442 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			442 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(" ", "")
 | 
						|
    tileset_name_prompt = "." .. tileset_name_prompt
 | 
						|
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(" ", "") 
 | 
						|
    tilemap_name_prompt = "." .. tilemap_name_prompt
 | 
						|
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"
 | 
						|
 | 
						|
        for j, hexes in ipairs(tab) do              -- TILES IN TILESET
 | 
						|
            local hexen = {}
 | 
						|
            for x, h in ipairs(hexes) do
 | 
						|
                table.insert(hexen, "$" .. h)
 | 
						|
            end
 | 
						|
            out_contents = out_contents .. "\tdb " .. table.concat(hexen, ",") .. "\n"
 | 
						|
        end
 | 
						|
        out_contents = out_contents .. tile_name .. "End:\n"
 | 
						|
 | 
						|
        out_contents = out_contents .. "\n"
 | 
						|
    end
 | 
						|
 | 
						|
    if do_map then -- CHECKS IF MAP IS TO BE EXPORTED
 | 
						|
        out_contents = out_contents .. map_name .. ": ; tiles start at " .. tile_offset .. "\n"
 | 
						|
        for i, line in ipairs(map) do
 | 
						|
            local linen = {}
 | 
						|
            for x, mark in ipairs(line) do
 | 
						|
                table.insert(linen, string.format("$%02x", mark+tile_offset))
 | 
						|
            end
 | 
						|
            out_contents = out_contents .. "\tdb " .. table.concat(linen, ", ") .. "\n"
 | 
						|
        end
 | 
						|
        out_contents = out_contents .. map_name .. "End:\n"
 | 
						|
    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
 |