Some of you may wonder after looking
at this tutorial what the purpose is or how it is different from
Day 6. Honestly, there isn't a lot that's different except that
today the map size will be 512x512 and you can see how to make a
map that can be scrolled around.
We are going to do things a little differently for today's graphics.
The reason is that I don't want an optimized palette. If you've
been paying attention, you should have noticed that the gfx2gba
optimizes the palette by removing colors not used in your images.
This is usually fine. Today, however, I want to reference a specific
color when I use ham_SetTextCol() and it's much easier to
figure out the index number of the color in Photoshop ahead of time.
So, to convert the graphics, type:
gfx2gba -fsrc -m -t8 -x simple_world.bmp
If you look at the gfx2gba
readme, you'll see that -x prevents optimizing your palette.
You'll also notice that I left out -p<palette_name&g |