Image to SNES converter
|Release Date||24 October 2020|
|Last Modified||27 December 2022|
Outdated, but this still works! The newest version is here! https://www.romhacking.net/utilities/1692/
12/22/2020 I updated this a bit. This program now tells you the size to go into rom. I also removed DKC1 specific. This is truly SNES specific now. This also gives you the option to condense images, which removes all repeat tiles. Also new, is the ability to export all 3 as bytes. Also also new, is the input text bar for dkc1. This replaces the stuff from before. All DKC image formats can be copy/pasted from here: https://docs.google.com/spreadsheets/d/1JaLHW2KH9e-szRbBFgwQofl7o5J3JjQ2ZIgnxvJ7AIU/edit#gid=1083288081. The tilemap for smaller images than 256×224 is still not fully supported.
This is a tool created by me, RainbowSprinklez
Welcome to the first released build of this tool. The goal of this tool is to make importing the images you like to the SNES easy. Hopefully, this is a simple enough tool to use.
2. How to use Load any SNES game you would like. This program, however, is built specifically for DKC1. The filename is displayed in the title strip. After loading a game, load an image. The image MUST be 256 pixels wide and no more than 224 pixels tall. There is theoretically no limit to the image size you can use, but the tilemap is setup assuming the size is 256 pixels wide. There is minimal error checking, so it is up to you to be responsible with this. After the previous 2 steps are done, select the number of 16 color palettes to use and press ‘Convert’. You will have to wait a few seconds, and then a preview will be made for you. This preview is exactly how the image will look on SNES hardware. As well as the preview, a palette is generated for you. Optionally, you can export the palette and use another program to modify. After all that, you have 3 text boxes. For your game, these can be filled however. But for DKC1, the palette will be chosen for you automatically. In all scenarios, lorom and hirom addressing must be used. Also, the tiles take up almost 32kb of space, so a substantial amount of space is required. For this reason, I expand the ROM for you in DKC1.
- Do not share this program without this readme
- Do not share the full ROM file of any game you use with this
- DO not claim this program as your own
4. DKC1 Specifics
- Because of the space required, you can only place tilesets at offset 0xAA0000 or 0xAA8000, where AA is the bank.
- Because of mirroring in DKC1, addresses 0×408000-0×40ffff and 0×660000-0×670000 are off limits. Also, any address at 0xAA0000-0xAA7fff are off limits unless you use the hi address notation.
- All other bugs can be prevented or are unknown
- Cranky’s image is the one exception to the 256×224 size rule. This is because his text causes issues. The limit for Cranky is 256×176. There is no error checking.
5. Credits Myself086 - He was the brains behind this. Everything I did was because he taught me.
Here’s a small vid highlighting the capabilities of this tool. https://www.youtube.com/watch?v=DgnvnshAo4w Please ignore the ‘off’ music.
The same image with half as many palettes: https://i.imgur.com/jql0bn7.png
WARNING Not all images look good. png’s tend to use more colors natively than jpg, since jpg is a lossy format. The palette uses 122 colors, and any 8×8 can only access 1 row of the palette.
Anyone feel free to post if they need help!