These are all tools of the DX-boulderdash contruction kit.
Warning: these tools are very rough!
They are merely meant for internal use to create the various DX Boulderdash asset files.

Animed.exe:
Tool to set the graphics for each object and to create the animation sequences.
Usage: open spriteset (.iml and .bam file) - drag sprites from the list below to the proper position.

EMC_V4_graphics_import.exe
Used to import the graphic from amiga emerald mine disks V4.
The graphics are stored in the file "obj"
You first have to transfer this file to the PC (using the DX levereditor, or any other tool that can read .ADF files)
The result is a bitmap that can be used in the SpriteEdit.exe to convert to an image library.
Please note: you still have to convert this bitmap to a 256 colour bitmap.
I left this for your image-processing program of choice as they are obviously much more optimised to do so ...

EMC_V6_graphics_import.exe
Used to import the graphic from amiga emerald mine disks V6.
Both ECS and AGA graphics are supported
The graphics are stored in the file "gfx-ECS" and "gfx-AGA"
You first have to transfer this file to the PC (using the DX levereditor, or any other tool that can read .ADF files)
The result is a bitmap that can be used in the SpriteEdit.exe to convert to an image library.
Please note: you still have to convert this bitmap to a 256 colour bitmap.
I left this for your image-processing program of choice as they are obviously much more optimised to do so ...

SpriteEdit.exe
used to convert bitmaps to image libraries.
These image libraries can be used in AnimEd.exe to attach the proper graphic to the proper object and to create the animations.
DX-Boulderdash runs in 256 colours, so you can only import uncompressed 8-bit bitmaps.
See the DX-SpriteEdit-Readme.txt for more.

