This software allows the edition of the graphic files of the Konami's Winning Eleven and Pro Evolution Soccer games for the PSX-2 and PC.
These games use some very special graphic formats made with the RenderWare Graphics (RWG) engine, very different from the usual BMP or PNG graphic files.
These custom formats may even contain non-graphic data.
This application is designed to work under Win32 platforms, and has been tested to work under all avalaible 32-bit Windows OSs.
IMPORTANT NOTES
- The graphic input/output engine has been built to support all Winning Eleven PSX-2 games but it's impossible to tests all the files of all games. Please report any problems if you face with them, but, please, be sure you have readed this documentation carefully before. Thanks!
- Temporal files are stored on Windows temporal directory, so make sure you have enough free space.
- NOT ALL files extracted from the AFS file are images. If a file does not load: it can happen that it is an image and it is not supported, or that simply it is not an image (more likely)...
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Some of the pictures contained in the graphic files may only have palette data or only pixel data.
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If this is the case, when working with those pictures, it must taken into account that::
- to display them, a default pixel data or a default grayscale palette will be used, respectively. You can use the palette functions to preview any palette in such paletteless images.
- also, it's worth to mention that altough it may seem the pictures have been modified after using the input/output options, if you save the graphic file, obviously, that absent data won't be modified.
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If this is the case, when working with those pictures, it must taken into account that::
- Take care about the fact that all images contained in a FLG file share the same color and alpha palettes. It also happens with images belonging to the other files types.
- RLE encoded (packed) BMP files are NOT supported.
- Please note, BMP specification does not allow alpha values on files other than 24bpp ones. A hack has been made that allows reading the alpha information in BMPs saved with this app, but you'll lost that data when editing the image with other apps.
- PNG specification only allows alpha values to be stored as part of the RGB pixel entries on 24bpp images. As a consequence, as the game files are 8bpp and 4bpp the alpha values can only be saved on a tRNS entry (tag). If the software you use does not support those tags (unfortunately Photoshop doesn't), you'll loss that data.
- Only those files that are originally compressed can be shorten using color reduction techniques.
- Also, remember the color reduction also reduces the visual quality.
MENU DESCRIPTION
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File
- Rooms the options that allow importing and exporting the games' graphic files.
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Please note, not all files inside the AFS files are graphic files.
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Open File...
- Imports a graphic file.
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Save file...
- Exports a graphic file.
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Configuration
- Allows configuring some parameters.
- Only ZLIB compression level can be configured so far.
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Exit
- I think it needs no explanation ?
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Open File...
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Input/Output
- The options of this menu provide a way of modifying the pictures contained in the graphic files.
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Import BMP...
- Replace the selected image by the image contained in a BMP file.
- RLE encoded (packed) BMP files are NOT supported.
- The imported file must have the same bit-depth. If the dimensions are not the same than the currently selected image, it will be resized.
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Export BMP...
- Writes the currently selected image into a BMP file.
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Import PNG...
- Replace the selected image by the image contained in a PNG file.
- The imported file must have the same bit-depth and dimensions than the currently selected image.
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Export PNG...
- Writes the currently selected image into a PNG file.
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Import Palette...
- Imports the palette (including alpha levels) of the current picture from a .PLT file.
- Please note, if you are trying to import a palette into a picture with no palette, the new palette will be shown, but obviously won't be of use when saving the game image file.
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Export Palette...
- Exports the palette (including alpha levels) of the current picture to a .PLT file.
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Import Transparency...
- Updates the alpha levels of the current picture from those at a .ALP file.
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Export Transparency...
- Stores the alpha levels of the current picture into a .ALP file.
- Please note, if you are trying to import the alpha levels into a picture with no palette, the new alpha values will be shown, but obviously won't be of use when saving the game image file.
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Import ACT...
- Reads a .ACT palette file. This formatt is used by Adobe Photoshop.
- This format does NOT export alpha channel.
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Export ACT...
- Writes the palette info into a .ACT file. This formatt is used by Adobe Photoshop.
- This format does NOT export alpha channel.
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Create thumbnail
- Creates small pictures from the selected one.
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Window
- Allows to show/hide some additional windows.
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View Palette
- Shows/Hides the palette of the current image.
- The color entries that are used by the image are marked with a squared point in their middle.
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There are 2 buttons:
- a) "TONE SCALE" which makes a color scale between all colors between two given colors.
- b) "REMOVE USE" which makes the selected palette color not being longer used by the picture.
- If you double-click over a palette entry, Window's default palette edition window will popup to change it.
- It also shows the actual number of palette entries the image uses.
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View Transparency
- Shows/Hides the alpha (transparency) values of the current image.
- The color entries that are used by the image are marked with a squared point in their middle.
- In the application, a transparency level of 0 means NO TRANSPARENCY at all.
- FLG files use a value of 255 to mark FULL TRANSPARENCY of a color, while the other files use 128 to represent their higher transparency level.
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There are 2 buttons:
- a) "INVERT" which inverts all alpha values.
- b) "SET OPAQUE" which sets all alha values to non-transparent.
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View Transparency Mask
- Shows/Hides the "Alpha Picture" window, where the picture is drawn taking into account the alpha values.
- Depending on the mode selected on the "Blending Mode" menu, the display will be differ.
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Zoom
- Allows displaying the image at different proportions.
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Blending Mode
- Allows to select the blending mode to be used on the "Alpha Picture" window.
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Grey Levels
- Show the picture as a grayscale image where the gray value of a pixel depends on the alpha value of that pixel's color.
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Red (...) Yellow
- Makes a real blending with the pixel's color using the specified color.
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Pencil size
- Allows selecting the size of the drawing pencil.
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Betis ( A very special menu this one ? )
- It rooms some options that will make life easier to patchers.
- The first two options work based on the fact most of game graphic files are compressed using the lossless huffman algorithm, which is more effective as more repeated the data is.
- As a consequence, and because the less palette entries are used the more equal the pixels are, reducing the color usage of an image means reducing the final size of the compressed image files.
- This can be very useful to adjust the file size so it's not necessary to rebuild the AFS files.
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Please note, not all game image files are compressed, so you won't be able to use these functions on all files.
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Decrement Color Usage
- Reduces, in 1 color, the color usage of the currently selected picture.
- Uses a custom color reducing technique that seems to work very well ?
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Decrement Color Usage
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Reduce File Size...
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Opens a window that allows reducing the final size of the game image file to a given lenght.
- Please note, this is an operation that can take long depending on the image file that is currently being edited, as it must be rebuilded each time to see its lenght.
- As an example, WE6FE's "face.bin" file needs 290 compressions for each color reduction step...
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Opens a window that allows reducing the final size of the game image file to a given lenght.
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Edit Data Sections...
- Allows importing and exporting the special data sections some files have.
- Not all game image files contain data sections. Most of them are believed to be 3D model information.
- The imported data can't be bigger than the original data section lenght.
- Data sections are ordered in the order they appear in the file, but they are NOT necessary related to the picture with the same id number (i.e. data section #0 is not necessarily data for picture #0).
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Edit image ID...
- Allows modifying the picture IDs in some files that use them.
- Sometimes the game uses those IDs to refer to a picture instead of using the picture ordinal position. Only a few file formats use them, but if they do you should check the IDs before replacing a file with another created from a different file
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Get low-resolution from hi-resolution image
- Only avalaible with some files (e.g. stadiums and kit parts), recalculates the lowres image taking the hires image as a source, using only the used colors of the palette to avoid any transparency artifacts.
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Help
- Info about this software.
by WE-NG Team.