#tileset #gameboy #image #gamedev #image-encoding #graphics #encoding #2bpp

image-gameboy

Convert images to Game Boy-compatible 2bpp format

1 unstable release

new 0.1.0 Apr 24, 2025

#395 in Game dev

Download history 92/week @ 2025-04-20

93 downloads per month

MIT/Apache

9KB
64 lines

image-gameboy

Crates.io Docs.rs

A simple Rust crate for converting images into the Game Boy's 2 bits-per-pixel (2bpp) tile format. Built to work seamlessly with the image crate.

Features

  • 🧩 Provides the into_gb2bpp() extension method on DynamicImage
  • 🎮 Outputs binary tile data in the Game Boy-compatible 2bpp format
  • 🖼️ Supports grayscale images with dimensions divisible by 8
  • 🔗 Easy to integrate in asset pipelines for Game Boy homebrew or ROM hacking

Usage

Add to your Cargo.toml

[dependencies]
image = "0.25"
image-gameboy = "0.1"

Example

use image::io::Reader as ImageReader;
use image_gameboy::GameBoy2bpp;

fn main() {
    let img = ImageReader::open("assets/sprite.png")
        .unwrap()
        .decode()
        .unwrap();

    let gb_data = img.into_gb2bpp();

    std::fs::write("sprite.2bpp", gb_data).unwrap();
}

What is Game Boy 2bpp?

The original Game Boy used a tile-based graphics system where each 8×8 tile is represented by 16 bytes:

  • 2 bytes per row (8 rows total)
  • Each pixel uses 2 bits (4 grayscale levels)
  • The bits are split across two “bitplanes” (least and most significant bits)

This crate generates exactly that format from any grayscale image.

Notes

  • Input images must be grayscale and have dimensions divisible by 8
  • Each pixel is quantized to one of 4 grayscale levels:
    • 0..=63 → 3 (darkest)
    • 64..=127 → 2
    • 128..=191 → 1
    • 192..=255 → 0 (lightest)

License

Licensed under the MIT License or Apache 2.0.

Dependencies

~1.5MB
~28K SLoC