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updated to v1.21
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README.md

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# bmp2cgb v1.2 ![standard](https://img.shields.io/badge/standard-C11-blue.svg?longCache=true&style=flat) ![dependencies](https://img.shields.io/badge/dependencies-none-green.svg?longCache=true&style=flat) ![status](https://img.shields.io/badge/status-working-green.svg?longCache=true&style=flat)
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# bmp2cgb v1.21 ![standard](https://img.shields.io/badge/standard-C11-blue.svg?longCache=true&style=flat) ![dependencies](https://img.shields.io/badge/dependencies-none-green.svg?longCache=true&style=flat) ![status](https://img.shields.io/badge/status-working-green.svg?longCache=true&style=flat)
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Complete solution for converting graphics and real time palette adjustments for Game Boy Color. Heavily inspired by original utility created by Ars of [Fatality](http://speccy.info/Fatality) in 1999. It's tiny, fast, command line driven and doesn't require any dependencies, so you can compile it without any problems on Windows or *nix systems.
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Currently only BITMAPINFOHEADER is supported. This one is most common and widely used so it shouldn't really matter. However if you end up with `Unsupported bitmap type, BITMAPINFOHEADER not found!` you might want to check settings of your graphics software ie. for Gimp you need to enable `Do not write color space information` in `Compatibility Options` while exporting image to BMP.
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### Recent changes :
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- rewritten and restructured code with some optimizations
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- added support for 4/24/32bpp formats
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- additional options and usage changes
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- removed minor bugs
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- fixed bug related to trimmed palettes in 4bpp/8bpp bitmaps
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### To do :
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- add support for BITMAPV4HEADER and BITMAPV5HEADER

bmp2cgb.c

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if(!(options & FLAG_DEBUG))
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{
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char *ext = strstr(argv[fname], ".bmp");
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char *ext = strstr(argv[fname], ".bmp");
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if(ext)
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ext[0] = 0;
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bmp2cgb.h

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#ifndef BMP2CGB_H
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#define BMP2CGB_H
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#define VERSION 1.20
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#define VERSION 1.21
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#define BI_RGB 0
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#define BI_RLE8 1

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