=======================================================================
  OPTPiX(R) iMageStudio(R) for NINTENDO DS

  Major Features

  Copyright(C) 1997-2004 web technology Corp. All rights reserved.
=======================================================================

*******************************************************************
Input and Output Files
*******************************************************************

The following file formats for NINTENDO DS exclusive are available.

- NINTENDO DS 3D Texture File (*.5tx)

  A 3D texture file format for NINTENDO DS exclusive.

  [Saving Options]

    - Indexed Color Image

      You can specify a file format for saving an Indexed Color image.

    - Direct Color Image

      You can specify a file format for saving a Direct Color image.
      For saving a Direct Color image of non 4x4 Compressed Texture
      in a file format for 4x4 Compressed Texture, specify values
      for "Optimization" and "Balance".
      If the image is already in 4x4 Compressed Texture format,
      you cannot set "Optimization" and "Balance".

      * When the value larger than e.g. 512 x 512 is specified for
        "Image Optimization", the file may take very long time
        to be saved.

- NINTENDO DS BG, OBJ Data File (*.5bg)

  A BG/OBJ data file format for NINTENDO DS exclusive.
  It also support saving and loading Map Data edited
  with Map Editor.

  [Saving Options]

    - Indexed Color Image

      You can specify a file format for saving an Indexed
      Color image.
      For saving in Char-Map (16 colors x 16 palettes/
      256 colors x 1 palette) format, "Char-Map Conversion"
      may be activated automatically if necessary.

    - Direct Color Image

      You can specify a file format for saving a Direct Color image.

    - Object Size

      Specify the Object size for "OBJ Mode".

- NINTENDO DS Map File (*.5mp)

  A Map Data file format for NINTENDO DS exclusive.
  Execute the Sub-Toolbar of Map Editor or "Load Map File"/
  "Save Map File" from Context Menu.

- NINTENDO DS Palette File (*.5pl and *.5pc)

  Palette file formats for NINTENDO DS exclusive.
  (*.5pl) is for Indexed Color, and (*.5pc) is for
  4x4 Compressed Texture.

- NINTENDO DS Palette File (*.ncl)
- NINTENDO DS Character Data File (*.ncg)
- NINTENDO DS Screen Data File (*.nsc)

  File formats for NITRO-CHARACTER.

- NNS_Pic File (*.pic)

  A PIC file format that supports NINTENDO DS Texture Additional Info
  ("NNS_Pic Texture Data").

  [Loading Options]

    - Load "NNS_Pic Texture Data" if available

      Check ON to load "NNS_Pic Texture Data" if attached to PIC file. 
      Otherwise, load normal PIC Image.

  [Saving Options]

    - Output "NNS_Pic Texture Data"

      Check ON to attach "NNS_Pic Texture Data" to PIC file saving.
      Otherwise, output normal PIC file.

    - Indexed Color Image

      You can specify a file format for saving an Indexed Color image.

    - Direct Color Image

      You can specify a file format for saving a Direct Color image.
      For saving a Direct Color image of non 4x4 Compressed Texture
      in a file format for 4x4 Compressed Texture, specify values
      for "Optimization" and "Balance".
      If the image is already in 4x4 Compressed Texture format,
      you cannot set "Optimization" and "Balance".

      * When the value larger than e.g. 512 x 512 is specified for
        "Image Optimization", the file may take very long time
        to be saved.

- NNS_Tga File (*.tga)

  A TGA file format that supports NINTENDO DS Texture Additional Info
  ("NNS_Tga Texture Data").

  [Loading Options]

    - Load "NNS_Tga Texture Data" if available

      Check ON to load "NNS_Tga Texture Data" if attached to TGA file. 
      Otherwise, load normal TGA Image.

  [Saving Options]

    - Output "NNS_Tga Texture Data"

      Check ON to attach "NNS_Tga Texture Data" to TGA file saving.
      Otherwise, output normal TGA file.

    - Indexed Color Image

      You can specify a file format for saving an Indexed Color image.

    - Direct Color Image

      You can specify a file format for saving a Direct Color image.
      For saving a Direct Color image of non 4x4 Compressed Texture
      in a file format for 4x4 Compressed Texture, specify values
      for "Optimization" and "Balance".
      If the image is already in 4x4 Compressed Texture format,
      you cannot set "Optimization" and "Balance".

      * When the value larger than e.g. 512 x 512 is specified for
        "Image Optimization", the file may take very long time
        to be saved.

- Other File Formats

  "iMageStudio File (*.is)" format supports Character Data
  and Map Data.  The Char-Map image will be saved/loaded with
  Map Data simultaneously.

  You can save and load Map Data with "iMageStudio Map File
  (*.ism)" and "ASC File (*.asc)".

  When loaded a Char-Map image of "16 colors x 16 palettes"/
  "256 colors x 1 palette" in "ACG file (*.acg)" format, a Map
  in the same size as the image will be created automatically.
  And you can operate Map editing.  Load Map file (*.asc/*.ism)
  if necessary.

  * ASC file and ACG file are file formats for IS-AGB-CHARACTER.


<NINTENDO DS File Format Specifications (5tx,5bg,5mp,5pl.5pc)>

  Please see "Introduction to NINTENDO DS File Format Specifications"
  (filespec.txt) for more details.


*******************************************************************
Image Conversion
*******************************************************************

iMageStudio converts an image you are editing to "Direct Color
Texture", "A5I3 (Translucent 8 colors) Texture", "A3I5 (Translucent
32 colors) Texture" and "4x4 Compressed Texture" formats for
NINTENDO DS exclusive.

iMageStudio considers "A5I3"/"A3I5" texture ("Translucent Texture")
as part of 256 colors Indexed Color image in "8 colors palette x
32 levels Alpha value"/"32 colors palette x 8 levels Alpha value"
respectively.  By saving "A5I3" and/or "A3I5" in NINTENDO DS 3D Texture
File (*.5tx), they will be converted to actual "Translucent
Texture" data.

  * Alpha value for Translucent Texture is not read only.
    If Alpha value is edited/modified, the Alpha value will be
    converted to appropriate Translucent Texture data for saving
    in NINTENDO DS 3D Texture File (*.5tx) as Translucent Texture.

  * iMageStudio does not support Palettes association function,
    which reflects the change of a Palette within 8/32 colors to
    a whole 256 colors Palette, for Translucent Texture.
    If Palette value is edited/modified, it will be converted to
    appropriate Translucent Texture data for saving in NINTENDO DS
    3D Texture File (*.5tx) as Translucent Texture.

  * No detailed option settings are available for
    Color Reduction process.

[Options]

- Conversion Method

  You can specify a method for file conversion.
  When you specify "4x4 Compressed Texture", also specify values
  for "Optimization" and "Balance".

  An image converted to 4x4 Compressed Texture can be saved
  in NINTENDO DS 3D Texture File format (*.5tx) without an additional
  conversion.

  * When the value larger than e.g. 512 x 512 is specified for
    "Optimization", the file may take very long time to be saved.

- Limit Output Palette Entries
  (Available only when "4x4 Compressed Texture" is selected.)

  You can specify the upper limit number of Palette Entry
  to be used for 4x4 Compressed Texture.

  * Specifying very small number for "Limit Output Palette Entries"
    may largely deteriorate the image quality.
    In such case, select "Compression (Low Quality)" at "Balance"
    may improve the image quality.

- Limit Output Palette Entries
  (Available only when "4x4 Compressed Texture" is selected.)

  iMageStudio displays a number of Palette Entries to be used for
  "4x4 Compressed Texture" when ending Image Conversion process.

- Rendering Method

  You can specify a method of error diffusion.
  Select "No Error Diffusion in Alpha channel" ON to process
  RGB channel with a rendering method of your choice.

- Use Fixed Palette

  You can use Fixed Palette for Image Conversion if "Translucent
  Texture" and "4x4 Compressed Texture" are selected for
  Conversion Method.  When both "Use Fixed Palette" and "Limit
  Output Palette Entries" options are specified for a conversion
  to "4x4 Compressed Texture" format, iMageStudio processes
  the conversion within your limit output number of Palette Entry
  while using Fixed Palette.

- Use DS Color Equalizer

  Adjust image color to NINTENDO DS display peculiarity.


*******************************************************************
Char-Map Color Reduction
*******************************************************************

iMageStudio processes Color Reduction and convert a Direct Color
image to "16 colors x 16 palettes" Char-Map format.
A Map will be also created with Color Reduction process.

* Apply "Change Map Mode" after "Char-Map Color Reduction" to
  change the Map size.

[Options]

- Map Mode

  "BG  Mode": Create a Map for BG.
  "OBJ Mode": Create a Map for OBJ
  "EXT Mode": Create a Map for wide use

- Object Size

  Specify the Object size for "OBJ Mode"/"EXT Mode".

- BG Mode Screen Size

  Specify the screen size for "BG Mode".
  Select "Free Size" to create a Map in the same size as the size
  of its source image.

- Character Compression

  Screen and detect similar or fully matched Characters and
  merge them to compress the data.

- Palette Options

  Specify the followings of a palette to be created:
  "Colors in each block" and "Output blocks".

- Rendering Method

  Specify a method for error diffusion.

- Use DS/AGB Color Equalizer

  Adjust image color to NINTENDO DS and GAMEBOY ADVANCE display 
  peculiarity.


*******************************************************************
Char-Map Conversion (Change Map Mode)
*******************************************************************

iMageStudio processes an Indexed Color image to Char-Map format
of "16 colors x 16 palettes"/"256 colors x 1 palette".

The Object size/Map size of the image in Char-Map format can be
modified with [Change Map Mode] option.

* Please note: When you change the Object size using
  "Change Map Mode" option, your edited Map Data will be back
  to default setting.

[Options]

- Map Mode

  "BG  Mode": Create a Map for BG.
  "OBJ Mode": Create a Map for OBJ
  "EXT Mode": Create a Map for wide use

- Object Size

  Specify the Object size for "OBJ Mode"/"EXT Mode".

- Map Size

  Specify the size of a Map to be created.

  For "BG Mode", you can specify the size from
  "BG Mode Screen Size".
  With "Free Size" option, you can specify the width and
  the height by number of Character.

  Check "Same size as the source image" ON to create a Map
  in the same size as the size of its source image.

  For "OBJ Mode" and "EXT Mode", you can specify the width and
  height by number of Object.
  Check "Same size as the source image" ON to create a Map
  in the same size as the size of its source image.

- Character Compression

  Screen and detect similar or fully matched Characters and
  merge them to compress the data.

- Colors x Palettes

  Select "16 colors x 16 palettes" or "256 colors x 1 palette".


*******************************************************************
Character Compression
*******************************************************************

iMageStudio screen and detect similar or fully matched Characters
and merge them to compress the data.
Also the Map Data will be rearranged automatically.

[Options]

- Conditions for Characters to be Merged

  Similarity Threshold:
      Specify the degree of similarities among Characters for
      merging. Specifying 0 to merge fully matched Characters
      only.
      Larger the value merges less similar Characters.

  Additional Conditions for Similarity:
      You can add following conditions for Character comparison.

      Selection of Conditions:
          "Flip Vertically"
          "Flip Horizontally"
          "Rotate Left 90 degrees"
          "Rotate Right 90 degrees"

      * "Rotate Left 90 degrees" and "Rotate Right 90 degrees"
        are not available for BG mode and the Object size is not
        a regular square.

      * Select [Environment] - [Map] tab to make "Rotate Left 90
        degrees"/"Rotate Right 90 degrees" option available.

- Preprocess for Character Mergence

  Clear unused Characters:
      Select this option to clear (fill Palette Block 0 with
      Entry 0) unused Characters before executing Character
      merge process.

  Delete unused Characters and close the rest up:
      Select this option to delete unused Characters before
      executing Character merge process. All other Characters
      will be automatically moved forward (top-left).

- Postprocess for Character Mergence

  Clear unused Characters after mergence:
      Select this option to clear (fill Palette Block 0 with
      Entry 0) unused Characters after executing Character
      merge process.

  Delete unused Characters after mergence and close the rest up:
      Select this option to delete unused Characters after
      executing Character merge process. All other Characters
      will be automatically moved forward (top-left).


*******************************************************************
Number of Characters
*******************************************************************

You can change the number of available Character/Object for
an Char-Map image. Go to "Image" menu and specify a number of
Character/Object.


*******************************************************************
Map Editor
*******************************************************************

You can edit Map Data created with "Char-Map Color Reduction",
"Char-Map Conversion", etc.

[Map Editor]

  This function is available for images with Map Data.

  - [View] menu

  - Image Context (with right-click) Menu

  - Image Sub-Toolbar

  Select "Display Map Editor" ON from either one of the above
  listed, Map Editor will be displayed below Image Window.

  The size for the area of Map Editor can be adjusted by
  dragging a separator placed in the middle of the window
  as well as changing the size of the window itself.


[Mouse Operation]

  The following operations are available on Map Editor with a mouse.

- Select Area

  You can select a Map Data by making a left click over the Map.
  To select multiple Map Data (Select Area), drag a Map Data
  and drag while pressing a left mouse button.

  You can change the size of selected area by dragging its frame.

  Making a left click on the outside of the Map (a blank space)
  will cancel the selection and leave only Map Data at the left-top
  corner selected. (You can select "Cancel Selection" on Context
  Menu to do the same job.)

- Drag to Copy

  You can copy a selected area of a Map to other position
  by pressing a left mouse button and drag.

  If you do the same operation with 'Shift' key, the selected
  area will "move" itself.  The Map Data originally placed
  (within a selected area) will be cleared when it is dropped.

  To cancel the operation (copy/move by a mouse drag), press
  a right mouse button while dragging, or drop it outside of
  the Map.

- Drag to Arrange

  You can place a Character/Object within a selected area
  from a Character image (an image placed above-left) to a Map
  by a mouse drag while editing the Map.

  First, select an area of Character/Object you wish to place
  on a Map from a Character image.  Press a left mouse button
  within the selected area and move the mouse cursor over the Map.
  A guide frame of the assignment destination will be displayed
  and leave the left mouse button where you wish to place
  the Character/Object.

  To cancel the operation (the placement by a mouse drag),
  press a right mouse button while dragging, or drop it
  outside of the Map.

- Stamp Paste

  Making a double click with a left mouse button within a selected
  area on a Character display or a Map will copy the data in
  a selected area to a clipboard.  This action will automatically
  make a shift to "Stamp Paste" mode. (You can make a copy to
  a clipboard manually and select "Stamp Paste" from a menu
  to shift the mode.)

  In "Stamp Paste" mode, a guide frame for the pasting destination
  at a mouse cursor will be displayed on a Map, and you can paste
  the same data as many as you wish by repeating a left mouse click.

  You can also place a copied Map Data successively by a mouse drag
  while pressing the left mouse button.  When multiple data are
  selected, iMageStudio will tile them in the order of your selection.
  This option is handy for tiling a pattern consists of multiple
  Characters in a specific area.

  To end "Stamp Paste" mode, press a right mouse button or
  click outside of the Map.


[Keyboard Operations]

  The following keyboard shortcuts are default settings
  for Map Editor.  To change the assignment, go to "Key Assignment"
  under "Macro" menu.  (Certain shortcuts are not available for
  their modifications.)

    Ctrl + C         : Copy selected Map Data
    Ctrl + X         : Cut selected Map Data
    Ctrl + V         : Paste copied Map Data on selected area
    Ctrl + Shift + V : Extended Paste (e.g. Tiling Paste)
    Shift + T        : Shift to "Stamp Paste" mode
    Delete           : Clear selected Map Data
    Ctrl + A         : Select all
    Ctrl + D         : Cancel selection
    Ctrl + Shift + G : Display Map Grid
    Shift + D        : Display Map Information
    Alt + Enter      : Edit Map Data
    Ctrl + Shift + U : Change Map Mode
    Shift + U        : Open/Close Map Editor
    Cursor           : Move selected area frame
    Shift + Cursor   : Resize selected area frame
    Home, End        : Move selected area frame to upper left/
                       lower right on a Map
    Ctr + '+'        : Zoom in
    Ctr + '-'        : Zoom out
    Tab, Shift + Tab : Shift focus to image/palette


  In addition, there are following operations with
  a mouse wheel plus keys.

    Mouse Wheel         : Scroll upward/downward
    Shift + Mouse Wheel : Scroll right/left
    Ctrl + Mouse Wheel  : Zoom in/out


[Sub-Toolbar]

  The tools frequently used are accessible from a Sub-Toolbar
  at the top of Map Editor.

- "Flip Vertically", "Flip Horizontally" and "Rotate 180 degrees"

  Flip/Rotate Map Data in a selected area (the arrangement will be
  also changed).
  Make a right click on a button to choose other method.
  You can also operate from "Rotate/Flip" from a Context Menu.

- "Stamp Paste"

  Press this button to shift "Stamp Paste" mode of a repetitive
  paste operation with a mouse click, when Map Data is in a clipboard.
  (Please consult [Mouse Operation] for more details.)

- "Zoom in"/"Zoom out"

  Resize Map display.

- "Display Map Grid"

  Select ON this option to display grid lines on a Map
  by a Map Data size unit.

- "Display Map Data Info"

  Select ON this option to display each Map Data of "Character No./
  Object No.", "Palette Block No.", and "Flip Flag/Rotate Flag"
  on a Map.

  * Map Data Info may not be displayed depending on a zooming ratio.

- "Load Map File"/"Save Map File"

  You can load/save Map Data from/to external files.

- Edit Map Data

  You can add this function at "Customize Sub-Toolbar".
  This function lets you operate Map Data information display/
  bulk-change within a selected area.
  Press down "Apply" button(s) at the left column of the item(s)
  to change.  Then, press OK button. All the selected Map Data
  will be changed.

- "Rotate Right 90 degrees", "Rotate Left 90 degrees"

  You can add this function at "Customize Sub-Toolbar".
  This function allows you to rotate the Map Data in a selected area
  to right/left 90 degrees.  (The arrangement will be also changed.)
  Make a right click on a button to choose other method.

  You can also operate from "Rotate/Flip" from a Context Menu.

  * "Rotate Left 90 degrees" and "Rotate Right 90 degrees" options
    are not available for BG mode and the Object size of not in
    regular square.

  * Select [Environment] - [Map] tab to make "Rotate Left
    90 degrees"/"Rotate Right 90 degrees" option available.

  * Each functions use '1' and '2' of "Afin Parameter".

- Map Information

  Information of "Map mode", "Zoom ratio", "Map size
  (width x height pixels)", and "number of Map Data (width x height)"
  are always displayed in the area of "Map Information" located at
  the right periphery of the Sub-Toolbar.

  Make left double click on the area of Map Information display to
  operate "Change Map Mode".


[Context Menu]

  Make a right click on Map Editor to open Context Menu.

- "Copy"

  Copy Map Data in a selected area.

- "Cut"

  Copy Map Data in a selected area and clear within the selected area.

- "Paste"

  Paste Map Data on a clipboard to the position within a current
  selected area frame. If the sizes of the Map Data and the area
  selected are varied, the pasting position will be aligned to
  the top-left.

- "Extended Paste"

  You can select "Tiling Paste" ON to tile copied Map Data
  on the whole or the selected area of your choice.
  This option is handy for tiling a pattern consists of
  Character(s) in a large area.

- "Stamp Paste"

  This option shifts to "Stamp Paste" mode, which operates
  pasting a Map Data stored in a clipboard by a mouse click.
  (Please consult previously described [Mouse Operation]
  for more details.)

- "Clear"

  Clear Map Data within a selected area (replace with
  Character 0/Palette 0).

- "Select all", "Cancel Selection"

  You can select all Map Data or cancel selection except for
  one at the upper left corner.

- "Rotate/Flip" - "Flip Vertically", "Flip Horizontally",
                  "Rotate 180 degrees"

  You can "flip vertically/horizontally or rotate 180 degrees"
  Map Data in a selected area.
  When more than one area is selected, the arrangement of
  the Map Data will be changed.

- "Rotate/Flip" - "Flip Vertically (Individually)",
                  "Flip Horizontally (Individually)",
                  "Rotate 180 degrees (Individually)"

  You can "flip vertically/horizontally or rotate 180 degrees"
  Map Data in a selected area without changing the arrangement.

- "Rotate/Flip" - "Rotate Right 90 degrees",
                  "Rotate Left 90 degrees"

  You can rotate Map Data in a selected area by 90 degrees.
  (The arrangement will be changed.)  When the selected area is not
  a regular square, the available regular square will be measured
  its maximum size within the selected area from the top left corner.
  Then, the regular square will be rotated.

- "Rotate/Flip" - "Rotate Right 90 degrees (Individually)",
                  "Rotate Left 90 degrees (Individually)"

  You can rotate Map Data in a selected area by 90 degrees
  without changing the arrangement.

  * "Rotate Left 90 degrees" and "Rotate Right 90 degrees"
    options are not available for BG mode and the Object size of
    not in regular square.

  * Select [Environment] - [Map] tab to make "Rotate Left 90 degrees"/
    "Rotate Right 90 degrees" option available.

  * Each functions use '1' and '2' of "Afin Parameter".

- "Rotate/Flip" - "Back to Upward"

  Choose this option to make all Map Data within a selected area
  upward. (The arrangement will not be changed.)

- "Change Palette Block" - "Character Default"

  The number of Palette Block used for Map Data in a selected area
  will be changed to the one same as the currently used Palette Block
  number of the Character in the Character image.

- "Change Palette Block" - "Block 0" to "Block 15"

  You can change the number of used Palette Block in a selected area.

- "Edit Map Data Info"

  This function lets you operate Map Data information display/
  bulk-change within a selected area.

  Press down "Apply" button(s) at the left column of the item(s)
  to change.  Then, press OK button. All the selected Map Data
  will be changed.

- "Load Map File", "Save Map File"

  Load/save Map Data from/to external files.

- "Change Map Mode"

  You can change "Map Mode", "Object Size", and "Map Size" of
  currently editing Map.

  Make left double click on the area of Map Information display
  (right edge of Sub-Toolbar) to operate this option.

  * Please note: When you change the Object size using
                 "Change Map Mode" option, your edited Map Data
                 will be back to default setting.


*******************************************************************
Environment
*******************************************************************

You can set/change settings for Char-Map editing and Map Editor
from [Options] - [Environment].

- [Image Editing] tab - "Draw Char-Map Image"

  You can specify a method of Palette Block replacement when
  the Palette Block is different for drawing
  "16 colors x 16 palettes" Character image.

- [Map] tab - "Display Map Editor for every Char-Map image"

  Selecting this option ON makes Map Editor open automatically,
  when an image with Map opens.

- [Map] tab - "Display Map Grid on newly opened image"

  Selecting this option ON opens an image while iMageStudio
  automatically displays Map Grid over the image.

- [Map] tab - "Display Map Data Info on newly opened image"

  Selecting this option ON opens an image and displays its
  Map Data Info.

- [Map]" tab - "Display Map Data Info in Hexadecimal"

  Selecting this option ON displays "Map Data Info" and
  information for "Edit Map Data Info" option in hexadecimal.

- [Map] tab - "Activate "Rotate Right 90 degrees" and
  "Rotate Left 90 degrees" functions"

  Selecting this option ON makes "Rotate Right 90 degrees" and
  "Rotate Left 90 degrees" functions available.

  * Each functions use '1' and '2' of "Afin Parameter".


=======================================================================
Web Technology Corp.
http://www.webtech.co.jp/eng/
Copyright(C) 1997-2004 web technology Corp.
=======================================================================

* NINTENDO DS is a trademark of Nintendo.
* GAME BOY ADVANCE is a trademark of Nintendo.
* OPTPiX, iMageStudio, and web technology are registered trademarks of
  Web Technology Corp.
* All other trademarks are the property of their respective owners.

[End of TEXT]
