png-to-dreamcast 0.01Here's the README, which explains all. After that, you could download the source(6K tar.gz).
png-to-dreamcast 0.01 by Howard Jones (email@example.com) http://wotsit.thingy.com/haj/ September 23rd 2001 This a little tool I wrote back in March to help me produce the textures for a Spacewar clone I am working on without too much fooling around. It takes in PNG files and produces most DC texture formats. The current version doesn't actually do the 'twiddled' modes or the YUV modes, even though the options are there for it. Most importantly, it understands PNG alpha-channels, which means you can use Photoshop or other tools* that deal with transparency to create your graphics, then produce RGBA4444 sprites or textures from them. * One interesting one is that 3DS Max can save renders with the alpha channel intact. To compile: ---------- Check that you have libpng (most modern systems, including cygwin and Linux do), type 'make; make install' Usage: ----- png_to_dreamcast -f formatname -i inputfilename.png -o outputfilename Write a Dreamcast-formatted version of the input PNG file to outputfilename Version 0.01 by Howard Jones (firstname.lastname@example.org) March 2001 Additional options: -a - append to outputfile -t - 'twiddle' texture for Tile Accelerator [NOT YET!] -d idname - output a #define on stdout with the byte offset and this ID -h - this help text Supported format names: * = Half/Not Implemented! ;-) RGB555 RGB565 RGB888 ARGB1555 ARGB4444 YUV422 * Notes ----- A couple of the options might need a little explaining. The -a (append) and -d (idname) options are intended to be used together to make it easier to produce 'big lump of graphics' files. This should save you some time when your game is loading from CD (loading lots of small files is slow), and makes embedding in a binary a little easier too. I use it in a shellscript like: # Note: only the first line is not Append, and all the same file png_to_dreamcast -i redship.png -o sprites.dat -f ARGB4444 -d TXT_REDSHIP png_to_dreamcast -i blueship.png -o sprites.dat -f ARGB4444 -a -d TXT_BLUESHIP png_to_dreamcast -i yellowship.png -o sprites.dat -f ARGB4444 -a -d TXT_YELLOWSHIP png_to_dreamcast -i greenship.png -o sprites.dat -f ARGB4444 -a -d TXT_GREENSHIP Which gives me a single sprites.dat file, and some #defines ready to paste into my headers, like: #define TXT_REDSHIP (TEXTURE_BASE + 0) #define TXT_BLUESHIP (TEXTURE_BASE + 8192) #define TXT_YELLOWSHIP (TEXTURE_BASE + 16384) #define TXT_GREENSHIP (TEXTURE_BASE + 24576) Just define TEXTURE_BASE, and they are ready to use with ta_load_texture().