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gd2-asset's Issues

Handle illegal C names better

When gd3asset is given a file name like this:

 gd3asset.exe -o Test2.h 1.png

it uses the identifier "1" in the C header file, which is illegal.

It should either catch this an an error, or use the identifier "_1" instead.

AVI Videos - How to create on a windows machine?

Hi,

I want to use my gameduino as an Escape Room prop, which shows videos, once presented with a RFID fab.

The script works fine, as long as I use the example videos I was provided with. As soon as I use my own files, they do not play.

My question is:

How do I create playable AVI files for my Gameduino?

I found this github.com/jamesbowman/gd2-asset/blob/master/video-convert

But I have no Idea what so ever how to use it on a windows PC. Perhaps someone could tell me?

Cheers

Cannot load any asset file from microSD using -f option.

Trying to use a large size font (96 pt) from an asset loaded from a microSD card. I can use a subset of the font without -f option but all attempts to use an asset file and a header have failed (screen displays blue background with white text "ERROR Cannot open file: ...") Tried with both gd2asset and gd3asset.

Included font and text file with the command used to create header and asset file.

Font and Command.zip

Changes for Mac support

I was able to get gd3asset working on current macOS by changing all instances of "import Image" to "from PIL import Image". This allows the script to use the PIL that is distributed with Pillow. I'm not sure if that would create problems for Linux/Windows users, but if not please consider pulling this into TOT.

Insert command-line at start of header file

The gdXasset command-line converter should insert a comment at the start of the generate .h file something like:

// This file was generated by this command-line:
//   gd2asset -3 -o foo_assets.h foo1.png foo2.png

As a helpful reminder of how to regenerate it.

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