Windows Version

1. Overview
2. Directory Structure
3. How to Use
  • To view multiple pictures
  • To view pictures in various formats
  • To view with a background
  • To output the C language source file
  • 4. Description of Each File
  • autoview.exe
  • trans.exe
  • texview.exe
  • image64
  • texprev.bat
  • texv.n64
  • tvBMP.dll
  • tvRGB.dll
  • 5. Control via the Nintendo 64 System
    6. File Formats Output by the Converter
  • .tvd files
  • .bin files

  • Revision History

    03/11/99 - RLE-compressed SGI image can now be displayed
    03/11/99 - Files with the extension .rgba can now be displayed
    03/05/99 - Regarding BG, -w and -h are now disabled
    02/17/99 - Width and height can now be specified


    1. Overview


    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:


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    2. Directory Structure


    MultiTextureViewer
    ---
    /src
    ---
    (texv.n64 source)
    |-
    /exe
    ---
    autoview.exe
    |-
    trans.exe
    |-
    texview.exe
    |-
    image64.dll
    |-
    texprev.bat
    |-
    texv.n64
    |-
    /plugin
    ---
    tvBMP.dll
    |-
    tvRGB.dll

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    3. How to Use


    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
    For example, in order to view image1.rgb,image2.bmp, image3.sgi, and image4.tpf 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.

  • To View Pictures in Various Formats


  • Use trans.exe and texview.exe
    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-Viewer64.

  • To View with a Background


  • 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
    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.

  • To Output the C Language Source File


  • 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.

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    4. Description of Each File


    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 the maximum value that can be used with the specified 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.
    -w
    Width
    If this is specified, one image is divided horizontally by the specified width. However, this will not be applied to background.
    -h
    Height
    If this is specified, one image is divided vertically by the specified height. However, this will not be applied to background.
    -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.
    -i
    When -f CI is specified, specification of the -i 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. Please note that it was -p with the previous version.

    Cautions on Usage

    There is no set order for these options, but the image files must always be specified at the very end. All the images need to be the same size when more than one image will be converted.

    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.
    This image can be displayed only as background.
    The converted data is output to the file abc.tvd
  • >trans -s 16 -f RGBA -o def image0.rgb image1.rgb image2.sgi
  • The three images image0.rgb, image1.rgb and image2.rgb are all converted to RGBA16.
    Three sets of texture data are put in the created file def.tvd
    All three images must have the same width and height.
  • >trans -s 16 -f RGBA -w 80 -h 40 image.rgb
  • 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]Input file name* ...

    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.

    The extension of the input file name needs to be .tvd. However, the extension can be omitted.

    image64.dll

    The dll which provides the option to convert the image into a format that can be displayed on the Nintendo 64. It will be called from trans.exe, tvBMP.dll or tvRGB.dll.

    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. It will be called from trans.exe.

    tvRGB.dll

    The plug-in for SGI image conversion. It will be called from trans.exe.

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    5. Control via the Nintendo 64

    When the Menu is Not 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.

    When the Menu is Displayed

    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.

    The Menu

    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.

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