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File menu
This menu is dedicated to tasks that involve reading and/or writing to a file.
The menu items will use the following naming convention
Import
Refers to an action in which a file loaded and the data is transformed in a manner of some sort
Export
Refers to an action in which the data stored in ram is converted to a desired format.
Open
Directly loading data and using it.
Save
Saving data in ram directly to a file.
Due to the fact that there are many file options this menu is divided up into sub menus. Each submenu is given its own section.
Open tiles
Loads tiles in the format of the selected system.
Open tiles (append)
Loads tiles in the format of the selected system and appends said tiles after all current tiles
Open tiles starting at
Loads tiles in the format of the selected system and stores the tiles beginning at a user specified tiles. May overwrite tiles or insert blanks if needed.
Open truecolor tiles
Loads tiles that contain rgba data.
Save tiles
Like open tiles but saving instead of loading.
Save truecolor tiles
Saves tiles as RGBA888 data without any header.
Import image to tiles.
Utilizing an image file you can easily load tiles. This function is very similar to import image to tilemap except the tilemap is not affected.
Open palette
Opens palette saving in currently selected game system format.
Save palette
Reverse of above.
Import tile map or blocks and if NES attributes
Loads tilemap or blocks and if system is set to Nintendo Entertainment System also load attributes.
Import image to tilemap
Imports an image to tiles and changes tilemap so that the tiles are in the proper order on the tilemap.
Import image over current tilemap
Replaces tiles on the tilemap with image data.
Export tilemap as image
Saves the tilemap as an image. Good for ripping art or whatever you feel the need for this feature.
Export tilemap as with system color space
More for testing purposes. Maybe someone will use this? What the function does is dithers the tilemap using all colors that the current system can display.
Export tile map and if NES attributes
Reverse of opening tile map and if NES attributes
There is a dedicated article to this topic please read Project files and project groups
Import sonic 1 chunks
Does what it says. If you have chunks that use the format of sonic 1 use the option.
Import sonic 1 chunks (append)
Same as above but appends instead of overwriting.
Export chunks as sonic 1 format
What comes up must come down. (Loading and saving).
Import sprite from image
Imports an image to a sprite group using one or multiple sprites depending on selected system and image size. Retro Graphics Toolkit will use as few sprites as possible.
Import sprite from image (append)
Same as above but does not overwrite a sprite instead one is appended.
Import sprite sheet
A sprite sheet is a large image that contains many sprites on this large image. Retro Graphics Toolkit can automatically separate each individual sprite from the sprite sheet.
Sonic 1
Imports sprite mapping data that conforms to the format used in Sonic 1 (16-bit)
Sonic 2
Imports sprite mapping data that conforms to the format used in Sonic 2 (16-bit)
Sonic 3
Imports sprite mapping data that conforms to the format used in Sonic 3 (16-bit) and also Sonic & Knuckles collection (16-bit)
Sonic 1
Imports DPLC data that conforms to the format used in Sonic 1 (16-bit)
Sonic 2
Imports DPLC data that conforms to the format used in Sonic 2 (16-bit)
Sonic 3
Imports DPLC data that conforms to the format used in Sonic 3 (16-bit) and also Sonic & Knuckles collection (16-bit)
Sonic 1
Reverse of import mapping for Sonic 1
Sonic 2
Reverse of import mapping for Sonic 2
Sonic 3
Reverse of import mapping for Sonic 3
Sonic 1
Reverse of import DPLC for Sonic 1
Sonic 2
Reverse of import DPLC for Sonic 2
Sonic 3
Reverse of import DPLC for Sonic 3
Import Sonic one level chunk layout
Imports Sonic One level chunk data Export Sonic one level chunk layout
Exports Sonic One level chunk data
Run Lua script
Runs a Lua script from a file