This application is a tool for viewing images on the Nintendo® 64. You can view the same image in varying formats and bit depths. The following image formats are presently supported:
- CITextureEditor project files (.tpf)
- SGI image format, provided it is a RGB 3 channel or RGBA 4 channel image that is not RLE compressed (.sgi .rgb)
- Windows bit map, provided it is a 1bit, 4bit, 8bit, 24bit image that is not RLE compressed.(.bmp .dib)
- As an overall restriction, the width and height must be no more than 1024 dots, and the file output by the converter must be no larger than 2MB. Also note that the operation of YUV output cannot be guaranteed.
MultiTextureViewer ---
/src --- (texv.n64 source) |-
/exe --- autoview.exe |- trans.exe |- texview.exe |- image64.dll |- texprev.bat |- texv.n64 |-
/plugin --- tvBMP.dll |- tvRGB.dll
To view multiple pictures
To view pictures in various formats
To view with a background
To output the C language source file
To view multiple pictures
Use autoview.exe To view pictures in various formats
For example, in order to view image1.rgb,image2.bmp image3.sgi image4.tpf all at the same time, from the command line execute
>autoview image1.rgb image2.bmp image3.sgi image4.tpf
to create the file out.bin and then execute
>nload texv.n64
>nload -s0x400000 out.bin
When this is done, you can view the images using IS-Viewer.
It is useful to put this all in a batch file.
Use trans.exe and texview.exe When you want to view with a background
For example, if you want to view image1.rgb with a 256 color index and image2.bmp with 256 Intensity, then execute
>trans -s 8 -f CI -t C image1.rgb
>trans -s 8 -f I image2.bmp
This creates the files image1.tvd and image2.tvd. You then execute
>texview image1 image2
in order to create an out.bin file with the above format. Now you can execute
>nload texv.n64
>nload -s0x400000 out.bin
so you can view the images with IS-Viewer.
Use the -B option when you want to give the picture background attributes. The background image available for use as an example is bg.rgb When you want to output the C language source file
If you are using autoview.exe, then execute
>autoview image1.rgb image2.bmp image3.sgi image4.tpf -B bg.rgb
If you are using trans.exe and texview.exe, then execute
>trans -s 16 -f IA -B bg.rgb
to output a bg.tvd file, after which you execute
>texview image1 image2 bg
to create the out.bin file. The rest of the procedure is as described above.
Use trans.exe. Use the -o option to specify an appropriate name for the output file. Execute
>trans -s 16 -f RGBA -o image1.c image1.rgb
to create a C language source file image1.c.
If you describe image1.h after the -o option, the file can be output in C language header file format.
However, the output file basically can only be used with LoadTextureTile.
autoview.exe
trans.exe
texview.exe
image64
texprev.bat
texv.n64
tvBMP.dll
tvRGB.dll
autoview.exe
Converts multiple image files into a format that can be viewed with Nintendo 64.
Since trans.exe and texview.exe are called internally,
these two files must be in the same folder.
Syntax
>autoview [-(/)Options] image Files
Options
-s Size/Pixel Bit size per pixel. Specify either 4, 8, 16 or 32.
The default is normally 16, but this will change depending on the format. For example, the default is 8 in the case of CI and I.-f Format The format of the image. Specify either RGBA, YUV, IA, I or CI. The default is RGBA. -t TLUT The palette type. Specify either C or I.
C is G_TT_RGBA16. I is G_TT_IA16. The default is C. -o FileName The name of the output file. If no extension is specified, then .bin will be automatically appended. The default file name is out.bin. -B ImageFile Attaches background attribute to the specified image file.
Cautions on usage
There is no set order for these options, but the image file must always be specified at the very end.
The image files do not have to all be the same size, but they end up being converted to the same format and size. Also, .tvd files are created temporarily and then deleted after execution.
Example
>autoview -s 16 -f RGBA test.rgb
test.rgb is displayed in RGBA16bit format. >autoview -s 8 -f CI -t I -B back.bmp image.rgb
image.rgb is displayed with an 8bit Color Index and IA16 palette. back.bmp is converted to the same, but it can only be displayed as background. >autoview -s 4 -f CI -o abc image.rgb -B back1.bmp char1.tpf -B back2.bmp
The specified image file is converted to a 4 bit Color Index and RGBA16 palette. back1.bmp, back2.bmp are converted as backgrounds. The converted data is output to the file abc.bin
trans.exe
Converts images so they can be seen on the Nintendo 64.
However, the output files (.tvd files) must be integrated using texview.exe
The files can also be output in C language source format.
Syntax
>trans [-(/)Options] image Files
Options
-s Size/Pixel Bit size per pixel. Specify either 4, 8, 16 or 32.
The default is 32, but this will change depending on the format. For example, IA is 16 and I is 8.-f Format The format of the image. Specify either RGBA, YUV, IA, I or CI. The default is RGBA. -t TLUT The palette type. Specify either C or I.
C is G_TT_RGBA16. I is G_TT_IA16. The default is C. -o FileName The name of the output file. If no extension is specified, then .tvd will be automatically appended. The default name is the base name of the initially specified image file with the .tvd extension appended. Appending either .c .cpp or .h as the extension will output the file in C language source format. -w Width When this option is specified, the image will be divided horizontally at the specified width. -h Height When this option is specified, the image will be divided vertically at the specified height. -B Attaches background attribute to all specified image files. -p When CI is specified for the -f option, then specification of the -p option will create a single palette from all the images. If CI is not specified, then one palette will be created for each separate image.
Cautions on Usage
There is no set order for these options, but the image files must always be specified at the very end.
All images must be the same size.
Example
>trans -s 16 -f RGBA test.rgb
test.rgb is displayed in RGBA 16bit format >trans -s 8 -f CI -t I image.rgb
image.rgb is displayed with an 8bit Color Index and IA16 palette. >trans -s 8 -f CI -B -o abc image.rgb
image.rgb is displayed with an 8bit Color Index and RGBA16 palette. >trans -s 16 -f RGBA -o def image0.rgb image1.rgb image2.sgi
This image can be displayed only as background.
The converted data is output to the file abc.tvd
The three images image0.rgb image1.rgb image2.rgb are all converted to RGBA16. >trans -s 16 -f RGBA -w 80 -h 40 image.rgb
Three sets of texture data are put in the created file def.tvd
All three images must have the same width and height.
If the size of image.rgb is 320x240 dots, then these -w and -h option settings will create 24 80x40 dot textures. >trans -s 16 -f RGBA -w 80 -h 40 -o src.h image.rgb
After the above conversion is performed, the data is output in C language source format to the file src.h
texview.exe
Integrates the files converted by trans into a file that can be loaded with nload on Nintendo 64.
Syntax
>texview [-o FileName] Filenames ...
Option
-o FileName The name of the output file. If no extension is specified, then .bin will be appended automatically. The default file name is out.bin.
image64.dll
The dll which provides the option to convert the image into a format that can be displayed on the Nintendo 64.
texprev.bat
The batch file for viewing images.
Please rewrite this batch file to match the mode of the images you want to view.
The .bin file output by autoview.exe and texview.exe
must be loaded with nload into address 0x400000.
texv.n64
The Texture Viewer's program for the Nintendo 64.
tvBMP.dll
The plug-in for Windows bit map conversion.
tvRGB.dll
The plug-in for SGI image conversion.
When the menu is not displayed
When the menu is displayed
A Button, B Button Switches textures. C Buttons Move the texture horizontally and vertically.
The speed is doubled if you keep the Z Button pressed down. Control Stick Tilts the texture horizontally and vertically.
Keep the Z Button pressed down to move the texture forward and backward.Control Pad Changes the speed at which the texture tilts but the speed forward and backward does not change. R Button Returns texture to its original position. Start Button Displays the menu. L Button Toggles to show/hide the texture name.
The Menu
A Button, B Button Switches item contents.
The same switching can be done with the Z Button.
If the cursor is on the color settings, the color value can be increased or decreased one at a time.C Button Not used. Control Stick Moves the cursor.
If the cursor is on the color settings, while pushing the Z Button,
manipulating the Control Stick will increase or decrease the color value.
Changing speed is faster with UP/DOWN than with LEFT/RIGHT. Control Pad Not used. R Button Not used. Start button Quits the menu. L Button Not used.
COMBINE For setting the color combiner mode
Can choose DECAL, PRIMITIVE or BLENDPE BLENDER For setting the render mode
Can choose OPA_SURF, XLU_SURF or TEX_EDGE FILTER For setting the texture filter
Can choose POINT, BILERP or AVERAGE TASKBAR For setting the display of the task bar
Can choose ON or OFF BG For switching the background
Can choose to read in a background or set it to OFF BG COLOR For switching the background color
Can set from a range of 0 to 225 for each element. PRIMITIVE COLOR For switching the primitive colors.
Can set from a range of 0 to 225 for each element. ENV COLOR For switching the environment color
Can set from a range of 0 to 225 for each element.
Copyright 1998-1999 NINTENDO Co.,Ltd./1998-1999 MONEGI CORPORATION All rights reserved.