Multi-format converter of 3/4bpp 16×16/32×32 tiles to Neo-Geo format. Source format must be specified with an argument (see the main image).
Keep in mind that GFX roms for Steel Force hardware stores even and odd pixel pairs separately, so in this case “even” and “odd” roms must be fused into single rom using TileMixer or similar utility before conversion. SNK’s 3bpp sprites also split each plane by 3 (4 in the case of Tumble Pop hardware clones and Gaelco Type 1) different roms which must be fused too – morever the 32×32 sprites are splitted not only by planes (m, p and r last letters of each rom extension means accordingly plane 1, 2 and 3), but also by halves of total 32×32 sprite data volume (last digit 4 in extention means 1st half, 2 – the second).
TH Strikes Back stores the plane 1 and 2 pixel inside th2-h12.h12 rom, and planes 3 and 4 – inside th2-h8.h8. Each of last 2 mentioned roms must be also splitted by plans, and after all 4 obtained plane binaries must be fused to single rom.
Each of Crude Buster/Two Crude sprite roms are also store the planes by pair.
Trojan/Tatakai no Banka stores the sprite data inside the tb_* roms from 15 to 22 inclusively, where 1 and 2 planes are located in the roms with an l last extension letter, and 3 and 4 planes – with n.
Some games using Konami K053246 sprite chip (for example, Crime Fighters 2/Vendetta) stores the tile data in the byte-swapped form, so before fusing of source roms into single file you must split each, and during the fusion of all 8 parts, the order of odd and even parts inside each pair of files must be reversed.
In a similar way, the each sprite rom for Violent Storm or GFX rom for any CPS1/2 game also must be splitted before all 8 taken parts enfusement back, but for this time it doesn’t require reswapping.
Irem’s Vigilante stores the minor planes in .ic6n roms, and major – in .ic6(n+2).
Knukcle Bash stores the minor planes in tp023_n.bin roms, and major – in tp023_(n+1).bin.
Tiles for Taito TC0180VCU chip and some SNK’s pre-NeoGeo M68k-based arcade games (like a Search & Rescue – by the way, the one of examples of game utilizing the neo_vert sprite format) stores the planes in reversal order – first 4, then 3, 2 and finally 1. In the case of Silent Dragon, the major planes are stored in .ic(n) rom, and minor – in .ic(n+11).
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