Oh, a couple other things I noticed. In Windows, if Console tool is maximized and closed, trying to unmaximize it when it's opened again won't work since it forgets the unmaximized size and does a fake maximized thing.
Also, it's nice how it always seems to know which files to link to in building images out of NANR, NCLR, NCER, etc, but why won't it let me pick any other file? In this particular game's files, the Nitro formats for tilemap, animations, and tiles are used, but the palette one is a raw palette and console tool has no way of associating it with the sprite.
I did not know that with the maximizing thing. I know I remember having a few issues with saving the windows size state, but since I generally don't keep it open long enough nor really utilize max screen (Mac also has sucky maximize functionality), its an easy thing to miss. If you do start to have any issues with display when it opens, deleting the settings.ini will reset everything to default. You can also edit it with a text editor if you are game (though it isn't all that complicated to be honest).
At the moment I think when it loads the Assets panel, it pulls all assets from all open files as well as assets from the same folder, the latter possibly needing said folder open in ctool. Force opening files currently behaves separate from this, in that when you force open a file, it makes a clone of the file handler and applies the new functionality to it, rather than overwriting the original. The main reason for this is in the case a force open fails or you overwrite its original state, you don't have to reopen the browser folder to reset it again etc. Just thinking about it now, adding a refresh but to the file browser would probably be a good idea
By rights though, if you do force open a file and it opens. It SHOULD become available as an asset in the assets panel for any open files that can use it.
I have in fact toyed with MMD models myself, however the problem lies in the lack of a specification for the format. I have gotten the model meshes displaying but they are missing the bone data or whatever is used to animate them as this is not part of the TMD format, which I suspect is somewhere else in the MMD file.
Are these sprites or models? At a glance the files appear to have some form of a header, but they also look like raw image data too, but without some idea what I'm looking at they could very well be anything
Lately I've been mostly working on the gui side of things and getting more of that data onscreen. I've started using HashMaps to hold all object variables (and I don't know what I wasn't already), which long story short, makes it much easier to put generic and custom variables specific to certain formats into the gui in an editable manner. I've also moved asset bank switching (ie where you pick which bank you want to display for palettes, images etc) into their own separate panels where you will also be able to access the object data directly. Probably doesn't make a lot of sense, but I think it's a good step in the right direction.
Also in one of my other projects I've been experimenting with LAN Video Streaming through the use of ffmpeg and executing native code. The good news is that means I know how to add support for ffmpeg encoding/decoding, at least as far as the ffmpeg's command line goes. However as I AM running native code to do this, I will have to have a slightly different implementation for each platform although mac and linux are similar so that's a good start
It's not a pure java solution for opening multiple file formats, which is kind of what ctool was intended to be however it provides a workaround for some of the problems I've had to face with various compressions and what not. Just looking at the internal documentation though, ffmpeg already has support for various game based file formats such as Gamecube THP which is really neat
Something to look forward to in the next release perhaps if all goes well