NGFX ColorFadeCalculator

Because of this discussion I release this small utility.

NGFX - ColorFade-Calculator 1.160205.zip

  • fade palette to black
  • fade palette to white
  • fade palette to another palette (crossfading)
  • fade palette to a greyscaled one
  • save as ASM-include, C-Code and Binary

You can also use Drag&drop..

MD5  2e360790bc3ad6775e605b2a896589b4
SHA1 9ec6719738d281fbe8ebf36dff892cc7859d0aac

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Updates..

NGFX 1.160201.zip

  • added option to export converted image in 'image import window'
  • removed ColorMode-option in ColorRequester
  • updated french language (Elrayzeur)
MD5  a2a53e2cfa0562edf19df910da1a28cb
SHA1 1aaca42df4cdbdcbe340bb91579efaf987d6b804

 NGFX - ImageGrid and -map Tool 1.160201 (fix).zip

(formerly 'NGFX-ImageGridTool')

  • changed GUI & fixed some typos
  • file extension will be automatically added
  • overwrite prompt
  • swap TILEs by drag and drop
  • save special MAP-file (*.ngfx-map)
  1. load/drop image
  2. choose tile-size (16x16 is default)
  3. add grid
  4. swap tiles by drag and drop
  5. save image
  6. save mapfile (*.ngfx-map)
  1. load/drop image
  2. choose correct(!) tile-size
  3. load/drop mapfile (*.ngfx-map)
  4. reset map & remove grid
  5. save image
MD5 9ed76001534af7f97becd028f45c578c
SHA1 060ff747ad654d7f4e058b8ecadb651b10a9023d

NGFX - ImageGridTool

Export ROM as image WITH GRID.. this Feature was requested but I dont want to integrate this yet because it's very dirty! Use this Tool to add and remove a 8px- or 16px-grid to any supported image.

  • reads: *.bmp;*.jpg;*.png;*.gif"
  • write:  *.png

NGFX-ImageGridTool.zip

MD5  9863ea9884961834aa7eb56ecb38a77d
SHA1 5fc45f1a3f96592785f53ad0d1018acf98c36164

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NGFX

NGFX.zip (v1.160122)

  • FIX: load/edit/save
  • Cx: load/edit/save
  • SPR: load/edit/save
  • SYS: load/edit/save
  • LOGO: load

Editing is limited to set a pixel, fill/clear a tile or copy/cut/insert view, if you need real editing capabilities you are able to export and import different formats.

*.NGPAL (32byte), it's a binary palette-file with 16colors, you can use this directly with your code.

NGFX is multilingual, englisch & german are hardcoded. There are also 4 other Languages you can choose from (español, français, italiano, português), these are translated with help from 'freem' and his friends or with google-translator. Feel free to correct this files or rename, edit & share 'template.txt' for your own language.

MD5  b14be21ad418faada74879b250e2d5b3
SHA1 8833b31e2e4e86c8ffcba0ff98eadde16cead880

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NGFX - status..

Because of requests I have added following features:

  • Pixel-cursor
  • import images of any colordepth (PNG/BMP/JPG/GIF)
  • Undo-support

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Something I'm working on..

In all these years I wrote different viewers, editors & converters - now I throw everything together and it seems working well! :-)

  • PaintShop-like GUI
  • full drag&drop support (drop any suported file to open)
  • "open with.." support (just click a supported file to open with NGFX)
  • each window has its own palette, editor included
  • drop saved palette (32byte bin) to selected window to change colors
  • copy content from one window to another
  • export and import content as 16color (indexed) bitmap (*.bmp)
  • multilanguage
  • ..

supported files:

  • NeogeoCD.spr (open, edit, save, save as Neogeo.c*)
  • Neogeo.c* (open, edit, save, save as NeoeoCD.spr)
  • Neogeo/NeogeoCD.s1 (open, edit, save)
  • NeogeoCD 'TITLE_*.SYS' (open, edit, save)
  • NeogeoCD 'LOGO_*.PRG' (open and animate)

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Twister @ NGCD

Finally... because of requests I compiled a Neo Geo CD-version of my twister-intro. Burn and enjoy on real hardware only - real hardware exclusive because no ngcd-emulator is close enough! :-(
It's (again) an AIO-file, there are no separate Files for fix, sprites, z80 or pcm... all needed data is inside the prg-file and uploaded by bios.

twister_in_a_mirror-intro-ngcd.zip

Update: works with MESS.. I never tested this but seems logical because MESS shares code with MAME and ROM works in MAME.

VRAM-buffer

Because of this question and this wiki-page I have done some tests with MAME & real hardware, modifying VRAM-buffer to change spriteorder while drawing is possible but it have to be done every scanline (depending if even or odd) and it's very slow... not usable ingame!

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After 10years I'm back..

My first release after 10years... it's a simple oldschool intro, a twister in front of a moving transparent mirror with a sinescroller and a short chiptune loop.

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twister_in_a_mirror-intro.zip

Runs with USB-2-NEO on real hardware or in latest MAME as "Puzzle de Pon".

202-c1.c1 [72CEED51]
202-c2.c2 [27DA57EE]
202-m1.m1 [C1C27B33]
202-p1.p1 [514BF0FD]
202-s1.s1 [111EA86C]
202-v1.v1 [0C5E044C]
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