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Export to GBDK .C file #3690
retroarch-girl posted onGitHub
What should such a .C file look like? I see there are some existing tile map editors that can export to GBDK .C files. Can you show example tile set and tile map .C files?
Is this something you'd be interested to help adding, either as a C++ plugin or JavaScript extension?
This seems like a better task for a script, as GBDK users will almost certainly want to modify the export format to their game's needs regarding the export of objects, collisions (whether it is Tiled collisions, independent collision objects, or tiles), and special tiles. Otherwise, this exporter will need to have some sort of robust system for dealing with different exporting needs a la SuperTiled2Unity and the GMS exporter's various custom properties, but it's harder to do that with something as open-ended as GBDK, where users are likely to be handling collision, zones/triggers, NPCs, etc very differently from one another.
Tiled does already have some very niche formats as binary plugins (e.g. TBin), but these are all from before Tiled had scripting support.
This exporter will probably also need to include a Tileset exporter in order to be able to deal with tile flips and rotations - GBDK supports only horizontal and vertical flips, but actually exporting this may need to be optional as tile flipping this way is only possible on the GBC, not the GB, so maps exported for GB that utilise flipping will need a tileset data export that generates the extra flips as separate tiles. Rotations will need to be separate tiles. Since the GB and GBC are very memory-constrained, it'll probably also be an oft-requested feature to merge identical tiles, especially for flips/rotations.
What should such a .C file look like? I see there are some existing tile map editors that can export to GBDK .C files. Can you show example tile set and tile map .C files?
Open those tools, and export like this to see the C file
https://github.com/gbdk-2020/GBTD_GBMB/releases/tag/2.4.5
This seems like a better task for a script, as GBDK users will almost certainly want to modify the export format to their game's needs regarding the export of objects, collisions (whether it is Tiled collisions, independent collision objects, or tiles), and special tiles. Otherwise, this exporter will need to have some sort of robust system for dealing with different exporting needs a la SuperTiled2Unity and the GMS exporter's various custom properties, but it's harder to do that with something as open-ended as GBDK, where users are likely to be handling collision, zones/triggers, NPCs, etc very differently from one another.
Tiled does already have some very niche formats as binary plugins (e.g. TBin), but these are all from before Tiled had scripting support.
This exporter will probably also need to include a Tileset exporter in order to be able to deal with tile flips and rotations - GBDK supports only horizontal and vertical flips, but actually exporting this may need to be optional as tile flipping this way is only possible on the GBC, not the GB, so maps exported for GB that utilise flipping will need a tileset data export that generates the extra flips as separate tiles. Rotations will need to be separate tiles. Since the GB and GBC are very memory-constrained, it'll probably also be an oft-requested feature to merge identical tiles, especially for flips/rotations.
if you know everything so well, WRITE IT THEN WHERE IS IT? show it to me
if you know everything so well, WRITE IT THEN WHERE IS IT? show it to me
They're just trying to help. If you have nothing further to add and don't want to work on this yourself, that's OK, but you need to stay civil. If you keep posting messages like the ones I've deleted then I'll just close the issue.
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