Short: Shows graphics within a ROM file. GB NES Author: Prez@lfx.org Amiga port by (Ventzislav Tzvetkov) Uploader: drHirudo Amigascne org (Ventzislav Tzvetkov) Type: misc/emu Architecture: m68k-amigaos BnuView v1.0 Written by Prez@lfx.org http://prez.lfx.org/ ICQ: 1035105 IRC: prez on #romhack (dalnet!) Amiga Port by drHirudo@Amigascne.org /=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=\ | _ ` _ _ | | | \ C) |_| | C) | | | \ / \ | | |_/ |\ | | | |\ |_| |_/ \_/ | | http://home.dal.net/drhirudo | \=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=/ Licensed under GPL, see COPYING for details. INTRODUCTION This program was written to aid myself in the creation of the Crystalis Map editor that I am working on. I found that there were no other tools for unix that did what some DOS tools (ie. Tile layer and Naga) did. Since I really don't need editing capabilities right now, I decided I'd keep this simple for the time being. WHAT DOES IT DO? BnuView can be used to view the graphical data within a binary file. Right now the support file types are: * bpp1: 1 bit per pixel, 2 color (ie. black/white) graphics. * gameboy: 2 bits per pixel, overlayed bytes, 4 color graphics. * nes: 2 bits per pixel, overlayed tiles, 4 color graphics. For the time being, the program doesn't load the entire file into memory, so you should be able to view files as big as your operating system supports. INSTALLATION - Amiga notes To compile with VBCC just make the correct assigns and type: > vc bnuview_amiga.c -o bnuview The Amiga archive comes with the executable so the above step is NOT required at all. Just unarchive the LHA file wherever you want. INSTALLATION - UNIX notes. First, you are required to have SVGALIB installed on your system, which most distributions have packaged. After you know you have SVGALIB installed (since I don't have a configure script), to the following: # make # make install Unless some error came up, it should be installed. HOW DO I USE IT? First, invoke the program like this: # bnuview ff1.nes (where ff1.nes is the file you want to view) The program should come up, and in the top left corner your tile display "window" should be present. It displays 16 * 16 tiles. The controls on the main keyboard are very easy to get used to, and are as follows: z Down a line w Up a line s Down a byte (useful for aligning graphics) a Up a byte x Down a page e Up a page r Swap palette (swap darks and lights) 1 Switch to BPP1 viewing 2 Switch to Gameboy viewing 3 Switch to NES viewing q Quit, obviously. These controls are also printed in the viewer screen, so there is no reason to memorize them. To grab the graphics, use a Screengrab option like in PersonalPaint (found on Aminet) will do the work just fine - also for changing the palette of the graphics. WHAT'S TO COME I plan on implementing more tile formats (Genesis, Master System), and I will probably end up adding some editing features to it. Also, a customizable palette would also be good.