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.
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 tile locations have been updated.
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...
- Maximum wrap has been extended to 512 tiles.
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.
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 ending music.
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 :)
For Lina, BgMapper .163 shows 16x16 tiles now so that the backgrounds in "Yoshi's Island" and "Slayers" look like they should.
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.
After nearly a year of thinking he had dissappeared, I found Qwertie has been hiding at Qwertie's Oasis. Without his docs collection, very little of BgMapper would have ever come into existance.
John McCubbin (CyBeRGoth) wrote handy a Windows (for 3.11 and 9x) front-end 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.
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 ;)
TileView 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.
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).
Wrote a document to explain how the SNES scene is layered.
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).
Sadly, the SEC has ended, but it was good while it lasted :(.
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).
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.
Added goto file position in TileView.
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 all the rooms. So look in it and see if there is one you have not found.
Added BgMapper '-info' switch and raw scene palette exporting.
Improved the key scrolling control in TileView and added simple ASCII text mode.
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.
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.
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'.
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.
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.
SpriteView 1.2 supports viewing NES now, but so what when it can't edit anything, right? :)
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").
These utils are up on the SEC.
Fixed the mode 7 crash in BgMapper. I did not know about it until after it was uploaded.
Add two snapshots of FX graphics found in "StarFox" and "Yoshi's Island".
Add two more docs, one on pseudo 16x16 tiles and another on fx chip linear graphics.
Add the structure of the ZSNES savestate (meant to be compiled with NASM) to documents section.
This page comes into existence.