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Old News
2000-12-04 (Just pics, no new release)
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.

Zelda (NES) Link's Awakening - Mysterious Forest

2000-11-19 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.

2000-10-30 Wow, two months with no news. Sorry, still no news, just letting you know I'm still alive :) And for anyone curious what Peekin looks like, take a look at the About page.

2000-08-22 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)

2000-08-10 TileView .185 - minor
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.
Fairy Fountain in Zelda

Spc2Midi .105 - no update
Oops, case of mixed up OS's. I used a backslash instead of the internet proper forward slash.

2000-07-30 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.

ChronoTrigger Battle - another MIDI export

TileView .184 - nothing really

  • Changed the scrolling keys to less awkward. Won't add mouse support until the new GUI is finished.
  • VRAM is now automatically loaded from a savestate.

  • 2000-07-10 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 ;)

    2000-07-10 Spc2Midi .105
    Very minor changes (still no MIDI exporting or GUI :| )
  • 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.
  • 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.
  • Added little colored "LEDS" to indicate which channels are active.
  • 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.

  • 2000-06-28 UpFront 1.3
    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.

    Added an old document on how SNES graphics are stored.

    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 :)

    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 ;)
    2000-05-12 Totally unrelated to emulation - Scanned in an old drawing 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:)
    2000-04-17 BgMapper .176 - Real update
  • 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.
  • 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.
  • 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.

    Secret of Mana (SquareSoft)

  • 2000-04-16 Stylesheets are awesome! Too bad they don't fix Netscape's annoyances...
    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...
    2000-04-14 BgMapper .174 - Minor update
  • 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.
  • 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...
  • 2000-03-28 Twas a fun vacation. Now it's back to college, email, and updating this page once every month or so :)

    Spc2Midi Beta .101 (Readme)
    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.
    'Mario World' note patterns

    2000-03-10 Hbt & Trg Demo Song - Love this short tune.
    ChronoTrigger: Frog's Theme - Let the adventure start
    Mario World: Bonus Level - Short but addictive

    Any MIDI authors out there feel free to take these mere sequences of notes give them some feeling by adding instruments.

    2000-03-03 TileView .181
  • 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.
  • Display modes can be changed by pressing 1-6 (they can also still be cycled through by pressing 'm').

    Sound sample from a 'Metroid 3' savestate

  • 2000-03-02 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...
    2000-03-01
    SpcTool - Alpha II productions
    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.
    1999-08-09 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.

    1999-07-29 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...
    Nana 1.1
    Homepage

    1999-07-28 Bye SnowBro :(

    1999-07-27 TileView's .165
    - Maximum wrap has been extended to 512 tiles.

    1999-07-26 It seemed like 256 tiles would be the largest width that any game's level could be, but I finally found one larger. Below is the first level of Cybernator at 352 tiles wide.

    1999-07-20 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.

    1999-07-19 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 :)

    1999-07-16 For Lina, BgMapper .163 shows 16x16 tiles now so that the backgrounds in "Yoshi's Island" and "Slayers" look like they should.

    1999-06-16 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.

    1999-06-15 After nearly a year of thinking he had dissappeared, I found Qwertie has been hiding at Qwertie's Oasis. Perhaps you don't care, but without his docs collection, very little of BgMapper would have ever come into existance.

    1999-06-14 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 ;)

    1999-06-11 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.

    1999-06-10 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).
    Also wrote a document to explain how the SNES scene is layered.

    1999-05-28 Yea, 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 :(.

    1999-05-21 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).

    1999-05-07 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.

    1999-05-03 Added goto file position in TileView.

    1999-04-28 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.

    1999-04-26 Added BgMapper '-info' switch and raw scene palette exporting.

    1999-04-24 Improved the key scrolling control in TileView and added simple ASCII text mode.

    1999-04-15 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.

    1999-04-13 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.

    1999-04-08 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'.

    1999-04-07 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.

    1999-04-02 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.

    1999-03-17 SpriteView 1.2 supports viewing NES now, but so what when it can't edit anything, right? :)

    1999-03-08 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").

    1999-02-25 Wow, I found out 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.

    1999-02-24 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.

    1999-02-13 Add the structure of the ZSNES savestate (meant to be compiled with NASM).

    1999-02-05 This page comes into existence.


    2001 PeekinSoft