What is the Memory Visualizer?
The Memory Visualizer allows you to view sections of memory as image data, to find uncompressed textures
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How to use:
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Opening:
1) Load a savestate of your game
2) On main RTC window, navigate to Advanced Memory Tools -> Extra Tools Form, and click on Memory Visualizer
3) If you opened the Memory Visualizer before loading your game, press "Refresh Domains"
4) Press refresh domains whenever your domains change
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Controls:
Domain: which memory domain to view
Pixel format: determines how the bytes are interpreted
Alignment: offsets the start byte by an amount
Width/Height: width/height of image
Prev Page: moves the start address back one full image
Next Page: moves the start address forwards one full image
Prev Row: moves the start address back by "Row Amt" number of rows
Next Row: moves the start address forwards by "Row Amt" number of rows
Update Once: updates the image once
Start/Stop Updating: starts/stops updating the image
Poll Rate: The number of frames to wait before updating the image (depending on image size it may skip
frames to complete updating, resulting in a slower update rate)
Copy Addresses to Clipboard: copies the memory address range to the clipboard to paste in the VMD Generator tool,
so you can target specific textures to corrupt
Save Image to File: saves the image as a png to a file
Right click image: "Copy Image" copies image to clipboard, copy range does the same thing as
"Copy Addresses to Clipboard"
Helpful notes:
Many textures are stored in widths that are powers of 2 (examples: 16, 32, 64, 128, 256, etc)
Nintendo 64 textures use many formats, but many colored ones are RGBA5551 (N64 Textures) with an
alignment value of 1
To view Gamecube Framebuffer - Pixel format YCbYCr (GameCube XFB), width 640, height 512, start
address is usually around 55E9C0
(settings might not be applicable for all gamecube games, will have a lower update rate due to the
algorithm needed to interpret colors,
use IA16 format for faster speeds but in grayscale)
warning(version 1.0.0): with high image sizes, spamming buttons too fast can cause the killswitch to activate