will set the left edge of the sprite
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painting the sprite in location 10,20 will set the left edge of the sprite
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10 pixels from the left of the Lynx screen. When the sprite is scaled by
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10 pixels from the left of the Lynx screen. When the sprite is scaled by
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hardware the anchor point stays in place and the sprite grows or shrinks
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hardware the anchor point stays in place and the sprite grows or shrinks
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around the anchor point. The default value is 0 (left).
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around the anchor point. You can also define the location using the words
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"mid" for the center or "max" for the right edge.
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The default value is 0 (left).
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<tag/ay/
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<tag/ay/
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The sprite is painted around the Anchor point. The anchor point y can be
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The sprite is painted around the Anchor point. The anchor point y can be
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@ -309,7 +337,8 @@ There are a few attributes that you can give to the conversion software.
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painting the sprite in location 10,20 will set the top of the sprite 20
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painting the sprite in location 10,20 will set the top of the sprite 20
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pixels from the top of the Lynx screen. When the sprite is scaled by
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pixels from the top of the Lynx screen. When the sprite is scaled by
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hardware the anchor point stays in place and the sprite grows or shrinks
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hardware the anchor point stays in place and the sprite grows or shrinks
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around the anchor point. The default value is 0 (top).
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around the anchor point. You can also define the location using the words
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"mid" for the center or "max" for the bottom. The default value is 0 (top).
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</descrip>
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</descrip>
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