gb-tarot/gb-export.lua

441 lines
12 KiB
Lua

-- ASEPRITE tileset and tilemap C exporter for use with GBDK -- version 0.3
--SEPTEMBER/2022--
--DISCLAIMER--
-- I'm an amateur programer, so the code may not be as optimal as it could be
-- also, some notes may seem over explained, but they are for me to understand and remember what everything does.
--helpeful resources :
--https://eldred.fr/gb-asm-tutorial/part1/tiles.html
--https://youtu.be/txkHN6izK2Y?t=344
-- Big Thanks to Aseprite community, specifically:
-- Jeremy Behreandt, whose tutorial helped get started on the script
--
-- boombuler, for his version of the plugin, (found here : https://github.com/boombuler/aseprite-gbexport)
-- that helped a lot during debugging, and figuring out how to output the tiles
-- ONLY WORKS WITH A SINGLE TILEMAP LAYER
-- revised by shoofle around new years 2024/2025. this should export just the selection and just the currently active layer.
-- select an area to export just that.
-- exports to assembly as well.
--
local sprt = app.activeSprite
local layer = app.activeLayer
local selection = sprt.selection
local tile_layers ={}
local n_layer = 0
local file_format = ""
local filepath = sprt.filename
local plt = sprt.palettes[1] -- DEFINES THE PALETTE
local tile_amount = 0
local tile_offset = 0
local folder = string.find(filepath,"[^/]+$") - 1
filepath = string.sub(filepath,1,folder)
local tile_name = ""
local map_name = ""
local do_set = false -- EXPORT TILESET
local do_map = false -- EXPORT TILEMAP
local w = 0 -- MAP WIDTH
local h = 0 -- MAP HEIGHT
-- INITIAL CHECKS FOR VALID FILE --
if sprt == nil then --CHECKS IF THERE'S AN IMAGE LOADED
app.alert{
title = "MAJOR ERROR",
text = "THERE'S NO FILE OPEN",
buttons = "Oh crap"
}
return
end
for i,current_layer in ipairs(sprt.layers) do
if current_layer.isTilemap then
tile_layers[n_layer] = current_layer
n_layer = n_layer+1
end
end
if n_layer == 0 then
app.alert{
title = "ERROR",
text = "There is no Tilemap Layer"
}
return
end
if ColorMode.TILEMAP == nil then --CHECKS FOR TILEMAP
app.alert{
title = "ERROR",
text = "This file does not make use of tilemaps"
}
return
end
if sprt.height % 8 ~= 0 or sprt.width%8 ~= 0 then --CHECKS FOR IMAGE DIMENSIONS, GAMEBOY USES 8X8 TILES, FOR THE IMAGE MUST BE A MULTIPLE
app.alert {
title = "ERROR",
text = "Canvas width or height is not multiple of 8.",
buttons = "OK"
}
return
end
if (layer.tileset.grid.tileSize.width ~= 8 or layer.tileset.grid.tileSize.height ~= 8) then
app.alert {
title = "ERROR",
text = "Tile Size is not 8x8 px",
buttons = "OK"
}
return
end
if sprt.colorMode ~= ColorMode.INDEXED then --CHECKS IF THE COLOR MODE IS SET TO INDEXED
app.alert{
title = "ERROR",
text = {" Color Mode must be", "INDEXED", "and have only 4 colors"},
buttons = "Oh, my bad"
}
return
elseif #plt ~= 4 then -- IF IT IS INDEXED, CHECKS IF IT DOES HAVE 4 COLORS
app.alert{
title = "ERROR",
text = "Number of colors MUST BE 4",
buttont = "Oops"
}
return
end
--INITIAL CHECKS DONE--
--USER INPUT--
local dlg = Dialog {title = "GB TILE EXPORTER"}
dlg:label{
id = "label-01",
text = "Pick a location to save the file."
}
dlg:newrow()
dlg:label{
id = "label-02",
text = "Only the folder will be used."
}
dlg:file{
id = "filepath",
label = "Save Location",
save = true,
}
local tileset_name_prompt = "tileset"
if layer.tileset.name ~= "" then
tileset_name_prompt = layer.tileset.name:gsub(" ", "")
end
dlg:entry{
id="tilename",
label = "Tileset Name",
text = tileset_name_prompt
}
local tilemap_name_prompt = "tilemap"
if layer.name ~= "" then
tilemap_name_prompt = layer.name:gsub(" ", "")
end
dlg:entry{
id = "mapname",
label = "Map Name",
text = tilemap_name_prompt
}
dlg:entry {
id = "tile_offset",
label = "Tile Index Start",
text = "0"
}
dlg:combobox{
id = "fileformat",
label = "File Format",
option = "ASM",
options = {"C", "ASM"} -- FOR FUTURE SUPPORT OF DIFFERENTE TYPES, LIKE ASM MAYBE
}
dlg:newrow()
dlg:check{
id = "checkTileset",
text = "Export Tileset",
selected = true,
-- bounds = Rectangle()
}
dlg:check{
id = "checkTilemap",
text = "Export Tilemap",
selected = true
}
-- NEEDS FILE PATH TO EXPORT
-- NAME FOR TILESET
-- NAME FOR TILEMAP
-- CHECK BOX FOR TILESET(EXPORT TILESET)
-- CHECK BOX FOR TILEMAP(EXPORT TILEMAP)
dlg:button{
id="confirm",
text="OK"
}
dlg:button{
id="cancel",
text="Cancel"
}
dlg:show{wait=true}
--FUNCTIONS ARE DECLARED HERE--
local dlg_data = dlg.data -- SAVES USER INPUT
local function tile_to_hex(tile) --
-- ****HOW TO GAMEBOY WORKS WITH 2BITS PER PIXEL (2BPP)****--
-- EACH PIXEL IS A SET OF TWO DIGITS (BITS) SO WE TAKE A ROW AS A FULL BYTE
-- SEPARATES THE NUMBER(BINARY) INTO PAIRS OF DIGITS
-- THE PAIRS ARE THEM SEPARATED INTO "HIGH BITE" (LEFT) AND "LOW BITE" (RIGHT)
-- THEM YOU JOIN THE HIGHS AND THE LOWS, AND END UP WITH TWO BYTES (8 DIGITS EACH)
-- THEN YOU PUT THE LOW BYTES FIRST AND THE HIGHS SECOND
local hex = {}
local range_x = tile.width-1
local range_y = tile.height-1
for y = 0, range_y do --LOOPS Y AXIS
local lo_bit = 0; --resets the low bit per each y value (for each row)
local hi_bit = 0; -- resets the high bit per each y value (for each row)
for x = 0, range_x do -- LOOPS X AXIS
local pixel = tile:getPixel(x,y)
if (pixel & 1) ~= 0 then -- 1 IN BINARY = 01
lo_bit = lo_bit | (1 << range_x-x) -- THE OPERATOR (1<< n-0) would be invalid, so we add (lo_bit |)
end
if (pixel & 2) ~= 0 then -- 2 IN BINARY == 10
hi_bit = hi_bit | (1 << range_x-x)
end
-- WAS USING AND INSTEAD OF & AND APARENTLY THAT WAS MESSING UP THE CODE, THANKS AGAIN TO boombuler FOR HIS CODE (LIFE SAVING)
end
table.insert(hex, string.format("%02x", lo_bit))
table.insert(hex, string.format("%02x", hi_bit))
end
return hex -- returns a list of hex values for this tile ;
end
local function generate_tileset(tileset)
local t = {}
local grid = tileset.grid
local size = grid.tileSize
tile_amount = #tileset
for i = 0, #tileset-1 do
local tile = tileset:getTile(i)
local hex = tile_to_hex(tile)
-- t[i] = tile_to_hex(tile)
-- print(hex)
table.insert(t,hex)
end
return t
end
local function generate_tilemap()
local sprite = app.sprite
local cel = app.cel
local image = cel.image
local layer = app.layer
local grid_size = layer.tileset.grid.tileSize
--print("cel: " .. cel.bounds.x .. ',' .. cel.bounds.y .. " " .. cel.bounds.width .. "x" .. cel.bounds.height)
--print("sprite: " ..sprite.width .. 'x' .. sprite.height)
--print(image:getPixel(100,100))
local xi = 0
local yi = 0
local w = sprite.width
local h = sprite.height
if (not selection.isEmpty) then
xi = selection.bounds.origin.x
yi = selection.bounds.origin.y
w = selection.bounds.width
h = selection.bounds.height
end
local map = {}
for y = (yi / grid_size.height) - (cel.bounds.y / grid_size.height) ,
(yi / grid_size.height) - (cel.bounds.y / grid_size.height) + (h / grid_size.height)-1 do
local line = {}
for x = (xi / grid_size.width) - (cel.bounds.x / grid_size.width),
(xi / grid_size.width) - (cel.bounds.x / grid_size.width) + (w / grid_size.width)-1 do
local value = image:getPixel(x, y)
if value == 0xffffffff then
value = 0
end
table.insert(line, value)
end
table.insert(map, line)
end
return map
end
local function save_to_file(name, contents)
--TODO: FIX IMPLEMENTATION OF THE SAVE TO FILE FUNTION TO INCLUDE DESIRED FOLDER
local file = io.open(name,"w")
file:write(contents)
file:close()
end
local function parse_input()
tile_name = dlg_data.tilename
map_name = dlg_data.mapname
if (dlg_data.filepath ~= "") then
filepath = dlg_data.filepath
folder = string.find(filepath,"[^/]+$") -1
filepath = string.sub(filepath,1,folder)
print(filepath)
end
do_set = dlg_data.checkTileset
do_map = dlg_data.checkTilemap
file_format = dlg_data.fileformat
tile_offset = tonumber(dlg_data.tile_offset)
-- print(exp_tileset)
-- print(exp_tilemap)
end
local function export_c(tab,map)
local c_file = ""
local h_file = ""
c_file = c_file.. "// GENERATED USING ASEPRITE GB EXPORTER BY GABRIEL REIS// \n \n \n" -- header i suppose
h_file = c_file
if do_map then
h_file = h_file.. "#define "..map_name.."_width "..tostring(#map[1]).."\n"
h_file = h_file.. "#define "..map_name.."_height "..tostring(#map).."\n"
end
if do_set then --CHECKS IF TILESET IS TO BE EXPORTED
c_file = c_file.. "const unsigned char " .. tile_name .. "[] = {\n"
h_file = h_file .. "\n#define ".. tile_name.."_size "..tostring(#tab).."\n\n\n"
h_file = h_file.. "extern const unsigned char ".. tile_name .."[]; \n\n"
for i, tileset in ipairs(tab) do -- TILESET IN TILESETS
for j, tiles in ipairs(tileset) do -- TILES IN TILESET
c_file = c_file .. tiles
end
end
c_file = c_file .. "}; \n \n \n"
h_file = h_file .. "\n \n \n"
end
if do_map then -- CHECKS IF MAP IS TO BE EXPORTED
c_file = c_file .. "const unsigned char " .. map_name .. "[] = {\n" .. map .. "};"
h_file = h_file .. "extern const unsigned char " .. map_name .. "[];"
end
return c_file, h_file
end
local function export_asm(tab,map)
local out_contents = ""
out_contents= out_contents.. "\t; original export script by gabriel reis, modified by shoofle\n \n \n" -- header i suppose
if do_set then --CHECKS IF TILESET IS TO BE EXPORTED
out_contents = out_contents.. tile_name .. ":\n"
out_contents = out_contents.."\n"
for j, hexes in ipairs(tab) do -- TILES IN TILESET
local hexen = {}
for x, h in ipairs(hexes) do
table.insert(hexen, "$" .. h)
end
out_contents = out_contents .. "\tdb " .. table.concat(hexen, ",") .. "\n"
end
out_contents = out_contents .. "\n \n \n"
end
if do_map then -- CHECKS IF MAP IS TO BE EXPORTED
out_contents = out_contents .. map_name .. ": ; tiles start at " .. tile_offset .. "\n"
for i, line in ipairs(map) do
local linen = {}
for x, mark in ipairs(line) do
table.insert(linen, string.format("$%02x", mark+tile_offset))
end
out_contents = out_contents .. "\tdb " .. table.concat(linen, ", ") .. "\n"
end
end
return out_contents
end
local function do_code()
local tiles = generate_tileset(layer.tileset) -- GENERATES TILESET
local map = generate_tilemap() -- GENERATES TILEMAP
local file_name = filepath .. tile_name
if string.find(sprt.filename, ".aseprite$") ~= nil then
file_name = string.gsub(sprt.filename, ".aseprite$", "")
end
if (file_format == "C") then
local c_file, h_file = export_c(tiles, map)
save_to_file(file_name ..".c", c_file)
save_to_file(file_name..".h", h_file)
print(h_file.."\n")
print(c_file)
end
if (file_format == "ASM") then
local asm_file = export_asm(tiles, map)
save_to_file(file_name..".asm", asm_file)
end
end
--CODE EXECUTION--
if dlg_data.confirm then
parse_input()
do_code() --CODE GOES IN THERE TO STOP EXECUTION IF USER DIDN'T CLICK IN OK
end
if dlg_data.cancel then
return
end