Here's my latest creation, a background/sprite converter for Nintendo DS ! 


If you don't have the latest framework, please download it here : http://www.microsoft.com/downloads/details.aspx?FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5&DisplayLang=en

How does it work ? 
Using an ini file, named PAGfx.ini 
In it, you'll find the following information :


#TranspColor Black (the color you want to be transparent : White, Black, Green, or Fuchsia (or Magenta))

pretty basic, to choose which color is the transparent color. That way the colors doesn't need to be the first color in the palette index, the program will do it for you when converting


#Sprites : the current format is spritefile colormode (256colors or 16bit) palettename (multiple files can have the same palette...)
firstsprite.bmp 256colors sprite0
test.jpg 256colors sprite1
ship.jpg 16bit

In this example, you see how to use 256colors or 16bit sprites. Just give the filename, the color mode, and then the palette number (from 0 to the last palette number)


#Backgrounds : backgroundfile bgmode (for bitmaps, 8bit or 16bit; TileBg, RotBg, LargeMap) palettename 
bg0.bmp TileBg bg0
bitmap.bmp 8bit bg0

Works the same way as the sprites, but with different backgrounds modes...

// In the works :
Texture sizes : 8 -> 1024
Formats 8bit or 16bit



Changelog

v0.7.5
- Small Bugfixes, shouldn't give errors anymore
- Frontend updated with the correct Parsing code
- Corrected error when first moving some sprites to background view

v0.7
- Bugfixes


v0.6
- Fixed a typo : a 16bit bitmap was called Sprite in all_gfx.h
- Added bg_Width and bg_Heigth to the background files
- Removed window resizing, for compatibility issues
- Removed the press key at the end, added a Log generation instead
- Better interaction with PAlib, to use the new PAlib palette functions, DO NOT put a palette name for backgrounds, or give it the background's name...
- PAGC Frontend now deletes the image preview


v0.5

- Better Text output
- New Frontend, by Kleevah !!
- Completely rewrote lots of the code, new ini format and parser, 
- Added support for RotScale backgrounds, though untested it should work :)
- Faster sprite and background conversions, but tile optimising remains desperately slow for backgrounds of more than 1024x1024
- Simplified the code, reduced it's size (alot)
- Fixed a bug for TileBgs (used to write tons of line breaks for nothing)


v0.3

- Added support for tiled backgrounds, with tile optimisations (HFlip/VFlip), and DMA Copy for TiledBg (LargeMap is a tilebg without DMACopy optimisation)
- Added support for 8bit bitmaps...
- Added support for 16bit bitmaps ! (with BIT15 set on, not like gfx2gba, so you can do a nice and quick DMA_Copy...)
- Better all_gfx.c and .h files, added palettes in them, organized a little more with comments
- You can now put Magenta or Fuschia, same thing
- Speed up the whole program (like 4 times faster when converting)
- Added error codes for basic ini typos : wrong palette number, wrong file name... That way you know why it crashes :)
- Slightly bigger window size
- Added #ifndef...#endif to the header file


v0.2

- Adds support for 16bit sprites, tested on emulator + hardware, works :-)
- Now exports all_gfx.c and all_gfx.h, which are a C file and a Header with the declaration of your gfxs, way easier to integrate :op
- Fixed a bug for non-square sprites...



v0.1

- First versions, converts 256 colors sprites to DS/gba format !