Special thanks to Pico-8 by Lexaloffle Please kindly note that Image-To-Pico8 (ImgToP8) is independent software, not affiliated with Pico-8 by Lexaloffle In short, if you purchased "Image-To-Pico8" software,Īnto80 allows you to use it to produce images for multiple projects, whether commercial or non-commercial. They used to a custom palette involving original pico8 colors 1,3 and alternate colors 129,131 making the final palette "129,1,131,3". That’s what they did in the example above as they used ImageToPico8. If you make music with the Pico-8 Tracker, you could wish to use a pixelated image for your song cover. Game: Invasion Commander Pico8 Tracker music - song cover
The code of the display and its juicy cosine offset-x animation is a variation of this example of code: display and animation. The image pixels are stored in the Map tab. The background image and its animation has been created thanks to Image-To-Pico8. Games made using Image-To-Pico8 converter or for still images: ImgToP8 -blue -repeat10 -still "C:\my\path\myfile.jpg" ImgToP8 -orange -gif "C:\my\path\myfile.jpg" You can also use the flag -repeat and -still to generate multiple still images. You can use the flag -gif to process the image file several times and generate an animated GIF out of it! To make GIFs like these ones, you may use ImageToPico8 and batch several image processes: This is done in Pico-8 by accessing directly to the map data (in virtual console memory) with POKE function.ĭetailed how-to and image conversion examples here
Since you were not using map tab, you've just saved the equivalent of 192 sprites of cartridge space! How to convert your image into pico-8 map data with ImageToPico8 This leaves you the sprite tab fully available, which corresponds to a capability of drawing 128 sprites. Furthermore, if you don’t plan to use the map tab, you can fully store these 3k of image data as “map data”, that is to say, in the _map_ section of your p8 file. That is equal to 6 kbytes and leaves you only 2 kb (32 slots) to draw 32 sprites.īut if your image has only 4 colors, you can store 4 pixels in one byte, which means total image data will only weigh 3 kb. If you use the sprite tab to store a 128x96 image, it will take 192 slots of the 256 slots available (each slot being a 16-colors and 8x8 pixels sprite). To draw such image, you may think the most straightforward method is to use sprites. It optimizes the cartridge space, by not using the sprite tab of the cartridge. ImageToPico8 converts any PNG, JPG, BMP, PCX image into 4-color bitmap usable in pico-8. It will make it possible to process and convert your images to pico-8 map data.
The purpose of ImageToPico8 software is to use this empty unused space to optimize your Pico-8 cartridge. However if your game is not a platformer or a top-down shooter, chances are that this part will stay empty.
The map section is useful when you deal with level design or data layout. That is to say, you don't use the 3rd tab ("map") in Pico-8: Image-To-Pico8 (or “ImgToP8”) is an utility software when you don’t use the Map section in your Pico-8 cartridge, This page will show you how to convert an image to pico-8 while optimizing its size.Ĭonvert an image into pico-8 optimizing its size If you want to optimize the occupied space, you need to store your image somewhere else, like in the ‘Map data’. Image-To-Pico8 software can generate images for you, easily and quickly.Ī simple 128x96 image will take nearly all the space available if you copy it as ‘Sprite data’.
Whether you are on the Pico-8 programming side, and these restrictions can be difficult to deal with! This fantasy machine is intentionally limited by design to simulate the harsh hardware limitations of the video game consoles around the 1980s.Īs you may know, Pico-8 games are limited to: If you've made it here, it probably means you're already familiar withĪ wonderful virtual console for making, sharing and playing tiny games and other computer programs. English - Version en Français, en bas de page Hello Pico-8 users!