h/.c files, so in the “File” section, set the type to “C (*.c),” you’ll also want to set where the exported files should go in the larget text field above the type dropdown. First, we need to make sure that we’ve set the exported to 8 bits per pixel, you’ll find that option in the top right of the window. Like the window itself says, don’t panic :) there’s only a few things we need to do. I’m going to use the GUI version of grit, which you can find in the program folder, titled “wingrit.” There’s a command line app as well, but I haven’t needed to use it yet (and if I can avoid memorizing more command line args, I will), so if you’re following along with me, open wingrit, and you should see the following: We need to export each of our character sprites using it, and then manually load that data in our program like we’ve been doing before. h/.c files (among other potential types of files), for consumption by a GBA game. Grit is a tool for taking bitmap images, and exporting them into. If you don’t have that downloaded already, grab it now and let’s get started. I mentioned this tool in a previous post, but today I’m going to walk through using it as well. To do that, we’re going to use a nifty open source tool called Grit. This should save us having to do any pixel editing for this blog post, but we will have to export these sprites into a useable format for our game.
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