A tool that allows you to create sprites and palettes in ARM Assembly for objects on the Game Boy Advance.
See example1.asm for a simple example palette and sprite. In this example, the halfword directive is @DCW, the hexadecimal prefix is '0x', the palette name is palette, the sprite name is sprite, and the size is 8x8.
See example2.asm for a more complicated example palette and sprite. In this example, the halfword directive is @DCW, the word directive is @DCD, the hexadecimal prefix is '0x', the binary prefix is '%', the palette name is palette, the sprite name is sprite, and the size is 16x16.
Note: this tool was created with making sprites and palette data in the forefront, so loading data from external sources is not completely supported!
If you really want to do it, here's a rough explanation of the format:
Labels must use a colon at the end. The data must be formatted with halfword (16-bit) or word (32-bit) directives. Sprite data must be written in hexadecimal (little-endian) and use '0x' or '$' prefixes, but palette data can be either binary (using 0b or % prefixes) or hexadecimal (using 0x or $ prefixes). With sprite data, the halfwords need to be in pairs (e.g. @DCW 0x3210, 0x7654) and words need to be singular (e.g. @DCD 0x76543210), and palette data must use single halfwords (e.g. @DCW 0x3210 or @DCW %0b0011001000010000). Data must be padded with zeros.