mirror of
https://github.com/lscharen/iigs-game-engine.git
synced 2024-11-22 11:34:14 +00:00
Very simple asset pipeline to transform PNG impage into raw binary files to load in the engine
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commit
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@ -15,3 +15,4 @@ REM Cadius does not overwrite files, so clear the root folder first
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REM Now copy files and folders as needed
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%CADIUS% ADDFILE %IMAGE% %FOLDER% src\\GTETestApp
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\test.pic
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%CADIUS% ADDFILE %IMAGE% %FOLDER% emu\\bg1.bin
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6
package-lock.json
generated
6
package-lock.json
generated
@ -25,6 +25,12 @@
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"integrity": "sha512-FM9nNUYrRBAELZQT3xeZQ7fmMOBg6nWNmJKTcgsJeaLstP/UODVpGsr5OhXhhXg6f+qtJ8uiZ+PUxkDWcgIXLw==",
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"dev": true
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},
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"pngjs": {
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"version": "6.0.0",
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"resolved": "https://registry.npmjs.org/pngjs/-/pngjs-6.0.0.tgz",
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"integrity": "sha512-TRzzuFRRmEoSW/p1KVAmiOgPco2Irlah+bGFCeNfJXxxYGwSw7YwAOAcd7X28K/m5bjBWKsC29KyoMfHbypayg==",
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"dev": true
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},
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"watch": {
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"version": "1.0.2",
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"resolved": "https://registry.npmjs.org/watch/-/watch-1.0.2.tgz",
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@ -14,7 +14,8 @@
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"test": "npm run build && build-image.bat %npm_package_config_cadius% && %npm_package_config_gsport%",
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"debug": "%npm_package_config_crossrunner% src\\GTETestApp -Source src\\GTETestApp_S02_MAINSEG_Output.txt -Debug -CompatibilityLayer",
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"build": "%npm_package_config_merlin32% -V %npm_package_config_macros% src\\App.s",
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"build:watch": "watch \"npm run build\" src"
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"build:watch": "watch \"npm run build\" src",
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"build:assets": "node ./tools/pngtoiigs.js ./assets/gba-cloud-bgnd-8-color.png ./emu/bg1.bin"
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},
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"repository": {
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"type": "git",
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@ -27,6 +28,7 @@
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},
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"homepage": "https://github.com/lscharen/iigs-game-engine#readme",
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"devDependencies": {
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"pngjs": "^6.0.0",
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"watch": "latest"
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}
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}
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@ -114,10 +114,15 @@ EvtLoop
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brl Exit
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:1 cmp #'l'
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bne :2
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bne :1_1
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jsr DoLoadPic
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bra EvtLoop
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:1_1 cmp #'b'
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bne :2
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jsr DoLoadBG1
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bra EvtLoop
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:2 cmp #'m'
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bne :3
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jsr DumpBanks
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@ -337,6 +342,16 @@ DoFrame
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jsr Render ; Render the play field
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rts
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; Load a binary file in the BG1 buffer
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DoLoadBG1
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lda BG1DataBank
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xba
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and #$FF00
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ora #$0001 ; Load directly into the BG1 buffer bank on Page 1
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ldx #BG1DataFile
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jsr LoadFile
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rts
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; Load a simple picture format onto the SHR screen
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DoLoadPic
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lda BankLoad
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@ -516,8 +531,12 @@ GrafInit
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jsr SetPalette
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rts
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DefaultPalette dw $0000,$007F,$0090,$0FF0
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dw $000F,$0080,$0f70,$0FFF
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;DefaultPalette dw $0000,$007F,$0090,$0FF0
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; dw $000F,$0080,$0f70,$0FFF
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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DefaultPalette dw $0ADF,$0FF8,$0CD6,$09CF,$0AC6,$08A5,$0FFF,$0694
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dw $0fa9,$0ff0,$00e0,$04DF
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dw $0d00,$078f,$0ccc,$0FFF
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@ -716,6 +735,7 @@ msgLine3 str ' -> Return to Try Again'
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msgLine4 str ' -> Esc to Quit'
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; Data storage
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BG1DataFile strl '1/bg1.bin'
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ImageName strl '1/test.pic'
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MasterId ds 2
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UserId ds 2
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@ -762,3 +782,7 @@ qtRec adrl $0000
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@ -454,7 +454,7 @@ right_odd bit #$000B ; Check the bottom nibble
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bit #$0040 ; Check bit 6 to distinguish between JMP and all of the LDA variants
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bne r_is_jmp
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long_1 stal *+4-base
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long_1 stal *+4-base ; Everything else is a two-byte LDA opcode + PHA
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dfb $00,$00
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bra r_is_pea+1
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@ -546,7 +546,9 @@ long_4 stal *+4-base
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dfb $00,$00
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xba
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sep #$20
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bra :left_byte
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pha
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rep #$20
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bra even_exit
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:l_is_jmp sec ; Set the C flag (V is always cleared at this point) which tells a snippet to push only the high byte
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long_5 ldal entry_jmp+1-base
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@ -615,3 +617,5 @@ top
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123
tools/pngtoiigs.js
Normal file
123
tools/pngtoiigs.js
Normal file
@ -0,0 +1,123 @@
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const fs = require('fs').promises;
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const PNG = require("pngjs").PNG;
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const process = require('process');
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const { Buffer } = require('buffer');
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main(process.argv.slice(2)).then(
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() => process.exit(0),
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(e) => {
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console.error(e);
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process.exit(1);
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}
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);
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function findColorIndex(png, pixel) {
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for (let i = 0; i < png.palette.length; i += 1) {
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const color = png.palette[i];
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if (color.every((c, idx) => c === pixel[idx])) {
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return i;
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}
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}
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return null;
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}
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function pngToIIgsBuff(png) {
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let i = 0;
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const buff = Buffer.alloc(png.height * (png.width / 2), 0);
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for (let y = 0; y < png.height; y += 1) {
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for (let x = 0; x < png.width; x += 1, i += 4) {
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const pixel = png.data.slice(i, i + 4);
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const index = findColorIndex(png, pixel);
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const j = i / 8;
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if (x % 2 === 0) {
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buff[j] = buff[j] + (16 * index);
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}
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else {
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buff[j] = buff[j] + index
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}
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}
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}
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return buff;
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}
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function pngToIIgsBuffRepeat(png) {
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let i = 0;
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const buff = Buffer.alloc(png.height * png.width, 0);
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for (let y = 0; y < png.height; y += 1) {
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for (let x = 0; x < png.width; x += 1, i += 4) {
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const pixel = png.data.slice(i, i + 4);
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const index = findColorIndex(png, pixel);
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const j = y * png.width + Math.floor(x / 2);
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if (index > 15) {
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console.warn('Pixel index greater than 15. Skipping...');
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continue;
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}
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if (x % 2 === 0) {
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buff[j] = 16 * index;
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}
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else {
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buff[j] = buff[j] | index;
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}
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buff[j + (png.width / 2)] = buff[j];
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}
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}
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return buff;
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}
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function paletteToIIgs(palette) {
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const r = Math.round(palette[0] / 17);
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const g = Math.round(palette[1] / 17);
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const b = Math.round(palette[2] / 17);
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return '0' + r.toString(16).toUpperCase() + g.toString(16).toUpperCase() + b.toString(16).toUpperCase();
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}
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async function main(argv) {
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const data = await fs.readFile(argv[0]);
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const png = PNG.sync.read(data);
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if (png.colorType !== 3) {
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console.warn('PNG must be in palette color type');
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return;
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}
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if (png.palette.length > 16) {
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console.warn('Too many colors. Must be 16 or less');
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return;
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}
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// Dump the palette in IIgs hex format
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console.log('Palette:');
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const hexCodes = png.palette.map(c => '$' + paletteToIIgs(c));
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console.log(hexCodes.join(','));
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// Just convert a paletted PNG to IIgs memory format
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let buff = null;
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if (png.width === 512) {
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console.log('Converting to BG1 format...');
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buff = pngToIIgsBuff(png);
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}
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if (png.width === 256) {
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console.log('Converting to BG1 format w/repeat...');
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buff = pngToIIgsBuffRepeat(png);
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}
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if (png.width === 328) {
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console.log('Converting to BG0 format...');
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buff = pngToIIgsBuff(png);
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}
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if (buff && argv[1]) {
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console.log(`Writing to output file ${argv[1]}`);
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await fs.writeFile(argv[1], buff);
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}
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}
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