Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Chili GBA: Difference between revisions

From GameBrew
(Created page with "{{#seo: |title= (Development Tools) - GameBrew |title_mode=append |image=chiligba2.png |image_alt=Chili }} {{Infobox GBA Homebrews |title=Chili |image=chiligba2.png |descripti...")
 
No edit summary
Line 61: Line 61:


==Screenshots==
==Screenshots==
chiligba3.png
https://dlhb.gamebrew.org/gbahomebrews/chiligba3.png


==External links==
==External links==
Line 68: Line 68:
[[Category:GBA homebrew applications]]
[[Category:GBA homebrew applications]]
[[Category:PC utilities for GBA]]
[[Category:PC utilities for GBA]]
==Screenshots==
==Media==
<youtube></youtube>

Revision as of 04:47, 8 September 2022

Chili
Chiligba2.png
General
AuthorAleksi Eeben
TypeDevelopment Tools
Version1.4
LicenseMixed
Last Updated2001/10/14
Links
Download
Website

Chili is a Game Boy Advance tile editor.

User guide

Basic editing:

  • LMB/RMB to draw using color L/R or to select colors from Color box.
  • Shift+LMB/RMB to pick color from Zoom box.
  • Ctrl+LMB/RMB to draw, fill or color replace using transparent color.
  • Alt+LMB/RMB to draw from copy buffer.
  • In Shade mode LMB/RMB gradually fades pixel values towards the desired color. Colors L and R define the color range.

Drawing tools:

  • Alt+1 - Draw Continuous
  • Alt+2 - Draw Dots
  • Alt+3 - Shade
  • Alt+4 - Filled Box
  • Alt+5 - Color Replace
  • Alt+6 - Flood Fill

Color Box:

  • Double-click on any color to open a standard Windows color picker.
  • F3/F4 - Previous/Next Color L
  • F5/F6 - Previous/Next Color R
  • F2 - Switch Color R to transparent
  • Ctrl+1...4 - Switches between recently used L/R color pairs (or color ranges).
  • Ctrl+A - (Arrange) swaps two colors in the palette and remaps the current tile.
  • Ctrl+D - (Spread) generates a color slide between colors L and R.
  • Ctrl+Alt+A - (Adjust) opens a Brightness/Contrast/Saturation dialog.

Export:

  • Tile Data is exported in raw binary format. Only the tiles numbered 0 through the current Last Tile setting are exported.
  • When using Two-Dimensional VRAM Mapping the end of data is aligned. (A few extra tiles may be included to fill up the last VRAM row).

Bitmap import:

  • Images bigger than the current tile size are split into multiple tiles starting from the current Tile Index.
  • The slicing is done from left to right, top to bottom.
  • The color attribute at top-left corner is assigned to transparent.
  • No color reduction is implemented.

Game Boy Advance:

  • GBA has 96K of VRAM which is shared by BG character/bitmap data, screen maps and OBJ character data. BG and OBJ both have an own 256 color palette.
  • Chili allocates a 32K VRAM block and one 256 color palette per file. Thus, for most practical use you should use a separate file for BG and OBJ tiles.

Screenshots

chiligba3.png

External links

Advertising: