This toolset is intended for use with the 32Blit console to prepare assets and upload games.
The 32Blit toolset contains subcommands for each tool, you can list them with:
32blit --help
- image - Convert images/sprites for 32Blit
- font - Convert fonts for 32Blit
- map - Convert popular tilemap formats for 32Blit
- raw - Convert raw/binary or csv data for 32Blit
- pack - Pack a collection of assets for 32Blit
- cmake - Generate CMake configuration for the asset packer
- flash - Flash a binary or save games/files to 32Blit
- metadata - Tag a 32Blit .blit file with metadata
- relocs - Prepend relocations to a game binary
- version - Print the current 32blit version
To run a tool, append its name after the 32blit
command, eg:
32blit version
Build metadata, and add it to a .blit
file.
Flash and manage games on your 32Blit over USB serial.
Collate a list of addresses that need patched to make a .blit
file relocatable and position-independent.
Generate CMake files for metadata information and/or asset pipeline inputs/outputs.
You will typically create assets using the "asset pipeline", configured using an assets.yml
file which lists all the files you want to include, and how they should be named in code.
An assets.yml
file might look like:
# Define an output target for the asset builder
# in this case we want a CSource (and implicitly also a header file)
# type auto-detection will notice the ".cpp" and act accordingly
assets.cpp:
prefix: asset_
# Include assets/sprites.png
# and place it in a variable named "asset_sprites"
# Since it ends in ".png" the builder will run "sprites_packed" to convert our source file
assets/sprites.png:
name: sprites
palette: assets/sprites.act
strict: true # Fail if a colour does not exist in the palette
transparent: 255,0,255
# Include assets/level.tmx
# and place it in a variable named "asset_level_N_tmx"
# Since it ends in ".tmx" the builder will run "map_tiled" to convert our source file
assets/level*.tmx:
Converts a ttf file or image file into a 32Blit font.
Supported formats:
- Image .png, .gif
- Font .ttf
All image assets are handled by Pillow so most image formats will work, be careful with lossy formats since they may add unwanted colours to your palette and leave you with oversized assets.
Supported formats:
- 8bit PNG .png
- 24bit PNG .png
Options:
palette
- Image or palette file (Adobe .act, Pro Motion NG .pal, GIMP .gpl) containing the asset colour palettetransparent
- Transparent colour (if palette isn't an RGBA image), should be either hex (FFFFFF) or R,G,B (255,255,255)packed
- (Defaults to true) will pack the output asset into bits depending on the palette size. A 16-colour palette would use 4-bits-per-pixel.strict
- Only allow colours that are present in the palette image/file
Supported formats:
- Tiled .tmx - https://www.mapeditor.org/ (extremely alpha!)
Supported formats:
- CSV .csv
- Binary .bin, .raw