Pretty huge update! Mostly to working with discs. RIP GCR.
Rewrote all disc rebuilding functionality, which now allows you to:
- Import (replace) multiple files at once. Even larger ones.
- [Optionally] Avoid rebuilding when importing smaller files
- [Optionally] Avoid rebuilding when importing some larger files
- Add new files or directories to an existing disc image
- Rename files or directories in an existing disc image
- Remove files or directories from an existing disc image
- Open a folder of files (a "Root") to build a new disc
- Specify how much padding should be between files
- Only save/rebuild a disc when you hit save (rather than on-import)
- See what is queued to save, via red highlighted files
New tab, "Disc Details"! Which includes:
- Feature to export/import game banners (from disc or standalone file)
- Features to view/modify disc titles and other disc info/descriptions
- Explanations of the various titles/descriptions and their usage
20XX CSS trim* color generation! (+'Auto-Generate Trim Colors' option)
New Tools menu, with a Color Converter and Image Data Length Calculator
Color swatches show next to certain structure values to show their color!
Color Picker tool for hex color entries! (for Ambience, Diffusion, etc.)
Color Picker also available for live editing of palette entries
Warning added in case you might be importing a file over the wrong one
When saving, warns if an ISO is too large for certain loaders
Disc [Texture] Importing Method is now much more efficient
Better Disc [Texture] Import Method error handling (no repeat messages)
Light-red highlighting for textures with nonstandard** dimensions
Added a warning for textures imported that have nonstandard** dimensions
Previews & thumbnails for imported textures now based on the DAT***
Fixed issue where some root/reference node offsets were incorrect
Root/Reference nodes now displayed in a much friendlier message window
Root/Reference nodes in SA tab now displayed in order of file structure
Some offset representations corrected to account for file headers
Improved file name parsing for image type changes on texture imports
Aspect ratio texture filter will now be preserved as originally entered
Changed CCC behavior for Kirby
Eliminated erroneous texture identifications in MnSlChr (CSS file)
Reduced erroneous texture identifications in all other files
Some program initialization optimization
Fixed the issue of ISO File Tree folders inexplicably opening/closing
New convenience feature, "Run In Emulator", to open the ISO in Dolphin
Improved palette recognition & parsing (fixes old custom costume files)
Added "Open Converted File" button to CCC tab
Option added to toggle on/off the disc convenience folders
Many structure properties updated/added or corrected
Structural Analysis tab improvements:
- DAT structural analysis now takes place before texture processing
- Some structures for matAnim_joint root nodes added
- Sibling Texture Structs added
- (^ Makes available more textures via 'Show in Structural Analysis Tab')
- "Pixel Processor Struct" added (part of Material Object structs)
- Vertex Attribute Data Structs added (part of Mesh Structs)
- LOD Struct added (part of Texture Structures)
- Lance Color Struct renamed/rebuilt as 'Texture Environment Struct'
No longer deletes hex temp files if your hex editor is still open
*The character port background colors when switching to an alt costume. Can be set manually, or automatically on import.
**i.e. those with a width/height > 1024, or not a multiple of 2
***i.e. based on the converted color data. This means that you'll instantly see how the texture actually renders without having to reload the file.
Also got some pretty awesome convenience functions hidden in there besides the disc stuff:
You can use this to easily update the colors behind the player ports / CSPs, used to indicate your L/R costume selection. This will look at the textures of the costume file and automatically generate a base and trim color, which you also manually tweak, and it'll then update those colors in your game! This can be enabled in the settings menu to do so automatically whenever you import a new custom costume file.
We've all been there, where we try to import a texture, and the palette is too big. So we have to take it into Photoshop/GIMP and create a new one. Now you don't!
No need to fire up your image editor just to get a color value. Click on that little swatch of color next to the entry field (which shows you the current color of that item) to choose a color and update it!