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AGI Development Tools / What is the simplest way to export AGI resource pics to bitmap?
« on: September 06, 2015, 03:10:17 PM »
Hi guys,
I am trying to demake original "King's Quest I" for C64 using Quill/Illustrator.
AGI line, fill etc "vector" commands are easily translatable to Illustrators. Just there is a problem with colors at char matrix (only 3 allowed at each 8x8pix). But graphics could even be improved somewhere, because of high resolution mode (width is 320 instead 160pix)
I managed to convert multi-color pics to hi-res (by hand, but ConGo is of great help)
It should be some kind of proof that porting of AGI engine to C64/128 is possible.
I suppose that real conversion should be done with DotBasic+ but... that's another story.
Where I'm stucked is converting of 80+ agi resource pics to bmp (I'm using GIMP).
So, my question is:
What is the simplest way to export agi pics to bmp (.tga, .png...)? Batch conversion if possible.
I forgot how I did it, probably by taking screenshot of WinAGI, PicEDit or so.
I am trying to demake original "King's Quest I" for C64 using Quill/Illustrator.
AGI line, fill etc "vector" commands are easily translatable to Illustrators. Just there is a problem with colors at char matrix (only 3 allowed at each 8x8pix). But graphics could even be improved somewhere, because of high resolution mode (width is 320 instead 160pix)
I managed to convert multi-color pics to hi-res (by hand, but ConGo is of great help)
It should be some kind of proof that porting of AGI engine to C64/128 is possible.
I suppose that real conversion should be done with DotBasic+ but... that's another story.
Where I'm stucked is converting of 80+ agi resource pics to bmp (I'm using GIMP).
So, my question is:
What is the simplest way to export agi pics to bmp (.tga, .png...)? Batch conversion if possible.
I forgot how I did it, probably by taking screenshot of WinAGI, PicEDit or so.