to prepare the 16 color palette and the tiles of a 16 x 64 (4 times 16x16) sprite use:
gfx2gba -c16 -D -T16 -t8 -a0 -pgameSprites.pal -St.tls gameSprites.bmp
gameSprites.bmp is saved with indexed colors and the number of colors is not over 16.
the image is 16 pixels in height and n x 16 pixels in width (for several sprites of 16 x 16 )
c16 means 16 colors if you want to use the 256 palette use c256
T16 means the sprite is 16 wide
t8 means the tiles of the sprites are 8 x 8
a0 means the transparent color is the 0the color
gives 2 files gameSprites.pal and gameSprites.tls
64 sprites of 16x16
for 32 x 32 spites:
wide images have to be well prepared: this simple sequence might be useful:
0 32 64 96 128 160 192 234 256 288 320 352 384 416 448 480 --------- 512 544 576 608 640
to prepare the palette and the tiles of a 16 x 64 (4 times 16x16) sprite use:
gfx2gba -c16 -D -T32 -t8 -a0 -pgameSprites.pal -St.tls gameSprites.bmp
T32 means the sprite is 32 wide
only 16 sprites of 32 x 32 in a normal sprite setting
for 64 x 64 sprites:
wide images have to be well prepared: this simple sequence might be useful:
0 64 128 192 256 -------------320 384 448 512 576 640
atlhough you can only put 4 of these big sprites in normal sprite mem!
to prepare the palette and the tiles of a 16 x 64 (4 times 16x16) sprite use:
gfx2gba -c16 -D -T64 -t8 -a0 -pgameSprites.pal -St.tls gameSprites.bmp
T64 means the sprite is 64 wide
only only only 4 sprites of 64 x 64 (unless extra mem is used)