Sprite compression (Generation I): Difference between revisions

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*Backsprites are internally 32x32 pixels (0x44). Usually, these backsprites also have a little white space at the bottom (hidden by the battle menu).
*Backsprites are internally 32x32 pixels (0x44). Usually, these backsprites also have a little white space at the bottom (hidden by the battle menu).
*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 can be converted 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].
*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:
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: