jamesbowman / gd2-asset Goto Github PK
View Code? Open in Web Editor NEWGameduino 2/3/3X asset converter
Home Page: http://gameduino.com
License: BSD 3-Clause "New" or "Revised" License
Gameduino 2/3/3X asset converter
Home Page: http://gameduino.com
License: BSD 3-Clause "New" or "Revised" License
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.
Add L2 format bitmap support to asset converter and library
http://gameduino2.proboards.com/thread/363/help-request-fonts-ft810-support
(From jamesbowman/gd2-lib#12 )
For fast MCUs, it is faster to load RAM using cmd_memwrite() than cmd_inflate().
Add an option to avoid compression.
Discussion here:
https://gameduino2.proboards.com/thread/1060/faster-asset-loading
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
Use pyinstaller to build the utility standalone for Mac.
'botchar' should specify the first character to encode. Default should be 32, as is current behavior.
http://gameduino2.proboards.com/thread/189/custom-font?page=1&scrollTo=1600
Should add a -d
option to gd2asset to enable dithering
(From jamesbowman/gd2-lib#13 )
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.
Should use same options as current 'ttf' support
Just noticed that gs2-asset/base.py:GD2
defines cmd_regwrite
the second one is used but is that correct?
Lines 183 to 188 in 93a7b7a
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.
Just curious for the reason for this?
Currently ttf encoding always encodes characters 32-127. Add an option to specify the upper code limit, e.g. 0x39 to stop at ASCII '9'. Motivation is reducing RAM size of fonts.
Need support in the encoder, and in the command-line script.
Feature requested by JB in this thread:
http://gameduino2.proboards.com/thread/189/custom-font?page=1&scrollTo=1581
The output file is currently not padded - it's up to the loader to pad it.
A typo in a command line (missing equals sign after charset
):
gd2asset OCRA.otf,size=80,format=L4,firstchar=0x30,charset"N0123456789"
should give an error report. Instead the tool silently ignores the option.
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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