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<title>PikenSoft News</title>
<link>http://pikensoft.com/</link>
<description>Website news</description>
<category>Software, Emulation</category>
<copyright>Dwayne Robinson</copyright>
<pubDate>2009-02-21 17:00:00 PST</pubDate>
<language>en-us</language>

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<pubDate>2009-00-00</pubDate>
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<item>
<title>PAX 2009</title>
<pubDate>2009-09-06</pubDate>
<description>
<p>
	Met djpretzel and crew from Overclocked Remix at PAX. That was neat. Hmm, should I ever finish Spc2Midi?
</p>
</description>
</item>

<item>
<title>Website refresh completed</title>
<pubDate>2009-02-22</pubDate>
<description>
<p>
	Transitioned the last of the old pages (maps, programs, documents, music, and news pages).
	The site now uses PHP and Smarty templates to reduce tedium of synchronization for navigation bar.
	External links are now stored outside the HTML, so that updating them in one place corrects them all.
	Links can be tagged so that Related entries appear in the navigation bar, depending on the current page.
</p>
</description>
</item>

<item>
<title>Website 10 year anniversary</title>
<pubDate>2009-02-05</pubDate>
<description>
<p>
	Piken's Pursuits has been around for a decade now,
	first starting at <a href="http://fdwr.tripod.com/snes.html">Tripod</a>,
	then <a href="http://oregonstate.edu/">Oregon State</a>,
	and now its own <a href="http://pikensoft.com/">domain</a>.
</p>
</description>
</item>

<item>
<title>GUI lives again</title>
<pubDate>2007-06-10</pubDate>
<description>
<p>
	Ported my own little GUI from ASM to C++ to D to C# now,
	and this time it's on the Xbox 360 (graphics designed using PhotoShop 6, shaders are HLSL, code is C#)
</p>
<p>
	<a href="pics/screenshots/xna519sl-1.jpg"><img src="pics/screenshots/xna519sl-1-small.jpg" title="Plain GUI"/></a>
	<a href="pics/screenshots/xna553hw8e.jpg"><img src="pics/screenshots/xna553hw8e-small.jpg" title="Heat equation"/></a>
</p>
</description>
</item>

<item>
<title>Fun with shaders in XNA</title>
<pubDate>2007-05-21</pubDate>
<description>
<p>
	Having fun on the X-Box 360 using XNA (the screenshots are of course from the Windows compile, since Print Screen is useless on the X-Box).
	HLSL just feels cleaner than GLSL, and XNA is much easier to find functions and constants than both DirectX or OpenGL.
</p>
</description>
</item>

<item>
<title>Better painterly rendering</title>
<pubDate>2007-03-05</pubDate>
<description>
<p>
	This time it does more than just follow the gradient starting from a regular grid.
	It smooths the tensor field and uses evenly placed streamlines.
	A nice extra touch is the normal mapping that makes the ink seem to lift off the canvas :)
	Just feed it an original photograph, tweak the variables, and it produces something that looks like a human painted it.
</p>
<p>
	<a href="pics/screenshots/npr-paint-lion-forced-long-brush-strokes.jpg"><img src="pics/screenshots/npr-paint-lion-forced-long-brush-strokes-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-duck-tensor.jpg"><img src="pics/screenshots/npr-paint-duck-tensor-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-rose-pen-and-ink.jpg"><img src="pics/screenshots/npr-paint-rose-pen-and-ink-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-rose-polar-neon.jpg"><img src="pics/screenshots/npr-paint-rose-polar-neon-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-geisha-longer-strokes.jpg"><img src="pics/screenshots/npr-paint-geisha-longer-strokes-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-Huang-Shan-npr.jpg"><img src="pics/screenshots/npr-paint-Huang-Shan-npr-small.jpg"/></a>
	<a href="pics/screenshots/npr-paint-Estella-Warren-scratchy-stucko.jpg"><img src="pics/screenshots/npr-paint-Estella-Warren-scratchy-stucko-small.jpg"/></a>
</p>
</description>
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<item>
<title>Julia bumped teapot</title>
<pubDate>2006-05-07</pubDate>
<description>
<p>
	Good old ripples, HDR, and Julia fractals, using GLSL from the shaders class.<br/>
</p>
<p>
	<a href="pics/screenshots/cs519-shaders-julia-bumped-pot-using-GLSL-15.jpg"><img src="pics/screenshots/cs519-shaders-julia-bumped-pot-using-GLSL-15-small.jpg"/></a>
	<a href="pics/screenshots/cs519-shaders-hdr-c001.jpg"><img src="pics/screenshots/cs519-shaders-hdr-c001-small.jpg"/></a>
	<a href="pics/screenshots/cs519-shaders-hdr-e004.jpg"><img src="pics/screenshots/cs519-shaders-hdr-e004-small.jpg"/></a>
	<a href="pics/screenshots/cs519-shaders-ripples.jpg"><img src="pics/screenshots/cs519-shaders-ripples-small.jpg"/></a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2006-05-29</pubDate>
<description>
<p>
	<a href="pics/maps/Pilotwings_maps_20060529_(assembled_by_Graham_Lackey).rar">Pilotwings - Maps</a> - added collection by Graham Lackey<br/>
	For more game <a href="pictures-maps.html">maps</a>...
</p>
<p>
	<a href="pics/maps/Pilotwings_maps_20060529_(assembled_by_Graham_Lackey).rar">
	<img src="pics/maps/Pilotwings_maps_island3_small.png" width="256" height="256"
	title="Pilotwings Maps, exported by Graham Lackey [narwolf_AT_gmail]"/>
	</a>
</p>
<p>
	<a href="music.html">Music</a> page - directory fix.<br/>
	All songs work now. Been broken on this mirror for a while, but nobody ever told me.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2005-07-20</pubDate>
<tags>docs</tags>
<description>
<p>
	<a href="docs/SNES_formatos_de_video_(Piken,_Traducido_por_Magimaster_2).txt">SNES/GB Graphics Formats in Spanish</a> - translated by Magimaster 2<br/>
	Added a Spanish version of this ancient document (<a href="docs.html">documents</a>).
</p>
</description>
</item>

<item>
<title>StarTrip video</title>
<pubDate>2005-04-23</pubDate>
<description>
<p>
	My first animated video, created for the CS450 class (graphics intro) using the excellent <a href="http://www.povray.org/">PovRay</a>
	(everyone told me that I was crazy to try a scripted language rather than a modeler like Maya, but that made it that much more of an accomplishment).
	As you can well see, I was influenced by Star Gate very much at the time.
	There is much room for improvement and many little details remained unfinished, but time didn't allow it.
	Surprisingly, this puny 60 seconds took 60 hours of work (considering all the creation time and rendering).
</p>
<p>
	<a href="media/StarTrip - Dwayne Robinson - CS450 20041203.wmv"><img src="pics/screenshots/Startrip-room-active-portal-small.jpg"/><br/>Star Trip video (WMV)</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2004-04-04</pubDate>
<description>
<p>
	<a href="pics/maps/Treasure_Hunter_G_world_map_(assembled_by_Shogetsu).png">Treasure Hunter G - Mode 7 Map</a> - by Shogetsu<br/>
	Another contribution to the small collection of game <a href="pictures-maps.html">maps</a>.
</p>
<p>
	<a href="pics/maps/Treasure_Hunter_G_world_map_(assembled_by_Shogetsu).png">
	<img src="pics/maps/Treasure_Hunter_G_world_map_(assembled_by_Shogetsu)_small.png" width="237" height="256"
	title="Treasure Hunter G world map (the mode 7 portion), pieced together by Shogetsu [shogehs_AT_hotmail_DOT_com]"/>
	</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2004-04-04</pubDate>
<tags>docs</tags>
<description>
<p>
	<a href="docs/SNES_chip_labels_(Piken).txt">SNES chip labels</a> - new document<br/>
	You have any idea how long I've wanted to take apart my SNES and games?
	Ever since I bought it.
	I want to have full pictures too, but that will need to wait until my batteries are recharged.
	However, I did compile a list of chips and labels found inside the main console and a few selected games.<br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2004-02-15</pubDate>
<description>
<p>
	<a href="http://gigo.retrogames.com/">Spc2MidiGigo</a><br/>
	True, I have not made any more progress on mine for quite a while, so someone might as well take up the charge;
	but if you plan to make a utility that does the same thing as another utility, don't call it the EXACT same name.
	Anyway, check it out.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2003-12-12</pubDate>
<description>
<p>
	<a href="pics/maps/Secret_of_Mana_world_map_(assembled_by_Raven).rar">Secret of Mana - Complete Map</a> - by Raven<br/>
	It definitely took a lot patience to piece this one together - a lot more than I ever had making any of mine!
	^_^ He made it using BgMapper &amp; ZSNES.
	You can see more on the <a href="pictures-maps.html">maps</a> page.
</p>
<p>
	<a href="pics/maps/Secret_of_Mana_world_map_(assembled_by_Raven).rar">
	<img src="pics/maps/Secret_of_Mana_world_map_(assembled_by_Raven)_small.png" width="256" height="256"
	title="Secret of Mana complete world map, pieced together by Raven (SquareSoft)"/>
	</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2003-10-24</pubDate>
<description>
<p>
	<b>Piken's Pursuits</b> - changed name<br/>
	Twas originally a contraction of peek and in, since I like to take things apart and see what they look on the inside.
	Thought it was clever at the time, but then I started finding all these lecherous perverts that use the same name. -_-
</p>
<p>
	So now it uses the Romaji equivalent of exact same sound.
	This will invariably lead to some mispronunciation, except the people who know a little Japanese;
	and they are often the people who contact me most often anyway.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2003-10-10</pubDate>
<description>
<p>
	<a href="http://pikensoft.com/old/snes.html" target="_top" >Piken's Pursuits</a> - new site URL
</p>
<p>
	Get this: "Your Tripod website is among our most popular.
	We know this because it's generating tons of page views!
	This kind of traffic is a tribute to the content of your site, as well as your self-promotion abilities."
</p>
<p>
	Don't ask me how, considering I don't have enough content to bring anybody by.
</p>
<p>
	Tripod has served me well, and I will always be grateful for that;
	but it will much easier for me to update my site (just a file copy) on the University's webspace.
	Plus, that ads won't mess up my main menu's formatting.
	I'll admit, they are not too intrusive and do have relevant content;
	however, I probably won't update this mirror as often.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2003-09-01</pubDate>
<description>
<p>
	<b>LanMole 1.2</b> - project in progress (yet more vaporware from me)<br/>
	It's not emulation related, but I've been working on it a few months now.
</p>
<p>
	<img src="pics/screenshots/lanmole.png" height="220" width="320"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2003-03-10</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	<a href="programs-bgmapper.html">BgMapper</a> .177 - minor change<br/>
	<li/>Added command line parameter to force a desired SNES video mode '-fv #'.
	Someone was at wit's end trying to view savestates from SD3 during the map screen because it never showed it in mode 7 - never.
	I can't figure out what SD3 is doing either because it seems like no matter when the state is saved,
	the video mode register is ALWAYS 1 - regardless of what scanline or cycle it is saved on.
	So, I just cheated by forcing it to mode 7, "-fv 7". (credit A.Lurker)<br/>
	<li/>Recompiled to PE format rather than RDOFF - no real significance, just a note. It's still a DOS program after all.<br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-12-12</pubDate>
<description>
<p>
	As if you couldn't tell by the lack of updates,
	I haven't been working on my utilities at all,
	since college simply takes more time now.
	Yay, last final of fall term was today.
	Don't depend on any progress soon,
	but be comforted I will NOT remove this site simply because of lack of interest -
	even if only one person a week visits it.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-10-01</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .130 preview</a><br/>
	<li/>**Preview** GUI Windows version created.
	<li/>Rather than using numbers from the source directory (0-255),
	emulation and simulation use uniquely identified samples,
	since some games remap them while playing.
	Secret of Evermore and DOOM sound correct (no longer the wrong instruments)
	and Return of the Jedi is finally audible.
	Also should fix the rare case of an SPC state captured while the game code begins to play but is still setting up the table.
	<li/>Added clear oscilliscope, faded oscilliscope, ocean oscilliscope, volume bars, and voice info visualizations.
	And of course, the old horizontal roll sheet is still in there.
	They are slow because of using the GDI SetDIbitsToDevice. Any suggestions?
	<li/>Set function keys F5,F6,F8 to play/pause/stop. No F7 for record yet.
	<li/>Silly fix. MIDI files exported all notes the same volume because of
	debugging code I forgot to remove :/
	<li/>Change the stupid hack for drums.
	Implement drums and banks in all MIDI sound and file outputs.
	<li/>Stop now stops emulation too,
	when before emulation would continue.
	Pause still continues preemulate.
	<li/>Put hacks in for both "Sailor Moon RPG" and "Super Puyo Puyo 2"
	(they were stuck in an infinite loop polling the data port)
	but they are not yet applied because I'm unsure what method would best detect when those are loaded.
	Header game name would work, but only if a header was present in the SPC and wouldn't work with savestates.
	<li/>Typo in last version. Dump buffer should have been "dbrr", not "brrd".
</p>
<p>
	<img src="pics/screenshots/spc2midi7.png" height="226" width="320"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-08-27</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .121</a> - Felt like working on this old project some more.
	Still a console app, but it should work in helpless WinNT/XP now.<br/>

	<li/>Spc2Midi finally converts 'SPCs' to 'MIDIs'.
	The sad thing being most of the MIDI exporting code was already done two years ago,
	I just never bothered to finish it :/ Use the "/midi" parameter.
	It records to a file with the same name as the SPC/ZST/ZMV file, but with a .MID extension.
	Yes, the result sounds terribly out of key.<br/>
	<li/>After much conversion, Windows console version included.<br/>
	<li/>Note visualization has been removed for now, in preparation for GUI.<br/>
	<li/>GM synthesizer output for Windows version
	(if your soundcard has wavetable synthesis or a software driver synthesis).<br/>
	<li/>Dynamic initialization of sound outputs,
	so if a sound output is toggled on that was not originally specified on the command line,
	it will initialize the hardware even while playing.<br/>
	<li/>Parameter to dump entire BRR buffer to wave file "/brrd".<br/>
	<li/>Solo parameter to start playing with only selected voices "/solo#".
	Voices can be in any order, or even 0.<br/>
	<li/>Disassembly listing parameter "/asm".
	Before, disassembly could only be viewed by recompiling.
	The listing is my own hybrid syntax.
	If you don't like it, too bad.<br/>
	<li/>Fast parameter to play at maximum speed on your PC.
	Plays the whole Mario RPG ending parade in only 4 seconds "/fast".<br/>
	<li/>Tune parameter to play a constant tone 0-12543hz "/tune#".
	Default is A440hz, and for anyone wondering, middle C = 262 (261.625).
	Press 't' to toggle.<br/>
	<li/>Pitch slide can be disabled while playing. Press 'p' to toggle.<br/>
	<li/>Parameters may be either DOS '/' or Unix '-' style, whichever you prefer.<br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-04-15</pubDate>
<description>
<p>
	<b>Most curious??</b> Sorry all you nearly 200 visitors Sunday.
	Not sure why flood, but I haven't done anything new :/<br/>
	Piken's Utilities, had a total of 294 visitors last week.
	Visitors for last week divided per weekday:<br/>
	2002-04-08: 20<br/>
	2002-04-09: 19<br/>
	2002-04-10: 17<br/>
	2002-04-11: 14<br/>
	2002-04-12: 16<br/>
	2002-04-13: 17<br/>
	2002-04-14: 191<br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-03-20</pubDate>
<description>
<p>
	<a href="progs\asmorder.zip">Comb ordering DLL with VB demo</a><br/>
	Totally unrelated to emulation: A friend recently asked me to speed up his already speedy Visual Basic comb sorting routine.
	Since I recently learned how to create DLLs in assembler, I thought this would be a good exercise/challenge to try.
	The demo includes the DLL and a VB example that shows how to call it using a few different array types.
	On this test machine (PII 350Mhz), it ordered 1 million longs in 10 seconds.
	I'm not sure if that is really that good or not, but it seems fast enough to me.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2002-02-11</pubDate>
<description>
<p>
	That GUI I've been too lazy to make any significant progress on is now about 95% done;
	the one I've been teasing you about since last year, so long that you don't even care anymore? ;-)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-12-01</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .116</a><br/>
	<li/>Added a few new command line parameters. Actually, they're all new, since before this version Spc2Midi only used the filename. You can read the documentation for the details, or just type "Spc2Midi /?", but mainly, they let you select the sound output mode, sample rate, sample bits, and whether or not to show the note sheet (nogui).
	<li/>Added new sound output mode, sine wave synthesis. It generates pure sine waves instead of using audio samples. The pitches are exactly the same as with FM; so, it can be used on cards that completely lack an FM synthesizer (I've only encountered one). That also means the pitches will be off, just like FM - at least until I add the ability for you to manually tell the program what the apparent pitch (in hertz) of each sample is.
	<li/>Added another sound output mode, MPU output. This mode was previously disabled because of lockups on my computer. Those have been fixed, but unfortunately I made some other little change to it (don't remember what), and now it doesn't work anymore. Oh well...
	<li/>Added keys for toggling various sound output modes. F toggles FM synthesis; A toggles audio samples; S toggles sine wave; G toggles General MIDI output through the MPU401. You can actually play all of them simultaneously. I'm not suggesting that you do, because it sounds rather bad, just informing you that it is possible.
	<li/>Improved compatibility with Crystal Ware audio card. With most sound cards, the mixing can safely stay immediately ahead of the sound output, but with this one, strange static and clicks are heard unless the DMA is at least 1/30 second ahead of the mixing. Don't know why. Don't care why. Just know that the DMA sync now compensates for it (actually sounds better than ZSNES and SpcTool, no clicking).
	<li/>Improved compatibility with Telesound 3D card. I refuse to call it a 'bug', because it is one peculiarity of one card, rather an 'incompatibility' ;-) Unlike every card I've ever tested on, this actually has an IRQ connected to the FM timer. So the FM detection/initialization routine was actually making extra IRQ's that the Window's driver didn't know how to handle, thus causing audio to loop infinitely after returning to Windows. Other FM programs caused the same problem. Nevertheless, it's up me to compensate for such things :/
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-10-31</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .113</a> - minor<br/>
	<li/>Added pitch sliding to both wave and FM. FM actually sounds more off key in most instances than before because the frequency is now variable 0-6211hz rather than being constrained to whole semitones of the GM scale (0-127), but it was necessary for pitch sliding.<br/>
	<li/>Stops notes at end of song (for songs like the FF6 snowy intro)<br/>
	<li/>Increased compatibility with a few different/unusual configurations, by playing around with my sound card IO in Device Manager, intentionally setting it to every possible configuration supported. Confirmed 8bit DMA channels can be used for 16bit transfers.<br/>
	<li/>Added MPU output (but disabled for now because of strange pc lockups)<br/>
	<br/>
	<img src="pics/screenshots/spc2midi4.png" height="200" width="320" title="'Macross' Final Boss with visible pitch sliding"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-11-16</pubDate>
<description>
<p>
	<a href="programs/fierygui.zip">Fiery Gui</a> (just for fun)<br/>
	In case you've ever wondered, this is what it looks like when your computer overheats.
	If you wish to be amused, dld it, view it, and simply delete it when it no longer amuses you.
</p>
<p>
	<img src="pics/screenshots/fire-demo1.png" height="200" width="320" title="'Surface of the Sun' a little close to home"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-10-19</pubDate>
<tags>docs</tags>
<description>
<p>
	<a href="docs/Super_Famicomm_sound_manual_(Ledi).txt">SF Sound Manual</a><br/>
	Anyone read the Super Famicom Sound Manual transcribed by Ledi?
	It's great and very informative, but notice there are a few missing parts?
	Well, I added them, using my ASCIIfying ability for the diagrams.
	Of course, if you have the original TIFs scanned in my Antitrack, my additions are unbeneficial.
	Personally, I find a huge text file more accessible though.
</p>
<p>
	<li/>Added figure 1.2 System Outline<br/>
	<li/>Added figure 1.4 Signal Flow (especially informative)<br/>
	<li/>Included section 8 Development Tools<br/>
	<li/>Corrected opcode for ASL labs<br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-10-15</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	Grr, Win2k sucks for DOS support.
	I used a halt instruction in the main loop to reduce CPU usage, and on my computer it works great.
	You can even hear the fan tone lower because less power is drawn.
	Windows 95/98 use the HLT instruction as a welcome opportunity to perform extra processing,
	but Win2k terminates the program with a GPF.
	Since the program's birth, it has set the fps to 30 for more precision,
	but instead of Win2k simply intercepting the port write and chaining to my program at the proper periods (a little jitter acceptable),
	it's stuck at dumb 18.2 ticks per second.
	Discovered the real reason why Spc2Midi does not work with the college computers is because they have legacy emulation disabled (and of course, I don't administrative privileges to enable them).
</p>
<p>
	Tried Spc2Midi last night on my 25Mhz 386, and it played the Mario RPG ending in real time! ;-) (albeit at only 11khz)
</p>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .111</a> - <a href="src/spcsrc.zip">(source)</a><br/>
	<li/>Added toggle between wave output and FM by pressing 'f' key<br/>
	<li/>Increased timing accuracy by putting Spc2Midi and the real SNES side by side. They should now play in sync for minutes +-1/30 second.<br/>
	<li/>Improved DMA resynchronization greatly<br/>
	<li/>Added left+right volume averaging instead of only using left channel, as some voices were completely silent because they used right volume only.<br/>
	<li/>Set initial key on so that notes playing while saved are played as soon as it starts.<br/>
	<li/>No more 'offensive' HLT instruction<br/>
</p>
<p>
	Louis Bontes (author of Naga font editor) site seems to have vanished.
	I was storing a few of my utilities on there, so the links have been adjusted.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-10-09</pubDate>
<description>
<p>
	Had a great summer vacation, visiting with family and friends, programming until the next day's dawn, watching tons of anime, and even playing a few video games.
	No, it only lasted two months, not four like the lack of updates would suggest;
	but I thought I should let anyone reading that I'm still alive.
	Amazing, no updates in four months and just this week my counter gave 120 hits!?
</p>
<p>
	Now I'm back looking for a programming job. Currently I'm just tutoring part time in the college lab.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-10-09</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .110</a><br/>
	Added a few minor features to Spc2Midi, simple voice emulation (no gain/adsr yet), fast forward, rewind,
	and for mere amusement, even playing backwards!
	Temporarily substituted wave output for the FM.
	Just found out today that it sometimes unexplainably crashes under Win2k (college computers!?)
	but has been fully compatible with DOS/Win95/Win98.
	You might want to download it simply to hear familiar songs played the wrong way.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-06-05</pubDate>
<description>
<p>
	I'm graduating in a week and a half. Only a fool believes something to be foolproof.
</p>
<p>
	Btw, did I mention that I'll be graduating in a week and a half! Reiteration for emphasization. ;-)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-05-22</pubDate>
<description>
<p>
	Minor changes to my page colors.
	Finally (after wasting several hours!) got it to appear correctly under Netscape too
	(however, NS still has that stupid bug that changes the font after a table, and of course the nice little menu doesn't appear).
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-04-22</pubDate>
<description>
<p>
	<a href="programs/showtmap-20010503-source@pikensoft.zip">ShowTmap</a> - simple tilemap shower<br/>
	Just a little test program I wrote over the weekend that displays a scrollable <i>Secret of Mana</i> map.
</p>
<p>
	<img src="pics/screenshots/showtmap.png" height="200" width="320" title="'ShowTmap showing 'Secret of Mana'"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-03-06</pubDate>
<tags>pixelai</tags>
<description>
<p>
	<a href="programs-pixelai.html">SpriteView .165</a><br/>
	<li/>Added variable sized tile blocking, for viewing nonsequential tile arrangements like individual character frames, which are usually 2x2.<br/>
	<li/>Increased maximum wrap width to 1024, hopefully sufficiently large enough for any graphic entity. Also good for scrolling through a huge file really fast.<br/>
	<li/>Added anti-thrashing routine now to spare your hard disk an early death when loading huge files.<br/>
</p>
<p>
	Tales of Phantasia without<br/>
	<img src="pics/screenshots/pixelai16.png" height="200" width="320"/><br/>
	Tales of Phantasia with tile blocking<br/>
	<img src="pics/screenshots/pixelai15.png" height="200" width="320"/><br/>
	<a href="pics/screenshots/pixelai14.png">Kirby Superstar' without blocking"</a><br/>
	<a href="pics/screenshots/pixelai13.png">Kirby Superstar' with tile blocking</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-03-05</pubDate>
<description>
<p>
	Added a page to show just a few of my <a href="drawings.html">drawings</a>.
</p>
<p>
	Sorry for the line-feed stripped Zelda routine. Apparently Tripod does not correctly serve the ".asm" filetype.
	So I renamed it to text, and it appears fine.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-02-22</pubDate>
<tags>docs</tags>
<description>
<p>
	Thanks to Necrosaro, Neil, &amp; Fusoya pointing me in the right direction,
	I figured out Zelda's graphics compression method last night.
	I probably should have spread finding/tracing/deciphering/commenting over more than one day though so that I got more than 1-1/2 hours sleep ;)
	For anyone interested, below is the decompiled source with comments.
	Zelda isn't only game that uses this format.
	Mario World also does, and Pokemon Silver&amp;Gold both use a more advanced version (more control codes),
	which is <a href="http://members.aol.com/sabindude/pokegfx.zip">documented</a> by Necrosaro.
</p>
<p>
	<a href="docs/Zelda_LTTP_compression_(Piken).txt">Zelda Decompression Routine</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2001-01-16</pubDate>
<description>
<p>
	Yay, a new year, a new term, three fun new SNES games...
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-12-04</pubDate>
<description>
<p>
	(Just pics, no new release)<br/>
	Since TileView already has all the code in for displaying tilemaps with VRAM gfx,
	it wouldn't be difficult to add GB and NES support.
	The GB has unusual tilemaps because it uses signed numbers -128 - 127.
	Adding NES tilemap support only requires adding a new table for the byte arrangement.
	Unfortunately, unless you know exactly where the tilemap and gfx of each savestate start
	(out of the countless emulators out there and countless version variations), you only see gfx junk.
	For the two pictures below, I had to manually find the gfx bases with SpriteView.
</p>
<p>
	<img src="pics/screenshots/tilemapview17.png" height="200" width="320" title="Zelda (NES)"/>
	<img src="pics/screenshots/tilemapview18.png" height="200" width="320" title="Link's Awakening - Mysterious Forest"/>
</p>
</description>
</item>


<item>
<title></title>
<pubDate>2000-11-19</pubDate>
<description>
<p>
	Just a thought (old one actually) on BgMapper...
	One thing that has always annoyed me is loading a savestate from a game that changes the screen midframe,
	loading the savestate, and seeing nothing but VRAM static on most of the screen.
	Well, I would not be able to do anything about games that use horizontal interrupts for effects (without becoming a mini-emulator!)
	but maybe it would not be too difficult to simulate the HDMA transfers.
	Then you could see the screen as it was meant to look and simply click on the line at which the screen was how you wanted it.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-10-30</pubDate>
<description>
<p>
	Wow, two months with no news.
	Sorry, still no news, just letting you know I'm still alive :)
	And for anyone curious what Piken looks like, take a look at the <a href="about.html">About</a> page.
</p>
<p>
	I've haven't been working on my utilities that much because I have had other programming interests and more than usual coursework.
	Here are design layouts from one of my very slow-going projects, a better GUI...
</p>
<p>
	<a href="pics/screenshots/plain-gui002.png">Spc2Midi</a><br/>
	<a href="pics/screenshots/plain-gui005.png">SpriteView</a><br/>
	<a href="pics/screenshots/plain-gui007.png">TileView</a><br/>
	<a href="pics/screenshots/plain-gui000.png">TileView - Tileset Association</a><br/>
	<a href="pics/screenshots/plain-gui009.png">Spc2Midi - Sample List</a><br/>
	<a href="pics/screenshots/plain-gui010.png">TileView - File Position</a><br/>
	<a href="pics/screenshots/plain-gui003.png">Cascading Menu</a><br/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-08-22</pubDate>
<description>
<p>
	Another webpage style experiment.
	Hope it's not too purple for you ;)
	(Netscape really hates my page, so I'd suggest viewing it with IE)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-08-10</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	<a href="programs-tilemapview.html">TileView .185</a> - minor<br/>
	Added colored backgrounds behind numbers in hexview.
	It should make correlating what you see in the block mode to the what you see in hex view much easier.<br/>
	<img src="pics/screenshots/tilemapview16.png" height="200" width="320" title="Fairy Fountain in Zelda"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-08-10</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .105</a> - no update<br/>
	Oops, case of mixed up OS's.
	I used a backslash instead of the internet proper forward slash.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-08-03</pubDate>
<description>
<p>
	I wish Windows 95 had a file opener this intuitive.
	Just a design snapshot, not an actual program screenshot!<br/>
	<img src="pics/screenshots/plain-gui011.png" height="151" width="228"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-07-30</pubDate>
<description>
<p>
	Found out by surprise that my free space went from 7mb to 46mb!
	Guess I'll have to fill it all with something :) Just finished texturing this site.
</p>
<p>
	<a href="music/ChronoTriggerBattle.mid">ChronoTrigger Battle</a> - another MIDI export
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-07-30</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	<a href="programs-tilemapview.html">TileView .184</a> - nothing really<br/>
	<li/>Changed the scrolling keys to less awkward. Won't add mouse support until the new GUI is finished.<br/>
	<li/>VRAM is now automatically loaded from a savestate.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-07-10</pubDate>
<description>
<p>
	After a year and a half, I'm experimenting with different styles.
	If I had known about stylesheets back then, this little site would be a snap to change.
	Of course, it's so small, it IS a snap to change anyway ;)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-07-10</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	<a href="programs-spc2midi.html">Spc2Midi .105</a><br/>
	Very minor changes (still no MIDI exporting or GUI :| )<br/>

	<li/>Redid palette colors to make each channel more easily distinguishable
	(I was always getting channels that were close in color mixed up) and so that color gradients would be possible.
	<li/>Added slight color decay gradient at the beginning of each note to mark
	where each note actually started when some notes started immediately after the one before just ended.
	<li/>Added little colored "LEDS" to indicate which channels are active.
	<li/>For fun, added cheap hack to change the instrument sound by pressing the up/down keys.
	I did this because the default patch sounds fine on my computer but stinks on the school computers.
	Sorry, there is no text telling which FM sound is selected.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-07-10</pubDate>
<description>
<p>
	Snapshot of my future GUI. Note this is just a design snapshot, not an actual program screenshot!<br/>
	<img src="pics/screenshots/spc2midi2.png" height="200" width="320" title="Spc2Midi"/>
	<img src="pics/screenshots/pixelai10.png" height="200" width="320" title="SpriteView"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-06-28</pubDate>
<description>
<p>
	<a href="programs-upfront.html">UpFront 1.3</a><br/>
	Hard to believe it has been a year already since CyberGoth wrote the UpFront front-end for my utilities,
	but he has written the one year anniversary version for your grabbing.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-06-28</pubDate>
<tags>docs</tags>
<description>
<p>
	Added an old <a href="docs/SNES_graphics_formats_(Piken).txt">document</a> on how SNES graphics are stored.<br/><br/>
	Updated About page to reflect the four new games I just bought, one of which is Return of the Jedi, completing the Star Wars trilogy for SNES :)<br/><br/>
	What do you know, the counter says 4000+ people have seen this little corner of the web. It would probably be a bit larger if I updated more frequently ;)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-05-12</pubDate>
<description>
<p>
	Totally unrelated to emulation - Scanned in an old <a href="pics/art/dwayne-robinson_izari.png">drawing</a> of a character
	I planned to one very distant day include in a video game of mine,
	to display my artistic talent (or need for improvement:)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-04-17</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	<a href="programs-bgmapper.html">BgMapper</a> .176 - Real update<br/>
	<li/>Large scene snapshots (512x512) and VERY large (1024x1024=1Mb).
	No more cutting and pasting of 15 separate 320x200 snapshots.
	This should really help with mode 7 and 64x64 tilemap scenes.
	512x512 is just right for many areas in Zelda.
	1024x1024 is perfect for Mario Kart.
	Press '0' for the export menu.<br/>
	<li/>Bg alignment. In games with 'blocky' levels, like Mario World and Metroid 3, the tiles are distinct and easy to align to.
	In games like DKC and Super Star Wars though, it is much more difficult to tell just where the seams are.
	Bg alignment automatically aligns the selected bg to the top left of the screen so that you will be on a whole tile, not half of one.
	It works especially well for small areas (like one or two screen rooms). Press '9' for the menu.<br/>
	<li/>Some games turn off all the bgs at certain times during the frame,
	which makes it confusing when you start BgMapper and don't see anything,
	even though you know there should be something there.
	So if none of the bgs are turned on, it just turns them all on now.<br/>
</p>
<p>
	<a href="pics/maps/Secret_of_Mana_exported_map.png">Secret of Mana (SquareSoft)</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-04-16</pubDate>
<description>
<p>
	Stylesheets are awesome!
	Too bad they don't fix Netscape's annoyances...<br/>
	It looks like only IE presents this page the way it is supposed to look (according to W3C standards!).
	Netscape is doing all kinds of screwy things, like changing my body font anytime after a table, changing the size of the text inside...
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-04-14</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	<a href="programs-bgmapper.html">BgMapper</a> .174 - Minor update<br/>
	<li/>Added the much needed sides clipping, all four sides, all four tile flip directions, any tile size.
	I'm surprised that no one ever mentioned it.
	Clipping is not too difficult with simple bitmaps, but the complexity quadrupled when those bitmaps could flipped any one of four directions.<br/>
	<li/>For quite a while I've been wanting to add the option of exporting the entire 1024x1024 bitmap.
	It would make map-making much quicker, especially for mode 7 screens. I got most of it done yesterday, but it isn't ready quite yet.
	First the scene renderer needed to be rewritten to handle scenes of any size (not just 320x200), and secondly clipping had to be added.
	Now for a small rewrite to the image exporter...
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-03-28</pubDate>
<tags>spc2midi</tags>
<description>
<p>
	Twas a fun vacation. Now it's back to college, email, and updating this page once every month or so :)
</p>
<p>
	<a href="programs-spc2midi.html">Spc2Midi Beta .101</a><br/>
	This is just for fun, so don't expect anything more from it than mere amusement.
	For a glimpse of my small musical project, here is the unrefined, non-gui, harsh on the ears, Spc2Midi beta.
	Below you can see the musical patterns of the Mario World intro being played.
	The code also is included for anyone curious.<br/>
	<img src="pics/screenshots/spc2midi0.png" height="200" width="320" title="'Mario World' note patterns"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-03-10</pubDate>
<description>
<p>
	<a href="music/HbtAndTrgDemo.mid">Hbt &amp; Trg Demo Song</a> - Love this short tune.<br/>
	<a href="music/ChronoTriggerFrogsTheme.mid">ChronoTrigger: Frog's Theme</a> - Let the adventure start<br/>
	<a href="music/SuperMarioWorldMistuned.mid">Mario World: Bonus Level mistuned</a> - Short but addictive
</p>
<p>
	Any MIDI authors out there feel free to take these mere sequences of notes give them some feeling by adding instruments.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-03-03</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	<a href="programs-tilemapview.html">TileView .181</a><br/>
	<li/>Brr sample mode (switch to by pressing 6).
	I couldn't wait until Spc2Midi was finished, and it easy enough to just add it to TileView.
	For samples, look in either a ROM, savestate, or SPC.<br/>
	<li/>Display modes can be changed by pressing 1-6 (they can also still be cycled through by pressing 'm').
</p>
<p>
	<img src="pics/screenshots/tilemapview15.png" height="200" width="320" title="Sound sample from a 'Metroid 3' savestate"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-03-02</pubDate>
<description>
<p>
	Time is given hour/minute/second, program verions are numbered major/minor/revision, and bible scriptures are spoken book/chapter/verse.
	The eyes and brain are familiar with major then minor, so why not give dates year/month/day!?
	Guess it would make too much sense...
</p>
</description>
</item>

<item>
<title></title>
<pubDate>2000-03-01</pubDate>
<description>
<p>
	<a href="http://alpha-ii.com/">SpcTool - Alpha II productions</a><br/>
	If you don't already know about this great SPC player, go try it!
	SpcTool has excellent sound quality, graphical volume meters, sound samples exporting, MIDI logging...
	My Spc2Midi is in a state of idleness so this more than fills its place.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-08-09</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	TileView .167 supports command line options for setting the file position, unit size, wrap width, and viewing mode.
	You can still set them inside, but now if you often work with a certain game (a "Zelda:LTTP" savestate for example),
	you could just use a batch file that said "tmv -g 2000 -u 16 -w 1" to always start out at the map with word unit size.
</p>
<p>
	Finally found the levels (five of them anyway) of DKC.
	The three reasons why I couldn't for so long was because they were stored fully expanded in the ROM (not savestate),
	they use 32x32 tile blocks (not 8x8 or 16x16),
	and they are stored upside down and backwards (compared to most other game's levels).
	Anyways, the <a href="docs/SNES_game_tile_locations_(Piken).txt">tile locations</a> have been updated.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-29</pubDate>
<description>
<p>
	Take a look at this graphics viewer by Neill Corlett (designed the Seiken Densetsu 3 patch).
	It is small, quick, supports several formats, and does not edit...sound familiar? :) 
	It has linear modes that SpriteView doesn't though. You can see bitmaps, icons in Windows apps, textures in the DOOM WAD...<br/>
	<a href="http://www4.ncsu.edu/~nscorlet/programs/nana11.zip">Nana 1.1</a><br/>
	<a href="http://www4.ncsu.edu/~nscorlet/" target="_blank">Homepage</a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-27</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	TileView's .165<br/>
	- Maximum wrap has been extended to 512 tiles.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-26</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	It seemed like 256 tiles would be the largest width that any game's level could be,
	but I finally found one larger. The first level of Cybernator is 352 tiles wide.
</p>
<p>
	<img src="pics/screenshots/tilemapview8.png" width="320" height="200"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-20</pubDate>
<description>
<p>
	Yeah, I can play yet another one of my favorites.
	(I would have scored better with a real controller in my hands instead of an awkward keyboard ;)
	So why not play on the real thing?
	How else can you get the <a href="sf_end.spc">ending music</a>.
</p>
<p>
	<img src="pics/screenshots/starfox-end.png" width="320" height="200"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-19</pubDate>
<tags>pixelai</tags>
<description>
<p>
	Ever seen these with any other tile viewer? Bet not...
	But all the graphics formats that SpriteView supports are documented in the readme,
	so you can even make your own if you want :)
</p>
<p>
	<img src="pics/screenshots/pixelai7.png" width="320" height="200"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-07-16</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	For Lina, BgMapper .163 shows 16x16 tiles now so that the backgrounds in "Yoshi's Island" and "Slayers" look like they should.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-16</pubDate>
<tags>pixelai</tags>
<description>
<p>
	SpriteView supports fx graphics, for all you who have "Mario World 2", "StarFox", "Vortex"...
	Widened the viewing window just a little.
	Changed the default offset to hex instead of decimal.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-15</pubDate>
<description>
<p>
	After nearly a year of thinking he had dissappeared,
	I found Qwertie has been hiding at <a href="http://www.geocities.com/Qwertie256/" target="_blank">Qwertie's Oasis</a>.
	Without his docs collection, very little of BgMapper would have ever come into existance.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-14</pubDate>
<tags>upfront</tags>
<description>
<p>
	<a href="http://www.cybergoth.force9.co.uk/emulate.htm" target="_blank">John McCubbin (CyBeRGoth)</a> wrote handy a Windows (for 3.11 and 9x) <a href="programs-upfront.html">front-end</a> for my utilities to make up for their limitations
	(like no internal file loader and being DOS programs:).
	It should be quicker for the majority of you out there.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-14</pubDate>
<description>
<p>
	With all the emulator authors who are being flamed for not implementing whatever feature and not coming out with newer versions,
	biting the hand that they were lucky enough to be fed by;
	I would like to thank everyone who has visited this page and sent me an appreciative email,
	and everyone who has not sent any criticism (or stupid questions).
	Actually, so far none of you have said anything critical.
	Must just be the type of civilized audience that these progs appeal to ;)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-11</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	<a href="programs-tilemapview.html">TileView</a> uses a rainbow palette (which I wasted a whole hour on perfecting) to make seeing tilemaps simpler.
	Fixes the problem with areas that are too dark to see and helps to visually separate elements.
	As games tend to group tiles of the same basic kind together, tiles of the same type have similar color hues.
	Now when looking through "Metroid 3", it is easy to distinguish the different parts,
	whereas before it was all just a mix of colors. It's also easier on the eyes than the default VGA.
</p>
<p>
	<img src="pics/screenshots/tilemapview7.png" width="320" height="200"/>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-10</pubDate>
<tags>pixelai</tags>
<description>
<p>
	For Willow and Cybergoth, SpriteView supports palette loading from savestates.
	It will be loaded into the user palette (replacing the default Zelda 3 palette) where you can then select a color group using + and -.
	For those who know nothing about how the SNES works, colors 0-127 are reserved for bg use while 128-255 are used for sprites.
	Note that I changed fine adjustment (by a single byte) to the keys Ctrl+(Left/Right).
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-06-10</pubDate>
<tags>docs</tags>
<description>
<p>
	Wrote a document to explain how the SNES scene is layered.
</p>
<p>
	<a href="docs/SNES_bg_layering_(Piken).txt"><img src="docs/SNES_bg_layering_(Piken).png" width="250" height="224"/></a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-05-28</pubDate>
<description>
<p>
	Yay, now I can make a map of one of my favorites, Mario RPG, now that the English version has been somehow copied.
	Wasn't making much progress on the other version, as I haven't learned Japanese (although it might be interesting to).<br/>
	Sadly, the SEC has ended, but it was good while it lasted :(.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-05-21</pubDate>
<tags>pixelai</tags>
<description>
<p>
	Fixed the GUI colors in SpriteView so that changing the palette would not affect everything else
	(at the expense of a few messed up colors in the viewing window).
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-05-07</pubDate>
<description>
<p>
	Ever wanted to export the graphics of your favorite characters to use on your web page or maybe in your own game?
	I sure have, but until somebody asked for it, I wasn't ambitious enough to add it.
	Anyways, now BgMapper exports all of VRAM 4bpl graphics (which is what sprites are) to a large 128x1024 bitmap.
	Press '0' while in the graphics viewer or select it from the Scene export menu.
	Strange that no SNES emulators have such an option.
	Both SneMul and SneQr let you at least look at them, but alas no export feature.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-05-03</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	Added goto file position in TileView.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-28</pubDate>
<tags>maps</tags>
<description>
<p>
	Drew (or rather cut and pasted) a complete Metroid 3 map, the same one you see when you pause the game.
	It does not show where all the items are, but it does display <em>all</em> the rooms.
	So look in it and see if there is one you have not found.
</p>
<p>
	<a href="pics/maps/Metroid_3_area_maps_(assembled_by_Piken).png"><img src="pics/maps/Metroid_3_area_maps_(assembled_by_Piken)_small.png" width="109" height="256"/></a>
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-26</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	Added BgMapper '-info' switch and raw scene palette exporting.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-24</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	Improved the key scrolling control in TileView and added simple ASCII text mode.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-15</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	Sorry that BgMapper did not upload right, but now its up and really does export screenshots. (:-)
	Yes, subscreen/mainscreen layering fixed.
	Add little messages to let you know what happens.
	Set key for merging screens of games that use transparency (since BgMapper does not support it).
	Should greatly improve viewing in some cases (press '7').
	Allow mainscreens and subscreens to be toggled on/off.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-13</pubDate>
<tags>pixelai</tags>
<description>
<p>
	Sounds like SpriteView can also, by coincidence, view TG16 and PCE graphics.
	Now if I just add bitmap exporting and palette importing to SV, it will be worth my effort of writing.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-08</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	Added scene image exporting to a bitmap.
	Although it does not work quite how I'd like it to (saving each snapshot to the next file in sequence),
	it can at least save it to	"bgsnap00.bmp".
	Just press '0'.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-07</pubDate>
<description>
<p>
	A little reference from Zophar's Domain and more than seven times the people came through in one weekend than had come through in the prior past two months. :)
	And best of all, I actually got some emails on it.
	So far none complaining about all its faults, but only suggestions for improvement.
	Now that I know what is important to you, I'll put scene exporting to images files the first thing.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-04-02</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	BgMapper now uses a tile cache to speed up scene rendering by more than twice.
	Although there were not any problems with it in any of the savestates I looked in, tell me if you find one.
	The scene is now displayed first rather than you needing to select it from the menu.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-03-17</pubDate>
<tags>pixelai</tags>
<description>
<p>
	SpriteView 1.2 supports viewing NES now, but so what when it can't edit anything, right? :)
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-03-08</pubDate>
<tags>tilemapview</tags>
<description>
<p>
	TileView 0.25 now includes a numeric display mode, like a hex-editor.
	You still need an editor to actually change the data,
	but now you can at least see the values of colored blocks from within TileView (by pressing "m").
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-02-25</pubDate>
<tags>bgmapper</tags>
<description>
<p>
	These utils are up on the SEC.<br/>
	Fixed the mode 7 crash in BgMapper.
	I did not know about it until after it was uploaded.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-02-24</pubDate>
<tags>docs</tags>
<description>
<p>
	Add two snapshots of FX graphics found in "StarFox" and "Yoshi's Island".<br/>
	Add two more docs, one on pseudo 16x16 tiles and another on fx chip linear graphics.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-02-13</pubDate>
<tags>docs</tags>
<description>
<p>
	Add the structure of the ZSNES savestate (meant to be compiled with NASM) to documents section.
</p>
</description>
</item>

<item>
<title></title>
<pubDate>1999-02-05</pubDate>
<description>
<p>
	This page comes into existence.
</p>
</description>
</item>


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