What is it?
This project started out as just a simple program that extracted tilesets from game maps, but since I've started a few more coding projects along the same line, and I'm learning Qt, I've decided to pack all my mini tools into a GUI suite that I'm calling The Spriter's Toolkit. There are currently three tools in the works which, when used separately, operate by changing settings in an INI file and then dragging files onto them to make them run; not very user-friendly. The GUI is going to remedy that, though the current method really isn't that hard.
I'm making these small tools as part of my new "lots of pots" approach to programming, so I'm gonna be making a bunch of little tools as practice and then packing them together. Each one is named for its function, as one would expect. Here's the designs I have so far:
Tigestion:
This is my tileset "digester". Tigestion takes an image and breaks it into chunks, then compares each chunk and keeps only the unique ones, deleting all repeats, and then saving the remainders into a new sheet. I got the idea after doing my Metroid: Zero Mission tile rips, since pulling them directly from the RAM gave me a bunch of duplicate tiles, which made the sets look bigger than they really were. The tool also works on maps from games, breaking the landscape apart and extracting the unique tiles right out of them. It can also be used for sprite sheets to eliminate repeated frames to allow people to examine the individual frames better, or to edit one and paste it over all the same ones.
Here's a mockup for this one.
SNEStify:
This one's a palette adjuster that was originally just meant to make color palettes compatible with SNES by making each color value a multiple of eight, but I figured it'd be nice to allow that value to be changed, as well as to set minimum and maximum color values, and even divide by arbitrary amounts. I designed it to quickly convert all my existing sprites to my new color rules, but I think others may find more uses for it.
Palomine:
Takes a given palette and applies it to an image. It works by comparing each color in an image and checking it against the given palette, then assigning it to the nearest color in the palette. For instance, a photograph could be quickly altered to look like an NES picture by matching it to the NES palette. Used in conjunction with SNEStify, any image could look like an authentic retro console splash screen.
This project started out as just a simple program that extracted tilesets from game maps, but since I've started a few more coding projects along the same line, and I'm learning Qt, I've decided to pack all my mini tools into a GUI suite that I'm calling The Spriter's Toolkit. There are currently three tools in the works which, when used separately, operate by changing settings in an INI file and then dragging files onto them to make them run; not very user-friendly. The GUI is going to remedy that, though the current method really isn't that hard.
I'm making these small tools as part of my new "lots of pots" approach to programming, so I'm gonna be making a bunch of little tools as practice and then packing them together. Each one is named for its function, as one would expect. Here's the designs I have so far:
Tigestion:
This is my tileset "digester". Tigestion takes an image and breaks it into chunks, then compares each chunk and keeps only the unique ones, deleting all repeats, and then saving the remainders into a new sheet. I got the idea after doing my Metroid: Zero Mission tile rips, since pulling them directly from the RAM gave me a bunch of duplicate tiles, which made the sets look bigger than they really were. The tool also works on maps from games, breaking the landscape apart and extracting the unique tiles right out of them. It can also be used for sprite sheets to eliminate repeated frames to allow people to examine the individual frames better, or to edit one and paste it over all the same ones.
Here's a mockup for this one.
SNEStify:
This one's a palette adjuster that was originally just meant to make color palettes compatible with SNES by making each color value a multiple of eight, but I figured it'd be nice to allow that value to be changed, as well as to set minimum and maximum color values, and even divide by arbitrary amounts. I designed it to quickly convert all my existing sprites to my new color rules, but I think others may find more uses for it.
Palomine:
Takes a given palette and applies it to an image. It works by comparing each color in an image and checking it against the given palette, then assigning it to the nearest color in the palette. For instance, a photograph could be quickly altered to look like an NES picture by matching it to the NES palette. Used in conjunction with SNEStify, any image could look like an authentic retro console splash screen.