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RGBGFX(1) |
FreeBSD General Commands Manual |
RGBGFX(1) |
rgbgfx — Game Boy
graphics converter
rgbgfx |
[-CmhOuVXYZ ] [-v
[-v ...]]
[-a attrmap |
-A ] [-b
base_ids] [-c
pal_spec] [-d
depth] [-i
input_tiles] [-L
slice] [-N
nb_tiles] [-n
nb_pals] [-o
out_file] [-p
pal_file | -P ]
[-q pal_map |
-Q ] [-r
width] [-s
nb_colors] [-t
tilemap | -T ]
[-x quantity]
file |
The rgbgfx program converts PNG images
into data suitable for display on the Game Boy and Game Boy Color, or
vice-versa.
The main function of rgbgfx
is to divide the input PNG into 8×8 pixel
squares, convert
each of those squares into 1bpp or 2bpp tile data, and save all of the tile
data in a file. It also has options to generate a tile map, attribute map,
and/or palette set as well; more on that and how the conversion process can
be tweaked below.
Note that options can be abbreviated as long as the abbreviation
is unambiguous: --verb is
--verbose , but --ver is
invalid because it could also be --version .
rgbgfx accepts decimal, binary, and
hexadecimal numbers in option arguments. Decimal numbers are written as
usual; binary numbers must be prefixed with either
‘% ’ or
‘0b ’, and hexadecimal numbers must be
prefixed with either ‘$ ’ (which will
likely need escaping or quoting to avoid being interpreted by the shell), or
‘0x ’. Leading zeros (after the base
prefix, if any) are accepted, and letters are not case-sensitive. All of
these are equivalent: ‘42 ’,
‘042 ’,
‘0b00101010 ’,
‘0B101010 ’,
‘0x2A ’,
‘0X2A ’,
‘0x2a ’.
Unless otherwise noted, passing
‘- ’ (a single dash) as a file name
makes rgbgfx use standard input (for input files) or
standard output (for output files). To suppress this behavior, and open a
file in the current directory actually called
‘- ’, pass
‘./- ’ instead. Using standard input or
output more than once in a single command will likely produce unexpected
results.
The following options are accepted:
-a
attrmap, --attr-map
attrmap
- Generate an attribute map, which is a file containing tile
“attributes”. For each square of the input image, its
corresponding attribute map byte contains the mirroring bits (if
-m was specified), the bank bit (see
-N ), and the palette index. See
Pan
Docs for the individual bytes' format. The output is written just like
the tile map (see -t ), follows the same order
(-Z ), and has the same size.
-A ,
--auto-attr-map
- Same as
-a base_path.attrmap
(see Automatic output
paths).
-B
color, --background-color
color
- Set a background color to be omitted from output. Colors are accepted in
‘
#rgb ’ or
‘#rrggbb ’ format, or as
‘transparent ’. Input tiles which are
entirely the specified background color are ignored and will not be output
in tile data file. The tilemap, atrribute map, or palette map files
will use
placeholder values where background tiles were. If a background color is
specified, it cannot be used within tiles which are not ignored.
-b
base_ids, --base-tiles
base_ids
- Set the base IDs for tile map output. base_ids
should be one or two numbers between 0 and 255, separated by a comma; they
are for bank 0 and bank 1 respectively. Both default to 0.
-C ,
--color-curve
- When generating palettes, use a color curve mimicking the Game Boy Color's
screen. The resulting colors may look closer to the input image's
on hardware and
accurate emulators.
-c
pal_spec, --colors
pal_spec
- Use the specified color palettes instead of having
rgbgfx automatically determine some.
pal_spec can be one of the following:
- inline
palette spec
- If pal_spec begins with a hash character
‘
# ’, it is treated as an inline
palette specification. It should contain a comma-separated list of
hexadecimal colors, each beginning with a hash. Colors are accepted in
‘#rgb ’ or
‘#rrggbb ’ format. To leave one
or more gaps in the palette,
‘#none ’ can be used instead of
any color. Palettes must be separated by a colon or semicolon (the
latter may require quoting to avoid special handling by the shell),
and spaces are allowed around colons, semicolons and commas; trailing
commas and semicolons are allowed. See
EXAMPLES for an example of an
inline palette specification.
- embedded
palette spec
- If pal_spec is the case-insensitive word
embedded , then the first four colors of the
input PNG's embedded palette are used. It is an error if the PNG is
not indexed, or if colors other than these 4 are used. (This is
different from the default behavior of indexed PNGs, as then unused
entries in the embedded palette are ignored, whereas they are not with
-c embedded ).
- external
palette spec
- Otherwise, pal_spec is assumed to be an external
palette specification. The expected format is
‘
format:path ’, where
path is a path to a file
(‘- ’ is not treated specially),
which will be processed according to the format.
See PALETTE
SPECIFICATION FORMATS for a list of formats and their
descriptions.
-d
depth, --depth
depth
- Set the bit depth of the output tile data, in bits per pixel (bpp), either
1 or 2 (the default). This changes how tile data is output, and the
maximum number of colors per palette (2 and 4 respectively).
-h ,
--help
- Print help text for the program and exit.
-i
input_tiles, --input-tileset
input_tiles
- Use the specified input tiles in addition to having
rgbgfx automatically determine some. The input
tiles will always be first in the -o image output,
and will always get the first IDs in the -t
tilemap output. input_tiles must contain 1bpp or
2bpp tile data (whichever matches the -d
option used here), as could be previously
generated with the -o option.
If the -o option is also
specified, then the input tiles will be assigned the first tile IDs, and
any tiles from the input image that are not in the input tileset will be
assigned subsequent IDs. But if the -o option is
not specified,
then the tile map can
only
use tiles from the input tileset. Using -o with
-i is useful if you want to precisely control
the tile IDs of its tile map. Using -i alone is
more useful if you want several images to use a subset of shared
tiles.
If the image will use more than one color
palette, it is
strongly
advised to generate the palette set along with the input tile data, and
pass -c
gbc: input_palette along
with -i input_tiles. This
is because rgbgfx might not generate the same
palette set for this image as it did for its input tileset.
See EXAMPLES for examples
of how to use this option.
This option is ignored in
REVERSE MODE.
-L
slice, --slice
slice
- Only process a given rectangle of the image. This is useful for example if
the input image is a sheet of some sort, and you want to convert each cel
individually. The default is to process the whole image as-is.
slice must be two number pairs,
separated by a colon. The numbers must be separated by commas; space is
allowed around all punctuation. The first number pair specifies the X
and Y coordinates of the top-left pixel that will be processed (anything
above it or to its left will be ignored). The second number pair
specifies how many tiles to process horizontally and vertically,
respectively.
-L
is ignored in reverse
mode, no padding is inserted.
-m ,
--mirror-tiles
- Deduplicate tiles that are horizontally and/or vertically symmetrical
mirror images of each other. Only one of each unique tile will be saved in
the tile data file, with mirror images counting as duplicates. Useful with
a tile map and attribute map together (see
-a and
-t ) to keep track of the duplicated tiles and the
dimension(s) mirrored. Implies -u . Equivalent to
-XY .
-N
nb_tiles, --nb-tiles
nb_tiles
- Set a maximum number of tiles that can be placed in each VRAM bank.
nb_tiles should be one or two numbers between 0 and
256, separated by a comma; if the latter is omitted, it defaults to 0.
Setting either number to 0 prevents any tiles from being output in that
bank.
If more tiles are generated than can fit in the two banks
combined, rgbgfx will abort. If
-N is not specified, no limit will be set on the
amount of tiles placed in bank 0, and tiles will not be placed in bank
1.
-n
nb_pals, --nb-palettes
nb_pals
- Abort if more than nb_pals palettes are generated.
This may not be more than 256.
Note that attribute map output only has 3 bits for the palette
ID, so a limit higher than 8 may yield incomplete data unless relying on
a palette map (see -q ).
-O ,
--group-outputs
- Sets the ‘base path’ to be the output tile data path from
-o instead of the input image path (see
Automatic output
paths).
-o
out_file, --output
out_file
- Output the tile data in native 2bpp format or in 1bpp (depending on
-d ) to this file.
-p
pal_file, --palette
pal_file
- Output the image's palette set to this file.
-P ,
--auto-palette
- Same as
-p base_path.pal
(see Automatic output
paths).
-q
pal_file, --palette-map
pal_file
- Output the image's palette map to this file. This is useful if the input
image contains more than 8 palettes, as the attribute map only contains
the lower 3 bits of the palette indices.
-Q ,
--auto-palette-map
- Same as
-q base_path.palmap
(see Automatic output
paths).
-r
width, --reverse
width
- Switches
rgbgfx into
“reverse”
mode. In this mode, instead of converting a PNG image into Game Boy data,
rgbgfx will attempt to reverse the process, and
render Game Boy data into an image. See
REVERSE MODE below for details.
width is the width of the image to
generate, in tiles. -r
-0 chooses a width to make the image as square
as possible. This is useful if you do not know the original width.
-s
nb_colors, --palette-size
nb_colors
- Specify how many colors each palette contains, including the transparent
one if any. nb_colors cannot be more than
‘
1 <<
depth ’ (see
-d ).
-t
tilemap, --tilemap
tilemap
- Generate a file of tile indices. For each square of the input image, its
corresponding tile map byte contains the index of the associated tile in
the tile data file. The IDs wrap around from 255 back to 0, and do not
include the bank bit; use
-a for that. Useful in
combination with -u and/or
-m to keep track of duplicate tiles.
-T ,
--auto-tilemap
- Same as
-t base_path.tilemap
(see Automatic output
paths).
-u ,
--unique-tiles
- Deduplicate identical tiles. Only one of each unique tile will be saved in
the tile data file. Useful with a tile map (see
-t ) to keep track of the duplicated tiles.
Note that if this option is enabled, no guarantee
is made on the order in which tiles are output; while it
should be
consistent across identical runs of a given
rgbgfx release, the same is not true for
different releases.
-V ,
--version
- Print the version of the program and exit.
-v ,
--verbose
- Be verbose. The verbosity level is increased by one each time the flag is
specified, with each level including the previous:
rgbgfx prints out its configuration before
doing anything.
- A generic message is printed before doing most actions.
- Some of the actions' intermediate results are printed.
- Some internal debug printing is enabled.
The verbosity level does not go past 6.
Note that verbose output is only intended to be consumed by
humans, and may change without notice between RGBDS releases; relying on
those for scripts is not advised.
-X ,
--mirror-x
- Deduplicate tiles that are horizontally symmetrical mirror images of each
other across the X axis. Implies
-u .
-x
quantity, --trim-end
quantity
- Do not output the last quantity tiles to the tile
data file; no other output is affected. This is useful for trimming
“filler” / blank squares at the end of an image. If fewer
than quantity tiles would have been emitted, the
file will be empty.
Note that this is done
after
deduplication if -u was enabled, so you probably
don't want to use this option in combination with
-u . Note also that the tiles that don't get
output will not count towards -N 's limit.
-Y ,
--mirror-y
- Deduplicate tiles that are vertically symmetrical mirror images of each
other across the Y axis. Implies
-u .
-Z ,
--columns
- Read squares from the PNG in column-major order (column by column),
instead of the default row-major order (line by line). This primarily
affects tile map and attribute map output, although it may also change
generated tile data and palettes.
In a given project, many images are to be converted with different
flags. The traditional way of solving this problem has been to specify the
different flags for each image in the Makefile / build script; this can be
inconvenient, as it centralizes all those flags away from the images they
concern.
To avoid these drawbacks, rgbgfx supports
“at-files”: any command-line argument that begins with an at
sign (‘@ ’) is interpreted as one. The
rest of the argument (without the @, that is) is interpreted as the path to
a file, whose contents are interpreted as if given on the command line.
At-files can be stored right next to the corresponding image, for
example:
$ rgbgfx -o image.2bpp -t
image.tilemap @image.flags image.png
This will read additional flags from file
‘image.flags ’, which could contains
for example ‘-b 128 ’ to specify a base
offset for the image's tiles. The above command could be generated from the
following
make(1)
rule, for example:
%.2bpp %.tilemap: %.flags %.png
rgbgfx -o $*.2bpp -t $*.tilemap @$*.flags $*.png
Since the contents of at-files are interpreted by
rgbgfx ,
no shell processing is
performed; for example, shell variables are not expanded
(‘$PWD ’,
‘%WINDIR% ’, etc.). In at-files, lines
that are empty or contain only whitespace are ignored; lines that begin with
a hash sign (‘# ’), optionally preceded
by whitespace, are considered comments and also ignored. Each line can
contain any number of arguments, which are separated by whitespace. (No
quoting feature to prevent this is provided.)
Note that a leading ‘@ ’ has
no special meaning on option arguments, and that the standard
‘-- ’ to stop option processing also
disables at-file processing. For example, the following command line reads
command-line options from
‘tilesets/town.flags ’ then
‘tilesets.flags ’, but processes
‘@tilesets/town.png ’ as the input
image and outputs tile data to
‘@tilesets/town.2bpp ’:
$ rgbgfx -o @tilesets/town.2bpp
@tilesets/town.flags @tilesets.flags -- @tilesets/town.png
At-files can also specify the input image directly, and call for
more at-files, both using the regular syntax. Note that while
‘-- ’ can be used in an at-file (with
identical semantics), it is only effective inside of it—normal option
processing continues in the parent scope.
rgbgfx must generate palettes from the
colors in the input image, unless -c was used; in
that case, the provided palettes will be used.
If the order of colors
in the palettes is important to you, for example because you want to
use palette swaps, please use -c to specify the
palette explicitly.
First, if the image contains
any transparent
pixel, color #0 of all palettes will be allocated to it.
This is done even
if palettes were explicitly specified using
-c ; then the specification only covers color #1
onwards. (If you do not want this, ask your image editor to remove the alpha
channel.)
After generating palettes, rgbgfx sorts
colors within those palettes using the following rules:
Note that the “indexed” behavior depends on an
internal detail of how the PNG is saved, specifically its
‘PLTE ’ chunk. Since few image editors
(such as GIMP) expose that detail, this behavior is only kept for
compatibility and should be considered deprecated.
It turns out that palette generation is an NP-complete problem, so
rgbgfx does not attempt to find the optimal
solution, but instead to find a good one in a reasonable amount of time. It
is possible to compute the optimal solution externally (using a solver, for
example), and then provide it to rgbgfx via
-c .
All files output by rgbgfx are binary
files, and designed to follow the Game Boy and Game Boy Color's native
formats. What follows is succinct descriptions of those formats, including
rgbgfx -specific details. For more complete,
beginner-friendly descriptions of the native formats with illustrations,
please check out Pan
Docs.
Tile data is output like a binary dump of VRAM, with no padding
between tiles. Each tile is 16 bytes, 2 per row of 8 pixels; the bits of
color IDs are split into each byte (or “bitplane”). The
leftmost pixel's color ID is stored in the two bytes' most significant bits,
and the rightmost pixel's color ID in their least significant bits.
When the bit depth (-d ) is set to 1, the
most significant bitplane (second byte) of each row, being all zeros, is
simply not output.
Palette data is output like a dump of palette memory. Each color
is written as GBC-native little-endian RGB555, with the unused bit 15 set to
0. There is no padding between colors, nor between palettes; however, empty
colors in the palettes are output as 0xFFFF. For example, if 5 palettes are
generated with -s 4 , the
palette data file will be
bytes long, even if some palettes contain less than 3 colors. Note that
-n only caps how many palettes are generated (and
thus this file's size), but fewer may be generated still.
A tile map is an array of tile IDs, with one byte per tile ID. The
first byte always corresponds to the ID of the tile in top-left corner of
the input image; the second byte is either the ID of the tile to its right
(by default), or below it (with -Z ); and so on,
continuing in the same direction. Rows / columns (respectively) are stored
consecutively, with no padding.
Attribute maps mirror the format of tile maps, like on the GBC,
especially the order in which bytes are output. The contents of individual
bytes follows the GBC's native format:
Bit 7 |
BG-to-OAM Priority |
Set to 0 |
Bit 6 |
Vertical Flip |
0=Normal, 1=Mirror vertically |
Bit 5 |
Horizontal Flip |
0=Normal, 1=Mirror horizontally |
Bit 4 |
Not used |
Set to 0 |
Bit 3 |
Tile VRAM Bank number |
0=Bank 0, 1=Bank 1 |
Bit 2–0 |
Background Palette number |
BGP0-7 |
Note that if more than 8 palettes are used, only the lowest 3 bits
of the palette ID are output.
For convenience, rgbgfx provides shortcuts
to generate all files in the same directory. This is done by using the
uppercase version of a flag (for example, -A
instead of -a ). The
base_path is the input image path (or the output tile
data path from -o , if
-O was given) with its
extension, if any, removed.
For example, these two commands are equivalent:
$ rgbgfx img/player.png -o build/player.2bpp -P
$ rgbgfx img/player.png -o build/player.2bpp -p img/player.pal
And so are these two:
$ rgbgfx img/player.png -o build/player.2bpp -O -P
$ rgbgfx img/player.png -o build/player.2bpp -p build/player.pal
rgbgfx can produce a PNG image from valid
data. This may be useful for ripping graphics, recovering lost source
images, etc. An important caveat on that last one, though: the conversion
process is
lossy
both ways, so the “reversed” image won't be perfectly
identical to the original—but it should be close to a Game Boy's
output. (Keep in mind that many of consoles output different colors, so
there is no true reference rendering.)
When using reverse mode, make sure to pass the same flags that
were given when generating the data, especially -C ,
-d , -N ,
-s , -x , and
-Z .
“At-files” may help with
this. rgbgfx will warn about any inconsistencies it
detects.
Files that are normally outputs (-a ,
-p , -t ) become inputs, and
file will be written to instead of read from, and thus
needs not exist beforehand. Any of these inputs not passed is assumed to be
some default:
palettes |
Unspecified palette data makes rgbgfx assume DMG
(monochrome Game Boy) mode: a single palette of 4 grays. It is possible to
pass palettes using -c instead of
-p . |
tile data |
Tile data must be provided, as there is no reasonable assumption to fall
back on. |
tile map |
A missing tile map makes rgbgfx assume that
tiles were not deduplicated, and should be laid out in the order they are
stored. |
attribute map |
Without an attribute map, rgbgfx assumes that no
tiles were mirrored. |
The following will only validate the
‘tileset.png ’ image (check its size,
that all tiles have a suitable amount of colors, etc.), but output
nothing:
$ rgbgfx
src/res/maps/overworld/tileset.png
The following will convert the
‘tileset.png ’ image using the two
given palettes (and only those), and store the generated 2bpp tile data in
‘tileset.2bpp ’, and the attribute map
in ‘tileset.attrmap ’.
$ rgbgfx -c '#ffffff,#8d05de,
#dc7905,#000000; #fff,#8d05de, #7e0000 , #000' -A -o tileset.2bpp
tileset.png
The following will deduplicate the tiles in the
‘title_screen.png ’ image, keeping only
one of each unique tile, and store the generated 2bpp tile data in
‘title_screen.2bpp ’, and the tile map
in ‘title_screen.tilemap ’.
$ rgbgfx -u title_screen.png -o
title_screen.2bpp -t title_screen.tilemap
The following will convert the given inline palette specification
to a palette set, and store the palette set in
‘colors.pal ’, without needing an input
image.
$ rgbgfx -c '#fff,#ff0,#f80,#000' -p
colors.pal
The following will convert two level images using the same
tileset, and error out if any of them contain tiles not in the tileset.
$ rgbgfx tileset.png -o tileset.2bpp -O -P
$ rgbgfx level1.png -i tileset.2bpp -c gbc:tileset.pal -t level1.tilemap -a level1.attrmap
$ rgbgfx level2.png -i tileset.2bpp -c gbc:tileset.pal -t level2.tilemap -a level2.attrmap
Please report bugs and mistakes in this man page on
GitHub. Bug
reports and feature requests about RGBDS are also welcome!
rgbgfx was originally written by stag019
as a program to be packaged in RGBDS. It was later rewritten by
ISSOtm, and is now maintained by a number of
contributors at
https://github.com/gbdev/rgbds.
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