This is an unofficial fork of Brad Smith's Binxelview updated to .NET 8.
This is a relatively simple tool for making visual analysis of data in binary files. It is intended to find and visualize data that is organized in a grid within the file, to assist locating uncompressed graphical image, or tile based video game maps, or other appropriate data within the file.
This is not a generic image viewing tool, nor is it an editing tool. I wrote it to use as the first step in analyzing or reverse engineering unknown file formats, which might contain data that can be identified visually in a grid. Once the data is identified and located within the file, more work would follow with other appropriate tools.
- .NET 8
- Windows
- Open a binary file that you wish to inspect.
- Choose an image data type preset from the preset menu.
- Use the scroll bar to scan through the file looking for data.
- Fine tune the packing parameters to bring the grid of data into alignment.
- Hover over the image to see information about each pixel.
The lower panel displays the current loaded binary file according to a chosen pixel format. The top left corner of the display will start at the byte/bit offset given in the Position panel.
Right click on an image for an option to save it to disk. If the pixels are 8-BPP or less, it will be saved as an indexed image.
- Alt+0 will return to position to the start of the file.
- Alt+B will advance the position by 1 byte.
- Alt+I will advance the position by 1 bit.
- Alt+X will advance the position by 1 pixel.
- Alt+R will advance the position by 1 row.
- Alt+N will advance the position by 1 image (or 16 rows if the image height is 1).
Shift+Alt+B,I,X,R,N will retreat the position by 1 byte, bit, pixel, row, image.
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Reverse Byte Reverses the order of bits within each byte.
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Chunky Bits of a pixel are taken contiguously. Uncheck this to allow editing of the adjacent bits table.
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Bits table When not in chunky mode, you can control where each bit of a pixel is found relative to the first. Enter a byte and bit offset for each bit of the pixel's data.
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BPP Bits per pixel.
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Width The width of a row of the image, adjust this until you see your target data come into alignment.
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Height The height of an image within the file. Use 1 to just view contiguous data.
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Pixel stride After each pixel is read, the read position is advanced by this many bytes and bits.
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Row stride After a row of pixels is completed, the next row starts at this distance from the previous one.
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Next stride After a complete image is read, the next image starts at this distance from the previous.
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Tiling This performs a secondary subdivision of the image into tiles. The size indicates the pixel width/height of a tile. Size 0 disables tiling on that axis. The stride is the distance between the start of each tile pixel (X) or row (Y). Example 1: (Atari 4BPP.bxp) Atari ST video memory stores 16 pixels in a tile. In 4BPP mode, each pixel has 4 bits, but each of these bits is stored in a separate 2-byte word. Unchecking Chunky mode allows us to specify where the 4 bits are found: 0, 2, 4, and 6 bytes relative to the read position. Using a pixel stride of 1 bit will advance through the 16 pixels one by one. Using an tile X size of 16 pixels, on every 16th pixel a stride of 8 bytes will advance to the start of the next tile. Example 2: (MSX 1BPP 16px.bxp) This format stores the left half of a 16x16 sprite vertically, then the right half, in 32 byte blocks. BPP=1, Width=16, Height=16 Pixel=1 bit (A), Row=1 byte (B), Next=32 bytes Tile X size=8 pixels (C), Tile X stride=16 bytes (D) This means: From the current row, read 8 (C) x 1BPP (A) pixels to fill the first tile. Advance 16 bytes (D) from the start of the row, then read the second tile. The next row will begin again 1 byte (B) from the start of the previous row.
Presets can be loaded and saved. The Preset menu is populated both from the current working directory, and also from the directory of the executable. You can save a preset file "Default.bxp" to replace the default.
If the BPP setting is less than 15, custom palettes can be used, otherwise an automatic RGB or Greyscale palette can be applied.
Custom palettes are 24-bit RGB triples (8 bits for each component). Click on a colour in the palette box to edit it.
Due to signed 32-bit integer precision, only the first 256MB of a file can be viewed. To inspect extremely large files, you may wish to split them first.
The Twiddle options will rearrange the pixel X and Y within a tile to use a Morton (Z/N) ordering, commonly seen in square textures "twiddled" or "swizzled" for GPU cache coherence.
This program was written by Brad Smith, with contributions from other authors. It is made freely available under the the terms of the Creative Commons Attribution license.