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GRFCodec — A tool to convert a GRF file into graphics files and meta data, and vice versa.


grfcodec [-sv] [-d | -e] [options] GRF‐file [Directory]

<GRF‐File> denotes the .GRF file you want to work on, e.g. TRG1.GRF

<Directory> is where the individual sprites should be saved. If omitted, they will
default to a subdirectory called sprites/.


-? Display the help message.

-e Encode a GRF file. The GRF‐file to pass is the file where to encode to. The
source of the GRF‐file, i.e. the .nfo, will be looked for in
sprites/GRF‐file.nfo. All graphics files will be searched for relative from the
location of the GRF‐file.

-d Decode a GRF file. The GRF‐file to pass is the file to decode. The result will
be in sprites/GRF‐file.nfo and sprites/GRF‐file.png.

-s Silences the progress output in interactive mode

-v Display the version.

Options for decoding:

-w num Write spritesheets files with the given width (default 800, minimum 16)

-h num Split spritesheets when they reach this height (default no limit, minimum 16)

-b num Organize sprites in boxes of this size (default 16)

-o ssf Sets the format of generated spritesheets. See -o ? for a list.

-p pal Use this palette instead of the default. See -p ? for a list.

-t Disable decoding of plain text characters as strings.

-x Disable production of unquoted escape sequences.

-xx Disable production of both quoted and unquoted escape sequences.

This has the side effect of producing a version 6 .nfo, instead of a version 7

-X List sprite numbers in the image file in hex.

Options for encoding:

-c Crop extraneous transparent blue from real sprites

-u Save uncompressed data (probably not a good idea)

-q Suppress warning messages

-g num Create a GRF file with the given container version. Valid versions are 1 and 2,
where the latter allows bigger sprites, larger sounds, and multiple zoom levels
and bit depths for the sprites.

-n Try both compression algorithms and use the most efficient. This might cause
trouble when loading the NewGRF in TTDPatch.

Options for both encoding and decoding:

-m num Apply colour translation to all sprites except character‐glyphs.

-M num Apply colour translation to all sprites.

If both of these are specified, only the last is obeyed. -m ? or -M ? for a
list of colour translations.

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