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.
- Install Visual Studio Code
- Open the root directory with Visual Studio Code
- Build: Shit+Ctrl+B
- Open snesbg3text.sfc with a SNES Emulator
- Install Programmer's Notepad: https://github.com/alekmaul/pvsneslib/wiki/PVSneslib-and-Programmer-Notepad
- Open snesbg3text.pnproj with Programmer's Notepad
- Click on Tools>make in the top menu
- Open snesbg3text.sfc with a SNES Emulator
http://www.portabledev.com/pvsneslib/doc/
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\