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snes-bg3-text's Introduction

SNES Logo

Description

This is a demo for the Super Nintendo and Super Famicom.
It shows how to display text on BG3 for the SNES console.
It is built with PVSnesLib.

Preview

preview

How to build

Visual Studio Code

  • Install Visual Studio Code
  • Open the root directory with Visual Studio Code
  • Build: Shit+Ctrl+B
  • Open snesbg3text.sfc with a SNES Emulator

Programmer's Notepad

PVSnesLib Documentation

http://www.portabledev.com/pvsneslib/doc/

smconv

Options are:

--- Graphics options ---
-gb add blank tile management (for multiple bgs)
-gp Output in packed pixel format
-glz Output in lzss compressed pixel format
-gs(8|16|32|64) Size of image blocks in pixels [8]

--- Map options ---
-m! Exclude map from output
-m Convert the whole picture
-mp Convert the whole picture with high priority
-m7 Convert the whole picture for mode 7 format
-m5 Convert the whole picture for mode 5 & 6 512 width hires
-mc Generate collision map only
-ms# Generate collision map only with sprites table
where # is the 1st tile corresponding to a sprite (0 to 255)
-mn# Generate the whole picture with an offset for tile number
where # is the offset in decimal (0 to 2047)
-mR! No tile reduction (not advised)
-m32p Generate tile map organized in pages of 32x32 (good for scrolling)
-me Convert the map for PVSneslib map engine
-mt(filename) Tileset picture filename (PNG,BMP,PCX) for PVSneslib map engine matching

--- Palette options ---
-p! Exclude palette from output.
-pc(4|16|128|256) The number of colors to use [256]
-po# The number of colors to output (0 to 256) to the filename.pal
-pe# The palette entry to add to map tiles (0 to 16)
-pr Rearrange palette, and preserve palette numbers in the tilemap
-pR Palette rounding

--- File options ---
-f[bmp|pcx|tga|png] convert a bmp or pcx or tga or png file [bmp]

--- Misc options ---
-n no border
-q quiet mode
-v Display gfx2snes version information\

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