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451 lines
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451 lines
15 KiB
Plaintext
<!doctype linuxdoc system> <!-- -*- text-mode -*- -->
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<article>
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<title>sp65 Users Guide
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<author><url url="mailto:uz@cc65.org" name="Ullrich von Bassewitz">
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<abstract>
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sp65 is a sprite and bitmap utility that is part of the cc65 development suite.
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It is used to convert graphics and bitmaps into the target formats of the
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supported machines.
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</abstract>
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<!-- Table of contents -->
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<toc>
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<!-- Begin the document -->
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<sect>Overview<p>
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sp65 is a tool that converts images from common formats into formats used
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on the 6502 platforms that are the targets of the cc65 compiler suite. In
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addition, it allows some very simple operation with loaded graphics data, like
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using part of an image for further processing.
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The utility has been designed in a way that adding additional source or target
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formats is easy. The final output is either binary, or C/assembler source.
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<sect>Usage<p>
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<sect1>Command line option overview<p>
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The sp65 utility accepts the following options:
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<tscreen><verb>
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---------------------------------------------------------------------------
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Usage: sp65 [options] file [options] [file]
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Short options:
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-V Print the version number and exit
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-c fmt[,attrlist] Convert into target format
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-h Help (this text)
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-lc List all possible conversions
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-r file[,attrlist] Read an input file
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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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Long options:
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--convert-to fmt[,attrlist] Convert into target format
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--dump-palette Dump palette as table
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--help Help (this text)
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--list-conversions List all possible conversions
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--pop Restore the original loaded image
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--read file[,attrlist] Read an input file
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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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--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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---------------------------------------------------------------------------
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</verb></tscreen>
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<sect1>Command line options in detail<p>
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Below is a description of all the command line options. For the concept of
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attribute lists see <ref id="attr-lists" name="below">.
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<descrip>
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<label id="option--convert-to">
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<tag><tt>-c, --convert-to format[,attrlist]</tt></tag>
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Convert a bitmap into one of the supported target formats. The option
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argument must at least contain the "format" attribute. For more attributes,
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see section <ref id="conversions" name="Conversions">.
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<label id="option--dump-palette">
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<tag><tt>--dump-palette</tt></tag>
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Dump palette as table.
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<label id="option--help">
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<tag><tt>-h, --help</tt></tag>
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Print the short option summary shown above.
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<label id="option--list-conversions">
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<tag><tt>-lc, --list-conversions</tt></tag>
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Print a list of possible conversions.
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<label id="option--pop">
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<tag><tt>--pop</tt></tag>
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Restore the working copy of the bitmap from the one originally loaded from
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the file. This may for example be used when creating several output files
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from one input file.
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<label id="option--read">
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<tag><tt>-r, --read filename[,attrlist]</tt></tag>
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Read an input file. The option argument must at least contain the "name"
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attribute. See <ref id="input-formats" name="input formats"> for more
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information.
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<label id="option-v">
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<tag><tt>-v, --verbose</tt></tag>
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Increase verbosity. Usually only needed for debugging purposes. You may use
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this option more than one time for even more verbose output.
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<label id="option-V">
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<tag><tt>-V, --version</tt></tag>
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Print the version number of the assembler. If you send any suggestions or
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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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<tag><tt>-w, --write filename[,attrlist]</tt></tag>
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Write an output file. The option argument must at least contain the "name"
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attribute. See <ref id="output-formats" name="output formats"> for more
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information.
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</descrip>
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<p>
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<sect>Processing pipeline<label id="processing-pipeline"><p>
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sp65 consists of
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<itemize>
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<item>Front ends that read graphics data,
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<item>processors for graphics data,
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<item>converters
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<item>and output modules for several formats.
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</itemize>
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These modules can be combined to a pipeline that reads data, does some
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optional bitmap processing, converts the bitmap into a target format, and
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writes this binary data to disk in one of several forms.
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<sect>Attribute lists<label id="attr-lists"><p>
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As described in <ref id="processing-pipeline" name="Processing pipeline">,
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sp65 consists of lots of different modules that may be combined in different
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ways, to convert an input bitmap to some output.
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Many of the processors and converters have options to change the way, they're
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working. To avoid having lots of command line options that must be parsed on
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high level and passed down to the relevant parts of the program, sp65 features
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something called "attribute lists". Attribute lists are lists of
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attribute/value pairs. These lists are parsed by the main program module
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without any knowledge about their meaning. Lower level parts just grab the
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attributes they need.
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In general, attribute lists look like this:
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<tscreen><verb>
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attr1=val1[,attr2=val2[,...]]
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</verb></tscreen>
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Instead of the comma, colons may also be used (even mixed).
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To simplify things and to make the most common options look "normal", some
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mandatory attributes may be given without an attribute name. If the attribute
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name is missing, the default name is determined by the position. For example,
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the option <tt/<ref id="option--read" name="--read">/ does always need a file
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name. The attribute name for the file name is "name". To avoid having to type
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<tscreen><verb>
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sp65 --read name=ball.pcx ...
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</verb></tscreen>
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the first attribute gets the default name "name" assigned. So if the first
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attribute doesn't have a name, it is assumed that it is the file name. This
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means that instead of the line above, one can also use
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<tscreen><verb>
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sp65 --read ball.pcx ...
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</verb></tscreen>
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The second attribute for <tt/--read/ is the format of the input file. So when
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using
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<tscreen><verb>
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sp65 --read ball.pic:pcx ...
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</verb></tscreen>
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a PCX file named "ball.pic" is read. The long form would be
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<tscreen><verb>
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sp65 --read name=ball.pic:format=pcx ...
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</verb></tscreen>
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Changing the order of the attributes is possible only when explicitly
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specifying the names of the attributes. Using
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<tscreen><verb>
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sp65 --read pcx:ball.pic ...
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</verb></tscreen>
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will make sp65 complain, because it tries to read a file named "pcx" with an
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(unknown) format of "ball.pic". The following however will work:
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<tscreen><verb>
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sp65 --read format=pcx:name=ball.pic ...
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</verb></tscreen>
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The attributes that are valid for each processor or converter are listed
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below.
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<sect>Input formats<label id="input-formats"><p>
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Input formats are either specified explicitly when using <tt/<ref
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id="option--read" name="--read">/, or are determined by looking at the
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extension of the file name given.
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<sect1>PCX<p>
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While sp65 is prepared for more, this is currently the only possible input
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format. There are no additional attributes for this format.
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<sect>Conversions<label id="conversions"><p>
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<sect1>GEOS bitmap<p>
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The current bitmap working copy is converted to a GEOS compacted bitmap. This
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format is used by several GEOS functions (i.e. 'BitmapUp') and is described
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in 'The Official GEOS Programmers Reference Guide', chapter 4, section
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'Bit-Mapped Graphics'.
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<sect1>GEOS icon<p>
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The current bitmap working copy is converted to GEOS icon format. A GEOS icon
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has the same format as a C64 high resolution sprite (24x21, monochrome, 63
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bytes). There are no additional attributes for this conversion.
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<sect1>Koala image<p>
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<sect1>Lynx sprite<p>
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Lynx can handle 1, 2, 3 and 4 bits per pixel indexed sprites. The maximum size
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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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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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<descrip>
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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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this is called "mode" and the possible values are "literal", "packed" or
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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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number of pixels per scanline will be a multiple of 8 both right and left from
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the action point.
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If the source bitmap edge ends with a color where the least significant bit is
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one then there will be an extra 8 zero bits on that scan line.
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So if you are using totally literal sprites and intend to change them at
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runtime then please add a single pixel border far left and far right with
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zeros in order to prevent graphical glitches in the game.
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The standard encoding is called "packed". In this mode the sprite is packed
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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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The last encoding mode "shaped" is like packed. But we can stop the conversion
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to the right abd left edge when we get the first "edge" colour. If no edge
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colour is specified we stop at the first index 0 colour.
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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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The sprite is painted around the Anchor point. The anchor point x can be
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between 0 and the width of the sprite - 1. If anchor point x is zero then
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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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hardware the anchor point stays in place and the sprite grows or shrinks
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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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The sprite is painted around the Anchor point. The anchor point y can be
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between 0 and the height of the sprite - 1. If anchor point y is zero then
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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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hardware the anchor point stays in place and the sprite grows or shrinks
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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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<sect1>VIC2 sprite<p>
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<sect>Output formats<label id="output-formats"><p>
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Using <tt/<ref id="option--write" name="--write">/ it is possible to write
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processed data to an output file. An attribute "name" is mandatory, it is used
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as the file name for the output. The output format can be specified using an
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attribute named "format". If this attribute doesn't exist, the output format
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is determined by looking at the file name extension.
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<sect1>Binary<p>
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For this format, the processed data is written to the output file in raw
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binary format. There are no additional attributes (besides "name" and
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"format") for this output format.
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<sect1>Assembler code<p>
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For this format, the processed data is written to the output file in ca65
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assembler format. There are several attributes for this output format:
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<descrip>
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<tag/base/
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The value for this attribute specifies the numeric base for the data
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values. It may be either 2, 10 or 16. The default is 16. If the base is
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2, the numbers are prefixed by '%', if the base is 16, the numbers are
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prefixed by '$'. For base 10, there is no prefix.
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<tag/bytesperline/
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The value for this attribute specifies the number of bytes output in one
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line of the assembler file. The default is 16.
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<tag/ident/
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This is an optional attribute. When given, the output processor will wrap
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the data into a <tt/.PROC/ with the given name. In addition, three constants
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are added as local symbols within the <tt/.PROC/: <tt/COLORS/, <tt/WIDTH/
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and <tt/HEIGHT/.
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</descrip>
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<sect1>C code<p>
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When using C output format, a small piece of C source code is generated that
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defines the data containing the output in an array of <tt/unsigned char/.
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Possible attributes for this format are:
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<descrip>
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<tag/base/
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The value for this attribute specifies the numeric base for the data values.
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It may be either 10 or 16. The default is 16. If the base is 16, the numbers
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are prefixed by 0x. For base 10, there is no prefix.
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<tag/bytesperline/
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The value for this attribute specifies the number of bytes output in one
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line of the C source code. The default is 16.
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<tag/ident/
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This is an optional attribute. When given, the output processor will wrap
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the data into an array of unsigned char with the given name. In addition,
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three <tt/#define/s are added for <tt/<ident>_COLORS/,
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<tt/<ident>_WIDTH/ and <tt/<ident>_HEIGHT/.
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</descrip>
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<sect>Copyright<p>
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sp65 (and all cc65 binutils) are (C) Copyright 1998-2012 Ullrich von Bassewitz
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and others. For usage of the binaries and/or sources the following conditions
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do apply:
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This software is provided 'as-is', without any expressed or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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<enum>
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<item> The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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<item> Altered source versions must be plainly marked as such, and must not
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be misrepresented as being the original software.
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<item> This notice may not be removed or altered from any source
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distribution.
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</enum>
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</article>
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