Ecosyste.ms: Awesome
An open API service indexing awesome lists of open source software.
https://github.com/paul-arutyunov/vtGBte
A simple GameBoy tile editor written in C using ncurses
https://github.com/paul-arutyunov/vtGBte
c gameboy gameboy-tile-editor gbdev ncurses sprite-editor
Last synced: 2 months ago
JSON representation
A simple GameBoy tile editor written in C using ncurses
- Host: GitHub
- URL: https://github.com/paul-arutyunov/vtGBte
- Owner: paul-arutyunov
- License: mit
- Created: 2018-07-16T12:30:38.000Z (almost 6 years ago)
- Default Branch: master
- Last Pushed: 2021-05-24T09:57:50.000Z (about 3 years ago)
- Last Synced: 2024-01-24T13:11:23.939Z (5 months ago)
- Topics: c, gameboy, gameboy-tile-editor, gbdev, ncurses, sprite-editor
- Language: C
- Homepage:
- Size: 65.4 KB
- Stars: 28
- Watchers: 2
- Forks: 6
- Open Issues: 4
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Lists
- awesome-gbdev - vtGBte - A minimalistic ncurses tile editor. (Software Development / Tools)
- awesome-gb-dev-zh - vtGBte - 一个极简的 ncurses 磁贴编辑器。 (软件开发 / 工具)
README
# vtGBte (Very Tiny GameBoy Tile Editor)
![](./screen.png)
A simple *keyboard-controlled* Game Boy tile editor for Unix systems written in C using ncurses library.
(Everything besides plotting pixels is achieved by pressing keys)Hope you'll find it useful.
## Building
First you'll need to clone the repo:
`$ git clone https://github.com/paul-arutyunov/vtGBte.git`
`$ cd vtGBte`To build the project, run
`$ make`
in your terminal.This will create binary file in the repo dir.
To install the program, simply run
`# make install`This will install the binary to the directory specified in the makefile (`/usr/local/bin` by default).
Expectably, to uninstall run
`# make uninstall`Before re-building always run
`$ make clean`
This will remove all object files in the repo dir.
Also it'd be nice to have a script named, say, "rebuild.sh" located in the repo dir and consisting of two lines.*Note that you'll need `ncurses` library located somwhere on your computer.*
*And `make`.*
*And `install`.*
*And `rm`.*
*And, if thruth to be told, a C compiler is required too.*
*Why am I writing this.*## Usage
Asset is always 256 tiles in size.
vtGBte saves assets in raw binary format. This means that you only have to
save your work to a file, named, say, 'sprites.bin', you will only need to
include it in your assembly file, for example, that's how you do it in RGBDS:`incbin "sprites.bin"`
You would likely do not use up the whole asset, so you can include only a part of file:
`incbin "sprites.bin",0,32`
In RGBDS, this will include only 32 bytes (2 tiles) starting at byte 0.
Minimalistic!
## Commands
Drawing:
Arrow keys to move the cursor, number keys (1..4) to select color, SPACE to plot a pixel,
F to fill the whole tile with selected color.`r` to redraw screen (similar to ^R in Nethack) - useful if your screen is ruined for any reason.
`S` to resize canvas (up to 32x32 size supported)
`g` - show guide
`,` and `.` keys to shift tile
`<` and `>` keys to toggle the color of the selected color number
`c` to copy, `p` to paste
`s` to save asset to file
`l` to load asset from file
`h` to open the help screen
`q` to quit
## So...
Be sure to make suggestions or contribute.
You're welcome!