Sprite compression (Generation I): Difference between revisions

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*White space occupies smaller sprites to add up to 56x56.
*White space occupies smaller sprites to add up to 56x56.
*Unofficially, a .2bpp file can be converted into a compressed Pokémon sprite using the tool pkmncompress, and a .PNG into a compatible .2bpp file using rgbds. "Sprite import tools for RBY" can be downloaded within Evie's Google Sites backup [https://drive.google.com/drive/folders/1DAVPYay9sAuXwi4qXbDQfPU2sIDI_mXH?usp=sharing here] (based on the previous work of the GB Dev and Skeetendo communities).
*Unofficially, a .2bpp file can be converted into a compressed Pokémon sprite using the tool pkmncompress, and a .PNG into a compatible .2bpp file using rgbds. "Sprite import tools for RBY" can be downloaded within Evie's Google Sites backup [https://drive.google.com/drive/folders/1DAVPYay9sAuXwi4qXbDQfPU2sIDI_mXH?usp=sharing here] (based on the previous work of the GB Dev and Skeetendo communities).

If copying individual rows from a VRAM viewer, it may be necessary to rearrange the bytes; i.e. in this sample image for a 56x56 (0x44) sprite:


Unintended compressed sprites with dimensions of 0 are known for their memory overflows, such as Yellow [[MissingNo.]]'s sprite (treated as dimensions of 256, or (256/8)=32).
Unintended compressed sprites with dimensions of 0 are known for their memory overflows, such as Yellow [[MissingNo.]]'s sprite (treated as dimensions of 256, or (256/8)=32).

If copying individual rows from a VRAM viewer, it may be necessary to rearrange the bytes; i.e. in this sample image for a 56x56 (0x44) sprite:


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