Sega Saturn Development > General Jo Engine Help
Can't load 8-bit image for infinite map
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D3nX:
Hello !
We are a bunch of student at Epitech (Superior school for programming) and we are trying to make a Sega Saturn game as a project for our year there. However it turns out that we have some little issues :
We are trying to do a "Mode 7" like map, but when we load the texture using "jo_tga_8bits_loader", this happens :
We loaded this picture:
We also tried to convert the TGA through 8-bit using ffmpeg, image magick, without success. Can somebody help us ?
Thanks in advance :)
FranMatsusaka:
Hi,
I tried to use your image in the "demo - vdp2 plane" and it works nicely.
Maybe you were not exporting the TGA correctly... To make sure the TGA is in a proper format open it with a hexadecimal viewer and check if the first 16 bytes are like in this image
And here's the image exported by me if you need.
https://drive.google.com/file/d/1OL8jkjLTVjZOZIuCTjkj05hAhcMQg2C_/view?usp=sharing
I've just saved the png as 8-bit image in Photoshop (using "Save for Web & devices..." option), open the new 8bit image and save as TGA.
Good luck with your project!
D3nX:
Hello, sorry for the late answer!
Thank you for taking the time to fix the issue and answer us, the picture now finally loads into the game! But yeah I think the problem come from the exportation of it. However, is there a way to export it the same way you did but with another software than photoshop? (free software such as ffmpeg, paint.net, etc...) I could not find a way to do so.
Thank you again :)
FranMatsusaka:
Sorry for the late response. Sadly I tried GIMP2 but no luck.
I found a web conversor that keeps the color deep in the result TGA file. I have not tried directly in the project but the header looked right to me.
https://www.aconvert.com/image/png-to-tga/
Good luck!
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