-=========================- -= Graphic Image Viewer ==- -======== By Red! ========- red@duckancover.net Usage: Simply run the application. One there you can open the various file formats supported using the File -> Open through the menu, or click the "Open..." to show the "Quick open" window. Then select an animation and/or direction to view the different images within the file. It's pretty obvious. Some files don't support multiple frames, so you can't do that all the time. You can also associate the Red!Viewer with the files (using "Open With", and selecting the "Always open with" option), which will allow you to browse the files in explorer and double click on it. On all Windows except Windows XP (and later I guess), you can re-associate the application by Shift-Right-Clicking instead of simply right clicking, to open the "Advanced" menu, which will make the "Open With" option appear even though the file is already associated. Currently supported formats (and issues) ART BMP No 32bit support CAM Only views the map stored in the file CUR Only first frame in animation And first animation in file No 32 bit support "Negative" (xor) is rendered as transparant FRM, FR0, FR1, FR2, FR3, FR4, FR5 ICO Only first icon resource in file No 32 bit support "Negative" (xor) is rendered as transparant JPEG RLE SPR Overlays not directly supported (they used to be...) TIL ZAR Bug FAQ: (Q: Question, A: Answer, S: Solution) ** 1 ** Q The application crashed A There's a bug :) S Send me an email about it and I'll try to fix it red@duckancover.net I'll need to know as much as possible to fix the problem, so here's a list of stuff which'll be really useful: - The file which you were viewing that caused the crash - What you were doing while it hapenned (say, you were using the animation feature, and you then toyed with animation combobox for example...) - If you can reproduce it - Details about when it happens. Eg: say you open the application, and it crashes right away. What did you see? Did you get the time to see a window? or just something flashing o the screen? - Is there a way you know to work around this problem? - Some system specs (OS, RAM, CPU) - If you get an Error window, all text you can grab from it, or a snapshot of it (please try and save it in another format then BMP!) ** 2 ** Q The application crashes reporting a DirectX error A Either you don't have DirectX 8 installed, or your driver doesn't the required features S I tried to make my code detect problems, but it's defenetivly not foolproof, so there's a good chance that the application crashes - even if you don't want the DirectX 8 rendering! For this purpose I can still compile the application without DirectX 8 and will do so if I can't fix the problem. Suggestions: - Make sure you have DirectX 8 (Win95) or 8.1 (anything else) or later http://www.microsoft.com/windows/directx/downloads/drx81.asp - Make sure you have the latest video drivers for your card ** 3 ** Q When I load the application, I get an error message saying " is missing" (where the file is usually comdlg32.ocx) A You're missing DLLs, or have older versions, or they're corrupted, or not registered on your sytem S Find redviewer.msi (you should be able to find it where you found the original archive for the viewer) and isntall it. It's bigger but it installs the missing files. You'll need to make sure to have Windows Installer version 1.1 or later for the msi installation to work, you might have it already installed on your system. If not, here are links for version 2.0: For windows 9x and ME: http://www.microsoft.com/downloads/release.asp?ReleaseID=32831 For NT4 and 2000: http://www.microsoft.com/downloads/release.asp?ReleaseID=32832 Windows XP comes with version 2.0 * THESE LINKS ARE PROVIDED AT YOUR OWN RISK AND MIGHT NOT BE VALID ANY MORE* Alternativly, you can find the OCX here: http://www.ttrsoftware.com/support.htm And MSVBVM6 and related files here: http://support.microsoft.com/directory/article.asp?ID=KB;EN-US;Q192461& (Thanks to Greymon for the links) ** 4 ** Q It seems I can't see characters and/or vehicles sprites for Fallout Tactics A zlib.dll isn't found, or a wrong version of it supercedes the one provided with the archive in the PATH environment variable S The easyest way to fix this is simply copying (and maybe overwriting) the zlib.dll file in the \system32 directory (usually C:\windows\system32). You should make sure it's an OLDER version you're overwriting, as I wouldn't want you to overwrite a newer version. To do so, right click on the zlib.dll file, select Properties, select the Version tab, and check that the version is 1.1.4 or lower. If so, then overwrite it. ******************************** Version history ******************************* - = Viewer d = Documentation i = Installer o = other files (dlls) 1.6.0.17 - Fixed some tooltips, added error messages - ZAR Fixed bug which might crash version 3 display because they have no shadow index and the program would try and display it's value anyway - Fixed bug which added a null pointer to ZAR clipboard if no layer was selected while adding a sprite to it - ZAR Fixed bug which didn't update the caption when you saved it - ZAR TIL Fixed bug which wouldn't take the name provided by the caption in when saving and displaying an empty field instead - GIF Removed support of it in Quick Open... and internal code, oops - SPR Fixed bug which actually only exported the first layer of a sprite - SPR Fixed bug which would crash if no valid layers were selected when exporting it to TGA - ZAR Changed saving procedure so you can't save empty ones - ZAR TIL Save option on new files now use the name supplied by the application as the default - ZAR When exporting a ZAR from another ZAR, TIL or SPR, the name of the new name is changed in relation to the original name of the image - Icon lost again; I really don't know why it keeps getting dissosiated, anyway this version restore the little radioactive icon 1.6.0.16 i Shortened the file description of the associations since it was too long d Fixed missing credits in version history and fixed typos and some text, added link to download DirectX 8.1, also reordered FAQ and added cookie - SPR Fixed the sequence animation so that the invalid frames are really skipped - SPR Changed "Throw" to "Fire" in sequences - Added New -> ZAR option in File menu (Jimmyjay86) - Fixed bug which checked for the file name in Save option on new Tiles - Fixed bug which generated the wrong name when using new Tiles/ZARs and exporting the image into TGAs - Fixed crash when trying to export empty Tile frame - Configuration: Fixed bug which caused the ZAR clipboard option not to be saved properly when disabled (and when enabled sometimes making it too small) - Configuration: Added option so that the QuickOpen gets updated to the current file's path when you use "Open" or you open the file through file association 1.6.0.15 - CAM Fixed it so it can now load any CAM file - CAM Added preview mode which allows the user to preview the map a bit like in the game instead of viewing individual tiles. When you Export to TGA... it properly saves the ENTIRE map! (Odin(NMA), JimmyJay86) - ART Fixed Anti-aliasing centering problem - ART Added flags display (in version attributes field, why not?) 1.6.0.14 - Fixed Icon; dunno why I lost the association in the project - Fixed Anti-Aliasing which was not anti-aliasing the first line of the picture (and also wasting some processing on empty pixels). - Fixed another anti-aliasing bug which caused crashes (only once the first bug was fixed) and wasted a lot of time rendering useless pixels. - CAM Added basic Campaign support: you can now view the individual squares on the map and export them to TGAs (individually for now...) Note that this has only been tested on the normal CAM file and custom ones might still fail (Odin(NMA), JimmyJay86) - SPR Added a missing underscore ("_") which was missing when exporting TGAs - Changed EXE description because it looked too weird when selecting it with the "Open With..." dialog 1.6.0.13 - Fixed software rendering issue: even though only in Software mode, the program still tried to call a DirectX8 funtion to reset the D3D device. This isn't an issue really unless the D3D device doesn't exist - but for video cards which don't support the rendering mode I intilize it mean tthat it crashed. (Gorthor) 1.6.0.12 - DX8 Fixed line colouring for the bounding box, added transparancy (working on all lines now, unlike software :) - DX8 Added black reticle to edit offset as the software mode - DX8 Fixed crash when D3D device was lost (usually due to screensavers, starting a game in full screen or switching users/logging out temporarely) 1.6.0.11 - Added comboboxes and listbox to edit tiles (and sprites!) attributes, also added appropriate hover tooltips over the attributes listed so you can easyly understand the values 1.6.0.10 - (DirectX8) Fixed bug which didn't render the FO:T formats properly 1.6.0.9 - GIF support removed; I'd have left it were it not my country accepted the patent... Support for the format was only marginal at best anyway - ARC Fixed bug which made big static alpha values crash the application - ARC (DirectX8) Fixed additive, reversed substractive alpha; however the representation of the inversed substractive alpha is wrong. I do an inversed destination blend instead. 1.6.0.8 - SPR Fixed bug which would export the wrong frame (and often crash) - Fixed Recent file list not working properly - TIL Changed "Save" behaviour to trigger "Save As..." when saving new tiles, as it would crash the application otherwise (Senor Deluxe) 1.6.0.7 - Added feature to name the TGA files in relation to picture chosen (Kreegle) 1.6.0.6 - Can now toggle configuration options off - Optimized AA a bit again: removed impossible pixel check and added "hard alpha modification which prevents the calculation of a new alpha. Also reduced the initialization of the process, and finally added a parameter to reduce the alpha rendering area (as DirectX textures are often bigger then need be) - Changed AA feature so you can specify a bunch of options yourself - Changed up, down, left and right keys to w, s, a, d respectivly, as you couldn't use those keys properly otherwise - Removed debug "keypress" code which changed caption - Fixed wsad keys originally using the wrong offset to move the picture - Added "inner" AA mode; instead of adding an average pixel outline, it makes the current outline AA'd - ARC (Directx8) Added some support for Additive/negative (both), but seems not to work, will look into later 1.6.0.6-Kreegle Debug Version - Fixed bug which crashed when making exporting a zar to a tile - Added some debug information during the initialization routines which should display any DirectX initilization errors (course when I sent him that version the error stoped hapenning - so that stuff stays in the next releases...) 1.6.0.5 - FRM (DirectX8) Made it so that changing the rendering method no longer reloads the entire file. Instead it just detects that the rendering method was different and re-renders the current frame - Optimized Alpha rendering quite a bit (mostly for Trilinear). Once a pixel has no neighbours found, it switches to a "quick mode", which only checks the approppriate pixels (bi: 2,6,8, tri: 3,6,9) to minimize memory access. Secondly, the rendering starts in a "scan mode" which finds the first modified pixel, and only reads a single pixel instead of 3, and centers on it once found. Thirdly, it can switch back to "Scan mode" if the "quick mode" fails for an entire line in which case we know that there are no pixels in position 2,6,8/3,6,9. Just thought this whole thing was pretty clever as I've never seen it anywhere. Too bad it's not in C/C++ or this would actually be fast :P - Fixed up interface a bit - Added keypad + and - to control zoom. up/down while on control still works, but be warned it can move the graphic's center! - ART (DirecX8) Added support, with Anti-Alias. However AA looks ass with characters, I'll be devising a new algorithm (and perhaps modifying the old one to accept a user specified value instead of the predetermined .3, .5 or 1) - Fixed bug which made the Quick Open Drive ListBox not match the one in the Directory ListBox - Fixed bug which occured if you started the application in Software Rendering mode and then switched to DirectX8 which would make it crash 1.6.0.4 - FRM Added little trick to load the matching palette: if a PAL file matches the name of the FRM file in the same diretory, then this new palette is used instead. note that Arroyo01.pal seems wrong. - Changed the interface to be more consistant: moved the tile frame data into the animation box - Added check to make sure you don't remove the last frame in a tile and would cause a crash - Fixed bug which didn't remove frames properly from tiles - (DirectX8) Added Anti-Aliasing feature to FRMs _______ _______ _______ Quick overview: Bilinear uses pixels | 1 | 2 | 3 | 2, 4, 6 and 8, while trilinear uses all |_______|_______|_______| but pixel 5. The option "Close" (or | 4 | (5) | 6 | "-C") simply means that it will use the |_______|_______|_______| trilinear calculations, but the bilinear | 7 | 8 | 9 | means to determine wether a pixel is |_______|_______|_______| drawn. So if you selected Tri-Close, a new pixel is drawn only if the algorithm finds one in locations 2,4,6 or 8, but will use all 8 pixels (all except pixel 5) to determine it's colour. The "-W" .3 and .5 give a weight to the trilinear pixels (of 1/3 or 1/2 respectivly). The idea behind this is that the pixels in diagonals shouldn't have the same effect then the ones right beside it. Testing it, I found that the best looking AA mode ends up being Tri-W .3. 1.6.0.3 - Added recent files menu list (and option to save said list) - Changed the clipboard buttons a bit because you can move the window around - Fixed bug which took the wrong ZAR from sprites when adding to the clipboard - Made it so that when you remove ZARs from the clipboard it keeps the next item selected, so you can clear the clipboard easyer instead of clicking all over the place - FRM (DirectX8) Added support - Added "Save" menu item - Added option to save FRMs to TGA! (Ausir) 1.6.0.2 - You can now export ZARs (thus SPR layers and TIL frames) to TGA!! Party! And *NO* loss of quality like JPEG/GIF, as TGA saves the alpha layer entirely and colours just the same (unlike GIF where you're missin 1 colour) 1.6.0.1 - Fixed bug where the QuickOpen path wasn't saved if the window was open when you quit, also fixed bug where clipboard wouldn't appear at the proper place - Fixed bug saving tiles: the tile's rectangle was never set in new tile header A workaround was to use a tile with the same h/w properties and import the ZAR into it instead. NOTE: To fix tiles already made, all you need to do is load and save them again. Great huh? - Optimized some code here and there, and made a bunch of defines to determine what to compile and make it not process useless stuff (There's code in there for software anti-aliasing of non-alpha'd sprites (Fallout and Arcanum) and hardware paletted and alpha'd textures, but they didn't make it into a release but I don't want to lose the code as I'd like to re-add it at some point :) - Added bounding box in Hardware rendering - Yes I know about the issues. - Made up/down/right/left move the center if no "Edit Center" mode is selected 1.6.0.0 - Optimized Software ZAR rendering - ZAR TIL SPR Added DirectX8 support - Fixed Open and ZAR Clipboard windows so that the offset is saved if you close the application and the windows are still open - (Software) Fixed shadows still being rendered even when toggled off - ZAR (Software) Changed alpha rendering to match the hardware rendering closer - (DirectX8) Added zoom function, use up/down keys to increase the zoom by 10% - Fixed bug which made the app crash when you selected an animation with less directions then the next one, and you selected the last direction - Added option to save the Quick Open window path d Added some information about DirectX problems 1.5.0.17 - Made it so the visible state of the two toolbars is now saved - Fixed Fallout palette not loading every other application start - FRM Putting Alpha rendering to None makes the transparant pixels appear (useful to render fullscreen images) - Fixed bug when saving rendering options where more then one Alpha and Shadow option would be selected - Made Fallout Palette redraw if moving windows over it - ART FRM Optimized some rendering by removing variables defined as Variants - ART added support for additive and negative alpha (both negative operations: a-b and b-a) - Prevented saving of window location of main viewer if minimized or maximized 1.5.0.16 - FRM Fixed centering under all circumstances - Made slight GUI changes to be more userfriendly, added more tooltips - FRM Added checkmark to show when the Fallout Palette is loaded. - Added Configuration menu where you can select which settings to save: Window positions, Fallout palette (auto-reload), rendering settings and last directory - Changed internal object names again to be more versatile and standard 1.5.0.15 - SPR Fixed bug which didn't render the image anew if sprite animation was already selected and you selected the matching sequence; also fixed italics - SPR Added attributes editing for sprites - SPR Added flag to see wether an animation was compressed - SPR Made it so guibig and guismall no longer draws the bounding box - ZAR Fixed bug loading - Changed colour/open/save dialogs to only support one instance. - ZAR Added view of bg colour ref for background - FRM Added view of ID and triggerframe - FRM Fixed single direction loading bug - FRM Fixed way I was figuring out how many directions it had - ALL: Added "Palette Preview" 1.5.0.14 - Fixed Sequence lists staying in italics once in it and loading other graphic - Fixed the sequence list names not displaying the control values - Added lenghtyer descriptions to the sequence text since there is more room - Beautified code to make it respect my "coding standard" d Added MSVBVM6/COMDLG32.OCX missing in bug FAQ d Updated copyright section emails and typos - Added version dispplay for ZARs and FRMs - Support multi-direction FRMs properly - Fixed "New" tile being corrupt when loaded within viewer 1.5.0.13 - Optimized loading of vb standard types - Fixed bug that would crash if you don't select a frame in FRMs - Fixed crash when encountering negative integer offsets in FRMs (and opt) - Fixed FR0 to FR5 loading - Optimized ZAR/SPR/TIL palette loading with buffer - Fixed & optimized Big Endian long read (even though it didn't cause bugs) d Fixed typos and added some info to the readme - Fixed centering of FRM animations - Moved the Fallout palette selection in the Rendering menu, added hotkey - Changed layout of menu a bit - Added "New -> Tile" in File menu - Rearranged a bunch of tools and added some ToolTips - Added feature to enable/disable sprite layers - Added the possibility to copy sprite layers onto the clipboard 1.5.0.12 - Fixed bug when trying to move down a frame but already at bottom - Added Fallout palette loader - Made it so that the sequence buttons are only enabled for tiles - Made it so that "Up" and "Down" and "Add" follow the selected items - Added ZAR clipboard ability to copy from Tiles - Fixed bug which made only the last clipboard entry a valid one - Fixed crash when selecting "Remove" and nothing was selected on the clipboard - Fixed it so that the clipboard window always appears on the screen - Added VERY BASIC FRM support: only items work for now 1.5.0.11 - Streamlined loading function - Fixed bug when loading a new animation of a different type crashing if the animation didn't have the same fields by stopping the animation. - Fixed bug when trying to get to the next frame when no image is loaded - Added ZAR saving feature - Added Tile saving feature - Added a clever little timer that prevents the renderer to eat up all available resources when doing stuff (like resizing) - Changed comboboxes into listboxes to later allow editing - Moved attribute form into a frame on the main form - Moved bounding box form onto main form - Added Arcanum ART mutliple palette support in GUI - Added "ZAR clipboard" window. Load up ZARs, "copy" them there, load up tile, and export into it. Exporting to ZARs works too, but it beats me why you'd do that :) - Added Add, Insert, Remove, Move up and Move down feature to Tiles and GUI - Added ability to change the tile version and attributes 1.5.0.10 - Fixed version 6 Tile bug - Fixed tile attribute display bug - Removed bynary display as it was rather useless 1.5.0.9 - Fixed bug which prevented tile animation - Added functionality to display origin of tiles - Added "picture offset" edit for Tiles - Added "frame offset" edit for tiles - Added [, ], , and . hotkeys to change frames. [ decreases 1 frame (and loops) ] increases 1 frame (and loops) , rotates left (and loops) . rotates right (and loops) This will be most useful when trying to align multi-frame animations - Added "Attribute viewer" window to debug the attributes of the tiles 1.5.0.8 - Corrected some function signatures to reflect the proper types - Stoped some useless exception handling which was left behind d Added specfics about what to report when seeing a bug, and legend for the version history list - Removed 32bit icons. I can't get either MicroAngelo nor VB to order them in a way that doesn't break 9x/NT/2k. - Added fields to modify center/offset of images in GUI, but didn't code the change itself yet. - Turned off ppro optimizations again as it seems people still use processors without the extra instructions! 1.5.0.7 - Fixed another animation problem. Now I check wether the animation frame and direction is valid in relation to the selected animation. - Re-added the feature which allowed guismall and guibig to be displayed at offset 0,0 instead of some (not really) random location d Fixed typos, added Thanks to, COPYRIGTHS AND TRANDEMARKS, NO WARRANTY and REDISTRIBUTION section, and expanded the "previous versions" at the bottom of the document; added BUG FAQ, supported formats and Pre-amble legal notice at the top of the document. - Changed name of viewer to "Red!Viewer" to avoid confusion about other applications - Made the 32 bit application icon resources -- too bad VB itself can't use it... 1.5.0.6 - Fixed bug where the window wouldn't be refreshed when openening the bounding box editor. - Changed copyright notice - Re-enabled Pentium-pro optimizations - Fixed multiple palette bug in ART (from 1.5.0.3) - Fixed bug in ART which contained more then one direction and one frame - Updated copyright headers, removed useless files and functions. (never used or no longer used.) Also reworked the code to use better variable names and added some comments. - Optimized some GUI code - Added check for control frames in sequences, deeming "parameter" for these control frames as invalid frames, and thus don't render them - Removed "Frame Follow" option, as this is now enforced! - Optimized animation stuff - Fixed animation bug where when selecting data and not selecting any frame would crash the application - FINALLY (re)fixed the "Sequence" combobox basically doing nothing... 1.5.0.5: - When opening the bounding box editor, turns on the bounding box display - Added all VB supported formats (see supported formats for more info) 1.5.0.4: - Added bounding box editor - Fixed TIL and ZAR display error 1.5.0.3: CLC prompted for a new version o Updated to zlib 1.1.4 - Fixed compressed sprite loading bug - Clear the display before rendering a new ZAR - Fixed 2 small bounding box rendering issues - Optimized loading functions througout Optimizes a tiny little bit rendering Lowers the memory signature and file size 1.5.0.2: - Removed feature which made some pictures be on the top left - Made Quick Load a bit less ugly - Fixed FOT .TIL loading (sorry!) 1.5.0.1: - Added comments, fixed typoes - Fixed problem not freeing filehandles 1.5.0.0: New release! - Removed all dependencies on DLLs (except VB6VM60.DLL, this is VB after all) - Ditched installer, good old plain ZIP - Fixed bug which made the version 1 sprites with more then one layer not display properly - Optimized bounding box rendering a teeny bit - Changed object model a bit with new known values - Removed now deprecated features - Fixed issue where checking for sprite names was case sensitive but shouldn't - Added Arcanum ART support (based on demo version and uploads from users). - Changed background colour to be gray (#808080) because Arcanum uses additive /subtractice alpha blending and thus wouldn't render on white - Re-implimented the animation feature, along with a fake slider for speed - Added a quick open dialog - Fixed some typoes, and added comments in code 1.1.0.0: Final beta - Optimized sprite loading and rendering a tiny bit - Modified coord object to use arrays and enums - Modified rect object to use arrays and enums - Added ability to change center (again :) - Readded bounding box rendering - Added option to render guibig and guismall at 0,0 instead of offeseted from the center of the object - Reimplemented block following feature (in a new way, still needs work...) - Made alpha options work - Fixed Modify Alpha option - Readded the "no alpha" rendering option as promised :) - Made a bunch of GUI function more Object Oriented - Made shadow options work - Fixed shadow using alpha rendering options in ZAR rendering - Fixed Mofidy and Hard Modify shadow not working properly 1.0.0.44: Limited Beta 2 - Fixed directions being taken from wrong frame causing crash - Fixed alpha rendering bug - Fixed centering bug for sprites - Modified step element to be a float instead of a long, as should be (Nothing visible to the end user) - Fixed properly removing the "loading" statement... - Optimized loading of longs from memory buffer - Added a "Rendering..." statement - Fixed ZAR viewing - Removed file caching mechanism until I provide a proper way to manage it - Readded frame listing, but clicking does nothing yet 1.0.41: Limited beta - Fully converted program to OOP code = Possibility to support DirectX7 = Possibility of editing = Possibility to create a redumentary "engine" - Optimized some code in the process - Images are now REALLY cached - Added command line support - simply specify the file to open as a parameter - Installer associates TIL, SPR and ZAR to installed application, Simply double click on a sprite to open it! - Added 3 new rendering options: "modify shadow" - only render shadows on modified pixels "hard modify shadow" - render hard shadow, alpha mod'd pixels normally - Added real file caching while at it - Added Sprite Animation version 2 support - Added "Readable" error messages to try to avoid those useless messages - Removed toobar coolbar - Modified code so that the rendering options don't rely so much on the GUI - Changed icon to a 16colour version I made - Hidden options not yet supported 1.0.0.28: Initial public release - Fixed clipping bug (for real this time! really :) - Optimized clipping routines while at it 1.0.0.27: - Fixed clipping bug when frames includes 0,0 offsets - Changed icon to one from TMS (thanks Smackrazor) 1.0.0.26: - Fixed bug with alpha "modified" not applying alpha on the right condition, not applying the rigth alpha value, using the wrong pixel colour from a wrong pixel colour (read: all of it was wrong :) 1.0.0.25: - Added Alpha "Modified" option. This alpha's pixels only on previously modified rendered pixels. This has the effect of increasing the image quality for animations and images which only support a single colour as a background "transparant" colour - Decided to put the "Thanks" in this file and not put them back in the executable (waste of space...) - Added a render flat shadow option (no alpha on shadow) - faster then the other algo, and allows shadows w/ animated formats which don't support alpha values 1.0.0.24: Full Game Shiped - Updated Trademark text - Modified overlay to render over boundbox - Removed overwritten text in compile time controls - Added Clip Toolbar - Removed Window Menu - Removed special thanks (for now...) - Added operations menu to go with it 1.0.0.23: - Changed rendering panel to a toolbar w/ icons Thanks to Greg for the overlay image - Removed the planned Status bar update, replace with "frames x/23" text - Fixed Clip Window, changed shortcut to Ctrl-I (for now...) 1.0.0.22: - Removed clear clipboard option (useless, really...) - Changed all "Next/Previous" buttons to UpDown controls (smaller) - Moved all interface controlling elements into a CoolBar - Added menu options to access most functionality, under "Operations" also made sure most of the functionality had accessible shortcuts - Added "next previous" for frame selection and animation selection - Added cache checking when done caching a specific frame block - Added coolbar selection menu 1.0.0.21: - Added "loophere" animation tag (when animation ends, it should loop here instead of at the start of the animation) - When detecting invalid animation codes, correctly reports the problem animation name, frame and value. 1.0.0.20: - Fixed images not loading if file isn't in "core" directory - Fixed palette effects crashing the program - Made left and right buttons a bit larger so the text doesn't wrap 1.0.0.19: - Fixed direction bug when selecting new animation - Now redraws the picture when resizing the window 1.0.0.18: First "Press release" (some ppl got their hands on previous builds) - Moved GUI around again to optimize layout space - Arranged tab order - Next/Previous button are never disabled anymore, they loop now instead - Added "Left/Right" buttons to rotate - Added "Direction button" to animation - Removed "Rotate left/right" option, use "rotate" now, in conjuction with direction - Fixed ALL bugs regarding animation crashes when selecting items in comboboxes Previous versions: - I first started toying with the ZAR format in 1999, decompressing the image with a mIRC script! I was too lazy to bother with Visual Basic at the time as I loathed it (and still do, but I recognize it's usefulness now). mIRC was so slow processing the ZAR that every time I would decode an image with it, it would have spend too much time NOT processing the IRC input, and made the connection timeout. Because this was terribly inneficient, and didn't know much about Visual Basic (I usually develop in C++), I decided to try it out. There are no logs of previous versions, but I don't think I've leeked it to anyone anyway, so they were only personal versions. It's too bad I lost my ZAR decorder for mIRC as it was only about 10 lines, and would of fit nicely as historical data in this document... Thanks to: - S@hee, Alexandra and Zoe for putting up with me. - Smackrazor and Matux from The Mod Squad for enticing me in starting the Visual Basic project. - Saint Proverbius, Greg and JC from vault13 for generally being supportive, specially at the beginning of this project. - Abel/Return 0; to provide competition (and thus motivation) to accelerate my work... - Karl Burdack, (at the time developer for Micro Forte) for answering a few nebulous questions. - All the copyright holders below for providing me with tools (and games!) to do this application. - People listed in the version history for reporting bugs and/or asking for bew useful features. - You, for trying out this application - seriously... send me a mail and tell me you like it :) red@duckandcover.net COPYRIGTHS AND TRADEMARKS: Red!Viewer (c) 1999-2002 Sebastien Caisse (Red!). All rights reserved. FALLOUT TACTICS: Brotherhood of Steel (c) 2001 Interplay Entertainment Corp. All Rights Reserved. Micro Forte is a trademarks of Micro Forte Pty Ltd. Fallout (c) 1997-1998 Interplay Productions. All Rights Reserved. Fallout 2 is a trademark of Interplay Productions. Fallout 2 (c) 1998 Interplay Productions. All rights reserved. Troika, Arcanum are legal trademarks of Troika Games L.L.C. Black Isle Studios and the Black Isle Studios logo are trademarks of Black Isle Studios, a division of Interplay. 14` East is a trademark of Interplay Entertainment Corp. zlib library (c) 1995-2002 Jean-loup Gailly and Mark Adler. Visual Basic (VB), Windows, Microsoft (MS) are all registered trademarks of Microsoft Corporation. mIRC is a registered trademark of mIRC Co. Ltd. UNISYS is a registered trademark of Unisys. All other trademarks and copyrights are properties of their respective owners. (RE)DISTRIBUTION: You may copy and distribute the program provided that you also accompany it with the complete, non-modified version of this document, in machine-readable format. NO WARANTY: BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 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