- Modify, remap and tweak palettes with RGB or HSL.
- Generate fades with variable steps and export them to Motorola 68k assembler
- Generate rasters and export them to Motorola 68k assembler
- Generate simple gradients
Supported target platforms:
- Amiga, 4096 colors palette (12-bit RGB)
- Atari STe, 4096 colors palette (12-bit RGB)
- Atari ST, 512 colors palette (9-bit RGB)
Supported image formats:
- Degas PI1, 16 colors
- IFF, any color range up to 256 colors
This is the ultimate tool to tweak palette and raster data to use in demos/games.
Inspired by the fade calculator and the rasterbar generator from Simon Sunnyboy/Paradize.
Work in progress!
- .NET Core 3.
- VisualStudio 2019 is recommended for compiling the WPF client.
Shown at the top of the tool:
- Data type allows you to control which datatype the generated assembler code will use.
- Platform allows you to toggle output/remapping color mode
- Fade/gradient steps controls how many steps fades and gradients shall use
- Number of rasters controls how many raster items to show/edit
Click Browse to load a picture (PI1 or IFF). When loaded, the picture and the palette will be shown. Two palettes are actually shown, the active palette which can be modified by clicking a color and the original palette below.
Click Reset to restore the original palette.
Modify a hex-value in the palette textbox and click Update to apply the new color.
Adjust Hue, Saturation and Lightness with the sliders. The generated palette will be shown in the Active Palette.
- Click Fade to black to generate a fade from the loaded picture's palette which fades to black in the active number of steps.
- Click Fade to white to generate a fade from the loaded picture's palette which fades to white in the active number steps.
- Click Hue Fade to generate a fade from the loaded picture's palette to the adjusted HSL palette in the active number of steps.
- Click Fade to color to generate a fade from the loaded picture's palette to the color selected to the right of this button. The fade will use the selected number of steps.
When a fade is generated, the generated assembler code will be shown in the Output tab. The generated palette data-matrix will be shown at the active tab.
This tab allows you to create, preview and export raster-data. The tab is divided into four main columns:
- Click Load to load a picture used for the previewing
- Click Refresh to refresh the preview image with the defined raster data
- Change Mask color to control which color in the picture the raster data will be merged into
- Use the color picker to change color for the selected item in the Raster list
Displays all raster items with index, color and remapped hexcode per item.
- Select a color to change it with the Color picker
- Copy the selected color by pressing Ctrl+C or click the Copy button
- Paste a copied color to one or more selected items with Ctrl+V or click the Paste button
- Create a gradient between the first selected color and the last selected color by clicking the Make gradient button
- Click the Paste Asm button to paste raster data from the clipboard in dc.w assembler syntax. The data will automatically be parsed and shown.
- Click Load to load saved raster data
- Click Save to save the current raster data
- Click Generate to generate assembler raster data. The generated data is shown in the Output tab
Displays a preview of the definied raster data. The selected index is shown to the left of the preview in red.
Generate a gradient between the start color and the end color with the selected number of steps. Change the colors either by entering a hex-code for the color (RGB) or click Pick to select a color.
Click Generate to generate the gradient and a preview.
Generated assembler data from the Fades and Raster list page is shown here.
(Unoptimized) sample code for Atari STe available in the Samples/Atari folder:
- fade_spl.s: Fade a picture using a generated fade.
- rast_spl.s: Show rasters using TimerB with VBL/HBL.
Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.
The IFF-LBM reader is based on Pavel Torgashows implementation: https://github.com/PavelTorgashov/IFF-ILBM-Parser
Created by Mikael Stalvik (Stalvik^Bitbendaz)