MSXimg

From MSX Game Library

Revision as of 10:37, 12 October 2024 by Aoineko (talk | contribs)

MSXimg is an image conversion tool.

Command line options

MSXimg (v1.19.0)
Usage: MSXimg <filename> [options]

Options:
 inputFile        Input file name. Can be 8/16/24/32 bits image
                  Supported format: BMP, JPEG, PCX, PNG, TGA, PSD, GIF, etc.
 -out outFile     Output file name
 -format ?        Output format
    auto          Auto-detected using output file extension (default)
    c             C header file output
    asm           Assembler header file output
    bas           BASIC listing file output
    bin           Raw binary data image
 -name name       Name of the table to generate
 -mode ?          Exporter mode
    bmp           Export image as bitmap (default)
    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)
 -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, ...)
                  Layer including the given color(s) (coordinate are relative to each expoted block)
    i8            8x8 sprites layer with only provided colors
    i16           16x16 sprites layer with only provided colors
    e8            8x8 sprites layer with all colors but the provided ones
    e16           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)
 -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)
 -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
 -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)
 -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
 -skip            Skip empty sprites (default: false)
 -idx             Add images index table (default: false)
 -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)
 -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)
 -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')
 -def             Add defines for each table
 -notitle         Remove the ASCII-art title in top of exported text file
 --bload          Add header for BLOAD image (default: false)
 -help            Display this help
GM1 & GM2 specific options:
 --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)

MSX Screen Modes

Mode Desc. Commands
MSX1 - TMS9918
Screen 0 40x24, 2 colors Not supported
Screen 1 32x24, 2 colors per 8x8 pixels (from 32 combinations) -mode gm1 -pal msx1
Screen 2 32x24, 2 colors per 8x1 pixels -mode gm2 -pal msx1
Screen 3 64x12, 16 colors Not supported
MSX2 - V9938
Screen 0 80x24, 4 colors palette Not supported
Screen 4 32x24, 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 -pal custom
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) 32x24, 2 colors palette per 8x1 pixels -mode gm2 -pal custom
P2 (PP) 256x212, 16 colors palette -mode bmp -bpc 4 -pal custom
B0-B7 (BP2) 192x240 ~ 1024x424, 2 colors palette -mode bmp -bpc 2 -pal custom
B0-B7 (BP4) 192x240 ~ 1024x424, 4 colors palette -mode bmp -bpc 4 -pal custom
B0-B3 (BP6) 192x240 ~ 512x424, 64 colors palette -mode bmp -bpc 2 -pal custom
B0-B3 (BD8) 192x240 ~ 512x424, 256 colors RGB (G3,R3,B2) -mode bmp -bpc 4 -pal custom
B0-B3 (BYUVP) 192x240 ~ 512x424, 4 colors palette -mode bmp -bpc 4 -pal custom
B0-B3 (BYUV) 192x240 ~ 512x424, 4 colors palette -mode bmp -bpc 4 -pal custom
B0-B3 (BYJKP) 192x240 ~ 512x424, 4 colors palette -mode bmp -bpc 4 -pal custom
B0-B3 (BYJK) 192x240 ~ 512x424, 4 colors palette -mode bmp -bpc 4 -pal custom
B0-B3 (BD16) 192x240 ~ 512x424, 32768 colors RGB (G5,R5,B5) -mode bmp -bpc 4 -pal custom