https://github.com/durobot/gimp-megadrive-export
Export Sega Megadrive/Genesis tiles from Gimp
https://github.com/durobot/gimp-megadrive-export
gimp-plugin gimp-plugins gimp-script gimp-scripts megadrive sega-genesis sega-mega-drive sega-megadrive
Last synced: 2 months ago
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Export Sega Megadrive/Genesis tiles from Gimp
- Host: GitHub
- URL: https://github.com/durobot/gimp-megadrive-export
- Owner: Durobot
- License: mit
- Created: 2016-09-18T18:50:39.000Z (almost 9 years ago)
- Default Branch: master
- Last Pushed: 2019-07-15T05:44:23.000Z (almost 6 years ago)
- Last Synced: 2025-04-04T12:57:55.866Z (3 months ago)
- Topics: gimp-plugin, gimp-plugins, gimp-script, gimp-scripts, megadrive, sega-genesis, sega-mega-drive, sega-megadrive
- Language: Python
- Homepage:
- Size: 12.7 KB
- Stars: 11
- Watchers: 3
- Forks: 1
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
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README
gimp-megadrive-export
---------------------Export Sega Megadrive/Genesis tiles from Gimp
This is a plug-in for [Gimp](http://www.gimp.org/) for exporting images
as 8x8 tiles for Sega Genesis/Megadrive as asm68k source files.### Installation
- Copy **gimp_megadrive_export.py** to your Gimp plugins folder. To find out
its location, run Gimp and go to ``Edit > Preferences > Folders > Plug-ins``- (Skip if you're using Windows) Change file permissions by adding executable bit: ``chmod +x gimp_megadrive_export.py``
- Restart Gimp
### Use
- Make sure your image is indexed, with no more than 15 colors (may
have transparency), use Image > Mode > Indexed.. to convert;- Go to File > Export As.., in "All export images" select "Asm68k
files (*.asm)", click "Select File Type (By Extension)", then
"Asm68k files";- Click "Export";
- Click "Ok" in file-asm-save dialog box. You can choose whether to use
COLRW macro (see below) or not, whether to merge duplicate palette colors,
and choose export order of the tiles;- Done. If one or both of your image's dimensions is not a multiple of
8, the plugin will show a dialog box informing of unexported pixels.COLRW is an asm68k macro that I use to improve readability of exported
palettes.
With it you can see palette RGB values (0 - 7) in the code, instead of
color components packed into hexadecimal words.### To do
- Tile optimization: add an option to skip repeating tiles