Difference between revisions of "MSXimg"

From MSX Game Library

(Command line options)
 
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== Command line options ==
 
== Command line options ==
 
<syntaxhighlight lang="txt">
 
<syntaxhighlight lang="txt">
MSXimg (v1.19.0)
+
MSXimg 1.20.3 - Image converter for MSX development
 
Usage: MSXimg <filename> [options]
 
Usage: MSXimg <filename> [options]
  
Options:
+
General options:
  inputFile        Input file name. Can be 8/16/24/32 bits image
+
  filename        Input filename. Can be 8, 16, 24 or 32 bits image
 
                   Supported format: BMP, JPEG, PCX, PNG, TGA, PSD, GIF, etc.
 
                   Supported format: BMP, JPEG, PCX, PNG, TGA, PSD, GIF, etc.
  -out outFile    Output file name
+
  -out outFile    Output filename
  -format ?        Output format
+
  -format ?        Output file format
     auto          Auto-detected using output file extension (default)
+
     auto          Auto-detected from output file extension (default)
     c            C header file output
+
     c            C header file output (auto selected for .H or .INC file)
     asm          Assembler header file output
+
     asm          Assembler header file output (auto selected for .ASM or .S file)
     bas          BASIC listing file output
+
     bas          BASIC listing file output (auto selected for .BAS or .LST file)
     bin          Raw binary data image
+
     bin          Raw binary data image (auto selected for .BIN or .ROW file)
 
  -name name      Name of the table to generate
 
  -name name      Name of the table to generate
 
  -mode ?          Exporter mode
 
  -mode ?          Exporter mode
 
     bmp          Export image as bitmap (default)
 
     bmp          Export image as bitmap (default)
 +
    txt          Generate all tables for Text mode 1 or 2 (Screen 0)
 
     gm1          Generate all tables for Graphic mode 1 (Screen 1)
 
     gm1          Generate all tables for Graphic mode 1 (Screen 1)
 
     gm2          Generate all tables for Graphic mode 2 or 3 (Screen 2 or 4)
 
     gm2          Generate all tables for Graphic mode 2 or 3 (Screen 2 or 4)
Line 25: Line 26:
 
  -pos x y        Start position in the input image
 
  -pos x y        Start position in the input image
 
  -size x y        Width/height of a block to export (if 0, use image size)
 
  -size x y        Width/height of a block to export (if 0, use image size)
 +
-num x y        Number of block to export (columns/rows number)
 
  -gap x y        Gap between blocks in pixels
 
  -gap x y        Gap between blocks in pixels
-num x y        Number of block to export (columns/rows number)
+
  -l ? sx sy nx ny col1 [col2 col3 ...]
  -l ? sx sy nx ny col1 (col2, col3, ...)
 
 
                   Layer including the given color(s) (coordinate are relative to each expoted block)
 
                   Layer including the given color(s) (coordinate are relative to each expoted block)
     i8            8x8 sprites layer with only provided colors
+
     i8            Include 8x8 sprites layer with only provided colors
     i16          16x16 sprites layer with only provided colors
+
     i16          Include 16x16 sprites layer with only provided colors
     e8            8x8 sprites layer with all colors but the provided ones
+
     e8            Exclude 8x8 sprites layer with all colors but the provided ones
     e16          16x16 sprites layer with all colors but the provided ones
+
     e16          Exclude 16x16 sprites layer with all colors but the provided ones
 
                   sx/sy is layer start position in pixel in a block
 
                   sx/sy is layer start position in pixel in a block
 
                   nx/ny is layer size in sprite count (1 equal 8 or 16 according to sprite size)
 
                   nx/ny is layer size in sprite count (1 equal 8 or 16 according to sprite size)
 
                   Colors are in RGB 24 bits format (0xFFFFFF)
 
                   Colors are in RGB 24 bits format (0xFFFFFF)
 +
-help            Display this help
 +
 +
Color options:
 
  -trans color    Transparency color (in RGB 24 bits format : 0xFFFFFF)
 
  -trans color    Transparency color (in RGB 24 bits format : 0xFFFFFF)
 
  -opacity color  Opacity color (in RGB 24 bits format : 0xFFFFFF). All other colors are considered transparent
 
  -opacity color  Opacity color (in RGB 24 bits format : 0xFFFFFF). All other colors are considered transparent
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     8           8 bits RGB 256 colors (format: [G:3|R:3|B2]; default)
 
     8           8 bits RGB 256 colors (format: [G:3|R:3|B2]; default)
 
     16           16-bits RGB colors  (format: [G:5|R:5|B5])
 
     16           16-bits RGB colors  (format: [G:5|R:5|B5])
  -pal             Palette to use for 16 colors mode
+
  -pal ?          Palette to use for 16 colors mode
 
     msx1          Use default MSX1 palette
 
     msx1          Use default MSX1 palette
 
     custom        Generate a custom palette and add it to the output file
 
     custom        Generate a custom palette and add it to the output file
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  --paloff n      Index offset of the palette (default: 1)
 
  --paloff n      Index offset of the palette (default: 1)
 
  --pal24          Use 24-bits palette (for v9990; default: false)
 
  --pal24          Use 24-bits palette (for v9990; default: false)
 +
-dither ?        Dithering method (for 1-bit color only)
 +
    none          No dithering (default)
 +
    floyd        Floyd & Steinberg error diffusion algorithm
 +
    bayer4        Bayer ordered dispersed dot dithering (order 2 – 4x4 - dithering matrix)
 +
    bayer8        Bayer ordered dispersed dot dithering (order 3 – 8x8 - dithering matrix)
 +
    bayer16      Bayer ordered dispersed dot dithering (order 4 – 16x16 dithering matrix)
 +
    cluster6      Ordered clustered dot dithering (order 3 - 6x6 matrix)
 +
    cluster8      Ordered clustered dot dithering (order 4 - 8x8 matrix)
 +
    cluster16    Ordered clustered dot dithering (order 8 - 16x16 matrix)
 +
 +
Transformations
 +
-vflip          Vertical flip
 +
-hflip          Horizontal flip
 +
-rot x          Rotate image by X° (positive integer value)
 +
-resize x y      Resize the image to the given width & height (before starting export)
 +
-filter ?        Resize image filter
 +
    box          Box, pulse, Fourier window, 1st order (constant) B-Spline
 +
    bilinear      Bilinear filter
 +
    bspline      4th order(cubic) B - Spline
 +
    bicubic      Mitchell and Netravali's two-param cubic filter
 +
    catmull      Catmull - Rom spline, Overhauser spline (default)
 +
    lanczos      Lanczos - windowed sinc filter
 
  -compress ?
 
  -compress ?
 
     none          No compression (default)
 
     none          No compression (default)
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     best          Search for best compressor according to input parameters (smallest data)
 
     best          Search for best compressor according to input parameters (smallest data)
 
     pletter      Pletter v0.5c1 by XL2S Entertainment
 
     pletter      Pletter v0.5c1 by XL2S Entertainment
  -dither ?        Dithering method (for 1-bit color only)
+
  -skip            Skip empty sprites (default: false)
    none          No dithering (default)
+
 
    floyd        Floyd & Steinberg error diffusion algorithm
+
Exporter options:
    bayer4        Bayer ordered dispersed dot dithering (order 2 – 4x4 - dithering matrix)
 
    bayer8        Bayer ordered dispersed dot dithering (order 3 – 8x8 - dithering matrix)
 
    bayer16      Bayer ordered dispersed dot dithering (order 4 – 16x16 dithering matrix)
 
    cluster6      Ordered clustered dot dithering (order 3 - 6x6 matrix)
 
    cluster8      Ordered clustered dot dithering (order 4 - 8x8 matrix)
 
    cluster16    Ordered clustered dot dithering (order 8 - 16x16 matrix)
 
 
  -data ?          Text format for numbers
 
  -data ?          Text format for numbers
 
     dec          Decimal data (c & asm)
 
     dec          Decimal data (c & asm)
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     asmsx        asMSX format
 
     asmsx        asMSX format
 
     sjasm        Sjasm format
 
     sjasm        Sjasm format
-skip            Skip empty sprites (default: false)
 
 
  -idx            Add images index table (default: false)
 
  -idx            Add images index table (default: false)
 +
-notitle        Remove the ASCII-art title in top of exported text file
 
  -copy (file)    Add copyright information from text file
 
  -copy (file)    Add copyright information from text file
 
                   If file name is empty, search for <inputFile>.txt
 
                   If file name is empty, search for <inputFile>.txt
 
  -head            Add a header table contening input parameters (default: false)
 
  -head            Add a header table contening input parameters (default: false)
 +
-bload          Add header for BLOAD image (default: false)
 
  -font x y f l    Add font header (default: false)
 
  -font x y f l    Add font header (default: false)
 
                   x/y: Font width/heigt in pixels
 
                   x/y: Font width/heigt in pixels
 
                   f/l: ASCII code of the first/last character to export
 
                   f/l: ASCII code of the first/last character to export
 
                   Can be character (like: &) or hexadecimal value (0xFF format)
 
                   Can be character (like: &) or hexadecimal value (0xFF format)
-offset x        Offset of layout index for GM1 et GM2 mode (default: 0)
 
 
  -at x            Data starting address (can be decimal or hexadecimal starting with '0x')
 
  -at x            Data starting address (can be decimal or hexadecimal starting with '0x')
 
  -def            Add defines for each table
 
  -def            Add defines for each table
  -notitle        Remove the ASCII-art title in top of exported text file
+
  -ret0            Program return 0 for success instead of data size (default: data size)
--bload          Add header for BLOAD image (default: false)
+
 
-help            Display this help
 
 
GM1 & GM2 specific options:
 
GM1 & GM2 specific options:
 +
-offset x        Offset of layout index for GM1 et GM2 mode (default: 0)
 
  --tilesComp      Compress also names/layout table (default: false)
 
  --tilesComp      Compress also names/layout table (default: false)
 
  --tilesUnique    Export all tiles as unique (default: false)
 
  --tilesUnique    Export all tiles as unique (default: false)
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  --noTilesPattern Exclude pattern table (default: false)
 
  --noTilesPattern Exclude pattern table (default: false)
 
  --noTilesColor  Exclude color table (default: false)
 
  --noTilesColor  Exclude color table (default: false)
 +
 +
MGLV options:
 +
-mglvHead x      File header
 +
    full          Full data header (default)
 +
    short        Short data header without image information
 +
    none          No header
 +
-mglvSeg x      Segment size (default: 8)
 +
-mglvFreq x      Movie frequency (default: 60)
 +
-mglvTime x      Duration of image in screen frames (default: 5, for 12 fps at 60 Hz)
 +
-mglvLoop       
 +
-mglvMinSkip x  Minimal size of skip chunk (default: 8)
 +
-mglvMinFill x  Minimal size of fill chunk (default: 60)
 
</syntaxhighlight>
 
</syntaxhighlight>
 
[[Category:Tool]][[Category:MSXtk]]
 
[[Category:Tool]][[Category:MSXtk]]
  
 
== MSX Screen Modes ==
 
== MSX Screen Modes ==
 
+
List of MSX screen modes and the parameter to be used with MSXimg to converter image to the mode's color format.
 
{| class="wikitable"
 
{| class="wikitable"
 
! Mode !! Desc. !! MSXimg parameters
 
! Mode !! Desc. !! MSXimg parameters
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|colspan="3" align="center"| '''MSX1 - TMS9918'''
 
|colspan="3" align="center"| '''MSX1 - TMS9918'''
 
|-
 
|-
| Screen 0 || 40x24, 2 colors || ''Not supported''
+
| Screen 0 || 256x192, 40x24 tiles (6x8), 256 patterns, 2 colors || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| Screen 1 || 32x24, 2 colors per 8x8 pixels (from 32 combinations) || <tt>-mode gm1 -pal msx1</tt>
+
| Screen 1 || 256x192, 32x24 tiles (8x8), 256 patterns, 2 colors per tile (from 32 combinations) || <tt>-mode gm1 -pal msx1</tt>
 
|-
 
|-
| Screen 2 || 32x24, 2 colors per 8x1 pixels || <tt>-mode gm2 -pal msx1</tt>  
+
| Screen 2 || 256x192, 32x24 tiles (8x8), 2 colors per 8x1 pixels || <tt>-mode gm2 -pal msx1</tt>  
 
|-
 
|-
| Screen 3 || 64x12, 16 colors || ''Not supported''
+
| Screen 3 || 64x48, 16 colors || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
 
|colspan="3" align="center"| '''MSX2 - V9938'''
 
|colspan="3" align="center"| '''MSX2 - V9938'''
 
|-
 
|-
| Screen 0 || 80x24, 4 colors palette || ''Not supported''
+
| Screen 0 || 256x212, 80x24 tiles (6x8), 4 colors palette || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| Screen 4 || 32x24, 2 colors palette per 8x1 pixels || <tt>-mode gm2 -pal custom</tt>  
+
| Screen 4 || 256x212, 32x26.5 tiles (8x8), 2 colors palette per 8x1 pixels || <tt>-mode gm2 -pal custom</tt>  
 
|-
 
|-
 
| Screen 5 || 256x212, 16 colors palette || <tt>-mode bmp -bpc 4 -pal custom</tt>  
 
| Screen 5 || 256x212, 16 colors palette || <tt>-mode bmp -bpc 4 -pal custom</tt>  
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|colspan="3" align="center"| '''MSX2+ - V9958'''
 
|colspan="3" align="center"| '''MSX2+ - V9958'''
 
|-
 
|-
| Screen 10 || 256x212, 12499 colors YJK per 4x1 pixels + 16 colors palette || ''Not supported''
+
| Screen 10 || 256x212, 12499 colors YJK per 4x1 pixels + 16 colors palette || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| Screen 12 || 256x212, 19268 colors YJK per 4x1 pixels || ''Not supported''
+
| Screen 12 || 256x212, 19268 colors YJK per 4x1 pixels || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
 
|colspan="3" align="center"| '''V9990'''
 
|colspan="3" align="center"| '''V9990'''
 
|-
 
|-
| P1 (PP) || 32x24, 2 colors palette per 8x1 pixels || <tt>-mode gm2 -pal custom --pal24</tt>
+
| P1 (PP) || 256x212, 30 colors palette || <tt>-mode bmp -bpc 4 -pal custom --pal24</tt>
 
|-
 
|-
| P2 (PP) || 256x212, 16 colors palette || <tt>-mode bmp -bpc 4 -pal custom --pal24</tt>
+
| P2 (PP) || 512x212, 15 colors palette || <tt>-mode bmp -bpc 4 -pal custom --pal24</tt>
 
|-
 
|-
| B0-B7 (BP2) || 192x240 ~ 1024x424, 2 colors palette || <tt>-mode bmp -bpc 2 -pal custom --pal24</tt>  
+
| B0-B7 (BP2) || 192x240 ~ 1024x424, 4 colors palette || <tt>-mode bmp -bpc 2 -pal custom --pal24</tt>  
 
|-
 
|-
| B0-B7 (BP4) || 192x240 ~ 1024x424, 4 colors palette || <tt>-mode bmp -bpc 4 -pal custom --pal24</tt>  
+
| B0-B7 (BP4) || 192x240 ~ 1024x424, 16 colors palette || <tt>-mode bmp -bpc 4 -pal custom --pal24</tt>
 
|-
 
|-
| B0-B3 (BP6) || 192x240 ~ 512x424, 64 colors palette || ''Not supported''
+
| B0-B3 (BP6) || 192x240 ~ 512x424, 64 colors palette || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
 
| B0-B3 (BD8) || 192x240 ~ 512x424, 256 colors RGB (G3,R3,B2) ||  <tt>-mode bmp -bpc 8</tt>  
 
| B0-B3 (BD8) || 192x240 ~ 512x424, 256 colors RGB (G3,R3,B2) ||  <tt>-mode bmp -bpc 8</tt>  
 
|-
 
|-
| B0-B3 (BYUVP) || 192x240 ~ 512x424, 12499 colors YUV per 4x1 pixels + 16 colors palette || ''Not supported''
+
| B0-B3 (BYUVP) || 192x240 ~ 512x424, 12499 colors YUV per 4x1 pixels + 16 colors palette || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| B0-B3 (BYUV) || 192x240 ~ 512x424,, 19268 colors YUV per 4x1 pixels || ''Not supported''
+
| B0-B3 (BYUV) || 192x240 ~ 512x424,, 19268 colors YUV per 4x1 pixels || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| B0-B3 (BYJKP) || 192x240 ~ 512x424, 12499 colors YJK per 4x1 pixels + 16 colors palette || ''Not supported''
+
| B0-B3 (BYJKP) || 192x240 ~ 512x424, 12499 colors YJK per 4x1 pixels + 16 colors palette || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
| B0-B3 (BYJK) || 192x240 ~ 512x424, 19268 colors YJK per 4x1 pixels || ''Not supported''
+
| B0-B3 (BYJK) || 192x240 ~ 512x424, 19268 colors YJK per 4x1 pixels || <span style="color:gray; font-style:italic;">Not supported</span>
 
|-
 
|-
 
| B0-B3 (BD16) || 192x240 ~ 512x424, 32768 colors RGB (G5,R5,B5) ||  <tt>-mode bmp -bpc 16</tt>  
 
| B0-B3 (BD16) || 192x240 ~ 512x424, 32768 colors RGB (G5,R5,B5) ||  <tt>-mode bmp -bpc 16</tt>  
 
|}
 
|}

Latest revision as of 16:35, 6 February 2025

MSXimg is an image conversion tool.

Command line options

MSXimg 1.20.3 - Image converter for MSX development
Usage: MSXimg <filename> [options]

General options:
 filename         Input filename. Can be 8, 16, 24 or 32 bits image
                  Supported format: BMP, JPEG, PCX, PNG, TGA, PSD, GIF, etc.
 -out outFile     Output filename
 -format ?        Output file format
    auto          Auto-detected from output file extension (default)
    c             C header file output (auto selected for .H or .INC file)
    asm           Assembler header file output (auto selected for .ASM or .S file)
    bas           BASIC listing file output (auto selected for .BAS or .LST file)
    bin           Raw binary data image (auto selected for .BIN or .ROW file)
 -name name       Name of the table to generate
 -mode ?          Exporter mode
    bmp           Export image as bitmap (default)
    txt           Generate all tables for Text mode 1 or 2 (Screen 0)
    gm1           Generate all tables for Graphic mode 1 (Screen 1)
    gm2           Generate all tables for Graphic mode 2 or 3 (Screen 2 or 4)
    sprt          Export 16x16 sprites with specific block ordering
    mglv          MGLV video format from multiple image
 -pos x y         Start position in the input image
 -size x y        Width/height of a block to export (if 0, use image size)
 -num x y         Number of block to export (columns/rows number)
 -gap x y         Gap between blocks in pixels
 -l ? sx sy nx ny col1 [col2 col3 ...]
                  Layer including the given color(s) (coordinate are relative to each expoted block)
    i8            Include 8x8 sprites layer with only provided colors
    i16           Include 16x16 sprites layer with only provided colors
    e8            Exclude 8x8 sprites layer with all colors but the provided ones
    e16           Exclude 16x16 sprites layer with all colors but the provided ones
                  sx/sy is layer start position in pixel in a block
                  nx/ny is layer size in sprite count (1 equal 8 or 16 according to sprite size)
                  Colors are in RGB 24 bits format (0xFFFFFF)
 -help            Display this help

Color options:
 -trans color     Transparency color (in RGB 24 bits format : 0xFFFFFF)
 -opacity color   Opacity color (in RGB 24 bits format : 0xFFFFFF). All other colors are considered transparent
 -bpc ?           Number of bits per color for the output image (support 1, 4 and 8-bits)
    1	           1-bit black & white (0: tranparency or black, 1: other colors)
    2	           2-bit index in 4 colors palette
    4	           4-bits index in 16 colors palette
    8	           8 bits RGB 256 colors (format: [G:3|R:3|B2]; default)
    16	           16-bits RGB colors  (format: [G:5|R:5|B5])
 -pal ?           Palette to use for 16 colors mode
    msx1          Use default MSX1 palette
    custom        Generate a custom palette and add it to the output file
    input n [c1 c2 ...] Use the following colors for conversion
 --palcount n     Number of color in the custom palette to create (default: 15)
 --paloff n       Index offset of the palette (default: 1)
 --pal24          Use 24-bits palette (for v9990; default: false)
 -dither ?        Dithering method (for 1-bit color only)
    none          No dithering (default)
    floyd         Floyd & Steinberg error diffusion algorithm
    bayer4        Bayer ordered dispersed dot dithering (order 2 – 4x4 - dithering matrix)
    bayer8        Bayer ordered dispersed dot dithering (order 3 – 8x8 - dithering matrix)
    bayer16       Bayer ordered dispersed dot dithering (order 4 – 16x16 dithering matrix)
    cluster6      Ordered clustered dot dithering (order 3 - 6x6 matrix)
    cluster8      Ordered clustered dot dithering (order 4 - 8x8 matrix)
    cluster16     Ordered clustered dot dithering (order 8 - 16x16 matrix)

Transformations
 -vflip           Vertical flip
 -hflip           Horizontal flip
 -rot x           Rotate image by X° (positive integer value)
 -resize x y      Resize the image to the given width & height (before starting export)
 -filter ?        Resize image filter
    box           Box, pulse, Fourier window, 1st order (constant) B-Spline
    bilinear      Bilinear filter
    bspline       4th order(cubic) B - Spline
    bicubic       Mitchell and Netravali's two-param cubic filter
    catmull       Catmull - Rom spline, Overhauser spline (default)
    lanczos       Lanczos - windowed sinc filter
 -compress ?
    none          No compression (default)
    crop16        Crop image to non transparent area (4-bits, max size 16x16)
    cropline16    Crop image to non transparent area (4-bits per line, max size 16x16)
    crop32        Crop image to non transparent area (5-bits, max size 32x32)
    cropline32    Crop image to non transparent area (5-bits per line, max size 32x32)
    crop256       Crop image to non transparent area (8-bits, max size 256x256)
    cropline256   Crop image to non transparent area (8-bits per line, max size 256x256)
    rle0          Run-length encoding of transparent blocs (7-bits for block length)
    rle4          Run-length encoding for all colors (4-bits for block length)
    rle8          Run-length encoding for all colors (8-bits for block length)
    rlep          Pattern based run-length encoding (6-bits for block length)
    auto          Determine a good compression method according to parameters
    best          Search for best compressor according to input parameters (smallest data)
    pletter       Pletter v0.5c1 by XL2S Entertainment
 -skip            Skip empty sprites (default: false)

Exporter options:
 -data ?          Text format for numbers
    dec           Decimal data (c & asm)
    hexa          Default hexadecimal data (depend on langage; default)
    hexa0x        Hexadecimal data (0xFF; c & asm)
    hexaH         Hexadecimal data (0FFh; asm only)
    hexa$         Hexadecimal data ($FF; asm only)
    hexa#         Hexadecimal data (#FF; asm only)
    bin           Binary data (11001100b; asm only)
 -asm ?           Assembler number format
    sdasz80       SDCC format (default)
    tniasm        tniASM format
    asmsx         asMSX format
    sjasm         Sjasm format
 -idx             Add images index table (default: false)
 -notitle         Remove the ASCII-art title in top of exported text file
 -copy (file)     Add copyright information from text file
                  If file name is empty, search for <inputFile>.txt
 -head            Add a header table contening input parameters (default: false)
 -bload           Add header for BLOAD image (default: false)
 -font x y f l    Add font header (default: false)
                  x/y: Font width/heigt in pixels
                  f/l: ASCII code of the first/last character to export
                  Can be character (like: &) or hexadecimal value (0xFF format)
 -at x            Data starting address (can be decimal or hexadecimal starting with '0x')
 -def             Add defines for each table
 -ret0            Program return 0 for success instead of data size (default: data size)

GM1 & GM2 specific options:
 -offset x        Offset of layout index for GM1 et GM2 mode (default: 0)
 --tilesComp      Compress also names/layout table (default: false)
 --tilesUnique    Export all tiles as unique (default: false)
 --noTilesName    Exclude name table (default: false)
 --noTilesPattern Exclude pattern table (default: false)
 --noTilesColor   Exclude color table (default: false)

MGLV options:
 -mglvHead x      File header
    full          Full data header (default)
    short         Short data header without image information
    none          No header
 -mglvSeg x       Segment size (default: 8)
 -mglvFreq x      Movie frequency (default: 60)
 -mglvTime x      Duration of image in screen frames (default: 5, for 12 fps at 60 Hz)
 -mglvLoop        
 -mglvMinSkip x   Minimal size of skip chunk (default: 8)
 -mglvMinFill x   Minimal size of fill chunk (default: 60)

MSX Screen Modes

List of MSX screen modes and the parameter to be used with MSXimg to converter image to the mode's color format.

Mode Desc. MSXimg parameters
MSX1 - TMS9918
Screen 0 256x192, 40x24 tiles (6x8), 256 patterns, 2 colors Not supported
Screen 1 256x192, 32x24 tiles (8x8), 256 patterns, 2 colors per tile (from 32 combinations) -mode gm1 -pal msx1
Screen 2 256x192, 32x24 tiles (8x8), 2 colors per 8x1 pixels -mode gm2 -pal msx1
Screen 3 64x48, 16 colors Not supported
MSX2 - V9938
Screen 0 256x212, 80x24 tiles (6x8), 4 colors palette Not supported
Screen 4 256x212, 32x26.5 tiles (8x8), 2 colors palette per 8x1 pixels -mode gm2 -pal custom
Screen 5 256x212, 16 colors palette -mode bmp -bpc 4 -pal custom
Screen 6 512x212, 4 colors palette -mode bmp -bpc 2 -pal custom
Screen 7 512x212, 16 colors palette -mode bmp -bpc 4 -pal custom
Screen 8 256x212, 256 colors RGB (G3,R3,B2) -mode bmp -bpc 8
MSX2+ - V9958
Screen 10 256x212, 12499 colors YJK per 4x1 pixels + 16 colors palette Not supported
Screen 12 256x212, 19268 colors YJK per 4x1 pixels Not supported
V9990
P1 (PP) 256x212, 30 colors palette -mode bmp -bpc 4 -pal custom --pal24
P2 (PP) 512x212, 15 colors palette -mode bmp -bpc 4 -pal custom --pal24
B0-B7 (BP2) 192x240 ~ 1024x424, 4 colors palette -mode bmp -bpc 2 -pal custom --pal24
B0-B7 (BP4) 192x240 ~ 1024x424, 16 colors palette -mode bmp -bpc 4 -pal custom --pal24
B0-B3 (BP6) 192x240 ~ 512x424, 64 colors palette Not supported
B0-B3 (BD8) 192x240 ~ 512x424, 256 colors RGB (G3,R3,B2) -mode bmp -bpc 8
B0-B3 (BYUVP) 192x240 ~ 512x424, 12499 colors YUV per 4x1 pixels + 16 colors palette Not supported
B0-B3 (BYUV) 192x240 ~ 512x424,, 19268 colors YUV per 4x1 pixels Not supported
B0-B3 (BYJKP) 192x240 ~ 512x424, 12499 colors YJK per 4x1 pixels + 16 colors palette Not supported
B0-B3 (BYJK) 192x240 ~ 512x424, 19268 colors YJK per 4x1 pixels Not supported
B0-B3 (BD16) 192x240 ~ 512x424, 32768 colors RGB (G5,R5,B5) -mode bmp -bpc 16