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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Peer Sprite Viewer v1.30 | |
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Geiger

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Posted on 03-17-04 01:32 AM Link | Quote
While not exactly my next intended release, events sort of came together to cause v1.30 of Peer Sprite Viewer to be built.

From the readme:


v1.30
- Fixed green aspect decoding of R5G5B5 and R5G6B5
- New dialog and more generalized function for pointer tables
- Decompressed data now displays the full amount of hex data instead of the difference between the offsets
- Makes use of PSVRender library
- Detects bad compression packets
- Pointer table traversal in both directions
- Added arbitrary compress / decompress dialog

v1.20
- Added several RGB formats
- Fixed a couple of bitplanes formats
- Added Chrono Trigger decompression
- Added new image navigation commands
- Image window now minimizes when the main window does
- Added external palette loading
- Eliminated Scroll Mode since it was no longer necessary
- Support for palettes of sizes other than 16 colors
- Support for palette shifting (for incomplete palettes not starting with 0)


You can grab it from http://evilpeer.net/crypt/PSV130.zip

Screens 1 2

Please note that you could pretty seriously screw up your ROM by using arbitrary recompression.

---Evil Peer
Ok Impala!

Buzzy Beetle
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Posted on 03-17-04 01:34 AM Link | Quote
Ok!

I'm really impressed by all the work you've done so far! I'll be sure to check it out and use it.
Geiger

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Posted on 03-17-04 01:47 AM Link | Quote
For those not familiar with this program, its merely a sprite viewing utility. It has no real editing features at all. (I don't consider recompression to really be editing.)

Its main purpose is for the examination of images and certain data in ROM files. I use the program quite extensively myself, particularly when I'm working on the offsets guides.

---Evil Peer
Chickenlump

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Posted on 03-17-04 06:12 AM Link | Quote
Thanks for the release Evil Peer!
I am having a much easier time identifiying graphics that were previously unknown, thanks to the get palette from file option, and being able to just go on down the line with it.
One of the first things I found while going through the prerelease graphics was a different look for Zeal.
(I think it's a different look )






------------------minor edit, move along, nothing to see here...------------------------
Someone told me it may not even have started out as Zeal, as technically, in the
prerelease, there is no ocean palace (Singing mountain got replaced by it )

and...the placeholder graphic for unfinished monsters....




(edited by Chickenlump on 03-17-04 05:13 PM)
Imajin

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Posted on 03-17-04 06:22 AM Link | Quote
Interesting.. does she have hands?
Chickenlump

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Posted on 03-17-04 06:47 AM Link | Quote
Imajin, yes she does, but they are seperate monsters, (like the dragon tank, the wheel, the head, and the body are 3 seperate monsters) and they didn't look different. If you want to have a run through with every monster in Prerelease, just edit offset 3AC305. It should read 92 (which is Gato, change it to edit what monster loads there).

Also, Evil Peer, I am a tad confused by the get pointer options... is it for putting in the offset of a pointer table, and having the graphics the pointers are pointing to displayed?
I'm not sure what the "Multiply by" and "File maps to offset" & "Add offset" options do.
I also must say, your error handling in this program is really great.
JLukas

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Posted on 03-17-04 08:47 AM Link | Quote
Most the bosses are missing, and a number of not-yet-created enemies are a just a tiny diamond type thing. 20, 47 and E7 are a few of the pallete swap monsters unique to the pre-release (E7 is a gold color naga-ette for example) No completely unique monsters, though.

F2 is a roly that explodes when you hit it (lol) D4 I've yet to identify, it appears to be a giant piece of the dome guardian, or maybe lavos second form?

Geiger

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Posted on 03-17-04 09:41 AM Link | Quote
Originally posted by Chickenlump
Also, Evil Peer, I am a tad confused by the get pointer options...


Well, that's the other thing I'm not so good at... program documentation.

I might be wrong about some of the items... I initially coded that dialog several months ago. But at a guess...

Start Offset - the real file offset. 3AC305 for instance.

Pointer Size - allows you to use 3 or 2 byte addresses. I think if you set it to 1 you can use indexes.

Multiply By - I'm fairly positive I added this to use indexes. You would multiply by 3 for most SNES indexes.

Maps To - what the ROM thinks real offset 000000 is. BFFE00 for SNES HiROMs. Probably 7FFE00 for LoROMs.

Add Offset - value to add to the pointers in the ROM. Occasionally, pointers are stored as offsets instead of ROM addresses. I've seen this in FFVI much more often than CT.

Now that I think about it, I probably need to add a Divide By. LoROMs only have 0x8000 bytes for their banks. Hm... not really sure how that would work.

---Evil Peer
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Posted on 03-17-04 09:35 PM Link | Quote
You keep surprising me Evil Peer, it's very nice.
Geiger

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Posted on 03-17-04 09:42 PM Link | Quote
I just noticed that I don't have a recompression routine for FFVI. You will not be able to use arbitrary recompression with that game (though decompression still works).

---Evil Peer


(edited by Evil Peer on 03-17-04 12:42 PM)
Darth Coby

Vire
Dacht je nou echt dat het over was?
Dacht je nou echt dat ik gebroken was? Nee toch?
Nou kijk eens goed op uit je ogen gast.
zonder clic heb je geen kloten tjap... bitch
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Posted on 03-17-04 09:47 PM Link | Quote
Originally posted by Evil Peer
I just noticed that I don't have a recompression routine for FFVI. You will not be able to use arbitrary recompression with that game (though decompression still works).

---Evil Peer


Any idea when support for it will be included?
Geiger

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Posted on 03-17-04 10:33 PM Link | Quote
Not sure when I'll add FFVI recompression. I'd really like to get PST Mark 5 out.

Oye... I'd strongly suggest that you not use the RGB modes in v1.30. There's a bug that causes it to redraw the image screen a few thousand times in a row. I've already fixed it in my WIP version. I'll post it up here later.

In the meantime, if you really need this mode, I believe you can still get v1.20 from http://evilpeer.net/crypt/PSV120.zip. The bug is specific to the PSVRender library, which v1.20 does not use.

---Evil Peer


(edited by Evil Peer on 03-17-04 01:34 PM)
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