No OAMs are good, no need to over complicate things :p An object could mean just about anything (Object is the base class type for everything in Java for instance), but most people should know 'OAM' has at least something to do with sprites.
Why the eye OAM needs to do all that is beyond me, the ONLY thing I can think of it being possibly used for is when you have those battle effects where the body gets inverted colors or something along those lines. Like a pass-through on certain effects or something (or the reverse). Must be frustrating to have a nearly complete spec and not know the final little bits -_- Like those 3 missing jigsaw pieces that are missing from your puzzle preventing you from finishing it :p
Time for a release
I haven't got round to fixing all the bugs in the UI as I found there were actually quite a lot more issues than I thought. Some bits have been disabled to prevent any wacky effects, but by rights, there should not be an instance where the program will simply stop working *fingers crossed* There may be some lags when processing a large number of files as no threading is currently used, but compared to the older versions, it should pail in comparison.
Along with exporting stuff from archives, I've also added the multi-select functionality that was used in the older versions for loading assets. Every time you select a file of a specific type (Palette, Image, etc) it will remember it and anywhere where that file is displayed (atm only in the Archive viewer) it will have a little link icon next to the file to indicate this file is part of chained action. So for instance if you wanted to load an NCER, you'd select all its assets first (NCLR, NCGR) and then double click on the NCER and it will load all of them together. Once I make my own file browser, this functionality will be added but for now it's only available in the archive viewer.
I've also included an updated help file (*docx) in the zip folder with a start on explaining the new interface. I'm open for any suggestions to make the document more useful than what it probably currently is.
So again, a quick run down of what you can do with it:
- UI drag and drop
- Savable Layout settings (Automatic)
- Hex Viewer
- DS LZ77 and RLUncomp support (automatic extract was turned off)
- Full palette editing support (NCLR, ACT/RAW, Microsoft PAL, Usenti PAL)
- NCGR support
- NCER support
- NSCR support
- NANR support (rotation isn't supported yet)
- NARC and DS Rom support
- Partial support for NMCR/NMAR
- NCGR,NSCR, and individual NANR frames can be copied to the System clipboard by right-clicking on the image and selecting "Copy Image"
Hopefully it will work as smoothly for everyone as it does for me.
Download: Console Tool 3.0
Ack just found a bug -_- You can't view files in a compressed archive, it will just start reading from the start of the archive file. This happens because the caching was being overridden. Will be fixed in the next release...