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	<id>https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kosheh</id>
	<title>The VG Resource Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.vg-resource.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kosheh"/>
	<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/Special:Contributions/Kosheh"/>
	<updated>2026-10-10T03:02:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Recolor&amp;diff=2599</id>
		<title>Recolor</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Recolor&amp;diff=2599"/>
		<updated>2021-02-12T01:06:51Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: /* Photoshop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Poison-Recolor.png|right]]A Recolored sprite or texture is when the shape and form remains entirely the same with the exception of the item&amp;#039;s [[Dictionary#palette|palette]].&lt;br /&gt;
&lt;br /&gt;
The technique of recoloring has been used since the early days of gaming. It allows for developers to create additional enemies quickly and easily.&lt;br /&gt;
&lt;br /&gt;
While the technique is often frowned upon within the spriting community when it comes to starting out with spriting, it has its place to be used, and learning how to quickly and easily recolor a sprite is an important skill to possess.&lt;br /&gt;
&lt;br /&gt;
There are a number of different techniques to recoloring depending on how specific you wish to make your changes.&lt;br /&gt;
&lt;br /&gt;
==Recoloring Sprites==&lt;br /&gt;
===Paint===&lt;br /&gt;
For a better understanding of the tools described in this entry, see the [[Paint]] article of the wiki.&lt;br /&gt;
&lt;br /&gt;
Select the &amp;#039;&amp;#039;&amp;#039;Pick Color&amp;#039;&amp;#039;&amp;#039; tool and left click on the color you want to change and right click on the color you want to replace it with. Switch to the &amp;#039;&amp;#039;&amp;#039;Eraser&amp;#039;&amp;#039;&amp;#039;. Now simply swipe over the sprite while holding down the right mouse button. The first color will change to the second color.&lt;br /&gt;
&lt;br /&gt;
A similar method can be used for entire sprite sheets. Select the &amp;#039;&amp;#039;&amp;#039;Pick Color&amp;#039;&amp;#039;&amp;#039; tool and right click on the color you wish to replace. Now, press CTRL + A, and then CTRL + X. This will cut the entire sprite sheet. Simply fill the solid color that is left on the document (which should be the color you wish to replace) with the color you wish to replace it with. Press CTRL + V to paste your sprite sheet back into the document, setting the secondary color to transparent. This will replace said secondary color with the color that you filled with.&lt;br /&gt;
&lt;br /&gt;
===Photoshop===&lt;br /&gt;
There&amp;#039;s a variety of ways to recolor an image in Photoshop easily, but if you&amp;#039;re working with sprites odds are you&amp;#039;re using a canvas with indexed color (If not, go to &amp;#039;&amp;#039;Image &amp;gt; Mode &amp;gt; Indexed Color...&amp;#039;&amp;#039; and select the settings that best suit your canvas). &lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve got a color index defined, it&amp;#039;s as easy as going to &amp;#039;&amp;#039;Image &amp;gt; Mode &amp;gt; Color Table...&amp;#039;&amp;#039; and selecting the color you&amp;#039;d like to change. Use the dropper to remove a color (or, in other words, make it transparent). Go nuts!&lt;br /&gt;
&lt;br /&gt;
==Recoloring Textures==&lt;br /&gt;
===Photoshop===&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2577</id>
		<title>Persona 5</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2577"/>
		<updated>2021-01-08T00:37:15Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Updated platforms list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| altimage= Persona-5-PS3-Boxart.jpg&lt;br /&gt;
| title=        Persona 5&lt;br /&gt;
| developer=    P Studio&lt;br /&gt;
| publisher=    Atlus USA&lt;br /&gt;
| systems=       [[:Category:PlayStation 3 Games|PS3]], [[:Category:PlayStation 4 Games|PS4]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Persona 5&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the sixth main game in the Persona series. It is a role-playing game developed by Atlus&amp;#039;s P-Studio. It was released in Japan in September 2016 and worldwide in April 2017, and was published by Atlus in Japan and North America and by Deep Silver in Europe and Australia. An enhanced version featuring new content, [[Persona 5 Royal]], was released on the PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GMD]]&amp;#039;&amp;#039;&amp;#039; - Model format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GFS]]&amp;#039;&amp;#039;&amp;#039; - Model format &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[DDS]]&amp;#039;&amp;#039;&amp;#039; - Textures&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GAP]]&amp;#039;&amp;#039;&amp;#039; - 3D animation files&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[EPL]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PLG]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PAK/PAC/BIN]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[AWB]]&amp;#039;&amp;#039;&amp;#039; - sound archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[ADX]]&amp;#039;&amp;#039;&amp;#039; - audio format&lt;br /&gt;
&lt;br /&gt;
===GMD===&lt;br /&gt;
[[GMD]] is a model format used in Persona 5 animations for models ing [[GMD]] Format are stored in external [[GAP]] files bu tcan be found inside [[GMD]] files on rare occasions. [[GMD]] files also have embedded textures in headerless variant of [[DDS]] format. Most of persona 5&amp;#039;s models can be found in data.cpk/models.&lt;br /&gt;
&lt;br /&gt;
===GFS===&lt;br /&gt;
[[GFS]] Is a model format used for environment models in persona 5. It&amp;#039;s similiar to [[GMD]] format but textures stored inside [[GFS]] files are just placeholders and the actual textures are stored in ps3.cpk/model/field_tex/textures.&lt;br /&gt;
Most [[GFS]] files can be found in data.cpk/model.field_tex.&lt;br /&gt;
&lt;br /&gt;
===DDS===&lt;br /&gt;
[[DDS]]&lt;br /&gt;
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the previously proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The file extension for this data format is &amp;#039;.dds&amp;#039;. Persona 5 saves them in multiple images to hide Lossy Compression. This format can be opened with most graphic editing software. In persona 5 it&amp;#039;s used for textures.&lt;br /&gt;
&lt;br /&gt;
===GAP===&lt;br /&gt;
[[GAP]] is an animation format used in Persona 5. [[GMD]] files store animations in them, but they can ocasionaly be inside [[GMD]] files.&lt;br /&gt;
Most of them can be found in data.cpk/model/character in folders categorized by battle, event, and field.&lt;br /&gt;
&lt;br /&gt;
===EPL===&lt;br /&gt;
[[EPL]] is a container used for storing particle data. EPLs are can be embedded in [[GMD]] files. Example of an EPL file can be the file storing all out attack art.&lt;br /&gt;
&lt;br /&gt;
===PLG===&lt;br /&gt;
[[PLG]] is a Vector Graphics filetype that contains objects and point data, it&amp;#039;s used for UI elements in Persona 5.&lt;br /&gt;
&lt;br /&gt;
===CPK===&lt;br /&gt;
[[CPK]] is an archive format developed by CRI Middleware. It is used in games for a variety of platforms. Files of this format have a .cpk extension. In persona 5 this fileformat is used for storing all of the game&amp;#039;s data. Here is the list of all [[CPK]] files in persona 5:&lt;br /&gt;
1.data.cpk (used for storing most of the data)&lt;br /&gt;
2.cache.cpk(a copy of most elements from the data.cpk it&amp;#039;s used for speeding up loading time for disk version but can be deleted if you have PKG version)&lt;br /&gt;
3.ps3.cpk (ps3 only it contains movies, sound, and environment textures and other similiar files)&lt;br /&gt;
4.ps4.cpk (ps4 only the same files as ps3.cpk but field textures are now in a new GTX container that still uses DDS images and bustups are now in a GNF format)&lt;br /&gt;
5.hdd.cpk (only ps3 Bly-Rayit contains duplicates of files in ps3.cpk probably the same use as cache.cpk&lt;br /&gt;
6.patch1ps3.cpk (JP only patch file containing DLC models and updated files)&lt;br /&gt;
7.patch3ps3.cpk (JP only patch file containing only 2 updated files and it weights only 40 kb)&lt;br /&gt;
8.ps3sndjp.cpk (EU/US only DLC file containing Japanese audio from Original Audio DLC)&lt;br /&gt;
&lt;br /&gt;
===PAK/PAC/BIN===&lt;br /&gt;
[[PAK/PAC/BIN]] is an archive format that can have .PAK, .PAC, and BIN extension. In persona 5 it&amp;#039;s used to contain bustups, various UI elements and scripts.&lt;br /&gt;
&lt;br /&gt;
===AWB===&lt;br /&gt;
[[AWB]] is an archive format developed by CRI Middleware. In persona 5 [[AWB]] contain sound files in [[ADX]] format.&lt;br /&gt;
&lt;br /&gt;
===ADX===&lt;br /&gt;
ADX is a sound format developed by CRI Middleware and first used in 1996 for Sega Saturn titles. In persona 5 it contains all audio files.&lt;br /&gt;
&lt;br /&gt;
==VG Resource Pages==&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_3/persona5/ The Spriters Resource (PS3)]&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_4/persona5/ The Spriters Resource (PS4)]&lt;br /&gt;
* [https://www.sounds-resource.com/playstation_3/persona5/ The Sounds Resource (PS3)]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2576</id>
		<title>Persona 5</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2576"/>
		<updated>2021-01-08T00:35:20Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Forgot to fix the platforms, too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| altimage= Persona-5-PS3-Boxart.jpg&lt;br /&gt;
| title=        Persona 5&lt;br /&gt;
| developer=    P Studio&lt;br /&gt;
| publisher=    Atlus USA&lt;br /&gt;
| system=       [[:Category:PlayStation 3 Games|PlayStation 3]], [[:Category:PlayStation 4 Games|PlayStation 4]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Persona 5&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the sixth main game in the Persona series. It is a role-playing game developed by Atlus&amp;#039;s P-Studio. It was released in Japan in September 2016 and worldwide in April 2017, and was published by Atlus in Japan and North America and by Deep Silver in Europe and Australia. An enhanced version featuring new content, [[Persona 5 Royal]], was released on the PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GMD]]&amp;#039;&amp;#039;&amp;#039; - Model format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GFS]]&amp;#039;&amp;#039;&amp;#039; - Model format &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[DDS]]&amp;#039;&amp;#039;&amp;#039; - Textures&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GAP]]&amp;#039;&amp;#039;&amp;#039; - 3D animation files&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[EPL]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PLG]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PAK/PAC/BIN]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[AWB]]&amp;#039;&amp;#039;&amp;#039; - sound archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[ADX]]&amp;#039;&amp;#039;&amp;#039; - audio format&lt;br /&gt;
&lt;br /&gt;
===GMD===&lt;br /&gt;
[[GMD]] is a model format used in Persona 5 animations for models ing [[GMD]] Format are stored in external [[GAP]] files bu tcan be found inside [[GMD]] files on rare occasions. [[GMD]] files also have embedded textures in headerless variant of [[DDS]] format. Most of persona 5&amp;#039;s models can be found in data.cpk/models.&lt;br /&gt;
&lt;br /&gt;
===GFS===&lt;br /&gt;
[[GFS]] Is a model format used for environment models in persona 5. It&amp;#039;s similiar to [[GMD]] format but textures stored inside [[GFS]] files are just placeholders and the actual textures are stored in ps3.cpk/model/field_tex/textures.&lt;br /&gt;
Most [[GFS]] files can be found in data.cpk/model.field_tex.&lt;br /&gt;
&lt;br /&gt;
===DDS===&lt;br /&gt;
[[DDS]]&lt;br /&gt;
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the previously proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The file extension for this data format is &amp;#039;.dds&amp;#039;. Persona 5 saves them in multiple images to hide Lossy Compression. This format can be opened with most graphic editing software. In persona 5 it&amp;#039;s used for textures.&lt;br /&gt;
&lt;br /&gt;
===GAP===&lt;br /&gt;
[[GAP]] is an animation format used in Persona 5. [[GMD]] files store animations in them, but they can ocasionaly be inside [[GMD]] files.&lt;br /&gt;
Most of them can be found in data.cpk/model/character in folders categorized by battle, event, and field.&lt;br /&gt;
&lt;br /&gt;
===EPL===&lt;br /&gt;
[[EPL]] is a container used for storing particle data. EPLs are can be embedded in [[GMD]] files. Example of an EPL file can be the file storing all out attack art.&lt;br /&gt;
&lt;br /&gt;
===PLG===&lt;br /&gt;
[[PLG]] is a Vector Graphics filetype that contains objects and point data, it&amp;#039;s used for UI elements in Persona 5.&lt;br /&gt;
&lt;br /&gt;
===CPK===&lt;br /&gt;
[[CPK]] is an archive format developed by CRI Middleware. It is used in games for a variety of platforms. Files of this format have a .cpk extension. In persona 5 this fileformat is used for storing all of the game&amp;#039;s data. Here is the list of all [[CPK]] files in persona 5:&lt;br /&gt;
1.data.cpk (used for storing most of the data)&lt;br /&gt;
2.cache.cpk(a copy of most elements from the data.cpk it&amp;#039;s used for speeding up loading time for disk version but can be deleted if you have PKG version)&lt;br /&gt;
3.ps3.cpk (ps3 only it contains movies, sound, and environment textures and other similiar files)&lt;br /&gt;
4.ps4.cpk (ps4 only the same files as ps3.cpk but field textures are now in a new GTX container that still uses DDS images and bustups are now in a GNF format)&lt;br /&gt;
5.hdd.cpk (only ps3 Bly-Rayit contains duplicates of files in ps3.cpk probably the same use as cache.cpk&lt;br /&gt;
6.patch1ps3.cpk (JP only patch file containing DLC models and updated files)&lt;br /&gt;
7.patch3ps3.cpk (JP only patch file containing only 2 updated files and it weights only 40 kb)&lt;br /&gt;
8.ps3sndjp.cpk (EU/US only DLC file containing Japanese audio from Original Audio DLC)&lt;br /&gt;
&lt;br /&gt;
===PAK/PAC/BIN===&lt;br /&gt;
[[PAK/PAC/BIN]] is an archive format that can have .PAK, .PAC, and BIN extension. In persona 5 it&amp;#039;s used to contain bustups, various UI elements and scripts.&lt;br /&gt;
&lt;br /&gt;
===AWB===&lt;br /&gt;
[[AWB]] is an archive format developed by CRI Middleware. In persona 5 [[AWB]] contain sound files in [[ADX]] format.&lt;br /&gt;
&lt;br /&gt;
===ADX===&lt;br /&gt;
ADX is a sound format developed by CRI Middleware and first used in 1996 for Sega Saturn titles. In persona 5 it contains all audio files.&lt;br /&gt;
&lt;br /&gt;
==VG Resource Pages==&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_3/persona5/ The Spriters Resource (PS3)]&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_4/persona5/ The Spriters Resource (PS4)]&lt;br /&gt;
* [https://www.sounds-resource.com/playstation_3/persona5/ The Sounds Resource (PS3)]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2575</id>
		<title>Persona 5</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Persona_5&amp;diff=2575"/>
		<updated>2021-01-08T00:33:22Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Fixed boxart upload&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameinfo&lt;br /&gt;
| altimage= Persona-5-PS3-Boxart.jpg&lt;br /&gt;
| title=        Persona 5&lt;br /&gt;
| developer=    P Studio&lt;br /&gt;
| publisher=    Atlus USA&lt;br /&gt;
| system=       Playstation 3,4,5&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Persona 5&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the sixth main game in the Persona series. It is a role-playing game developed by Atlus&amp;#039;s P-Studio. It was released in Japan in September 2016 and worldwide in April 2017, and was published by Atlus in Japan and North America and by Deep Silver in Europe and Australia. An enhanced version featuring new content, [[Persona 5 Royal]], was released on the PlayStation 4.&lt;br /&gt;
&lt;br /&gt;
==File Formats==&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GMD]]&amp;#039;&amp;#039;&amp;#039; - Model format&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GFS]]&amp;#039;&amp;#039;&amp;#039; - Model format &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[DDS]]&amp;#039;&amp;#039;&amp;#039; - Textures&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[GAP]]&amp;#039;&amp;#039;&amp;#039; - 3D animation files&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[EPL]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PLG]]&amp;#039;&amp;#039;&amp;#039; - Particle container&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[CPK]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[PAK/PAC/BIN]]&amp;#039;&amp;#039;&amp;#039; - archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[AWB]]&amp;#039;&amp;#039;&amp;#039; - sound archive&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[ADX]]&amp;#039;&amp;#039;&amp;#039; - audio format&lt;br /&gt;
&lt;br /&gt;
===GMD===&lt;br /&gt;
[[GMD]] is a model format used in Persona 5 animations for models ing [[GMD]] Format are stored in external [[GAP]] files bu tcan be found inside [[GMD]] files on rare occasions. [[GMD]] files also have embedded textures in headerless variant of [[DDS]] format. Most of persona 5&amp;#039;s models can be found in data.cpk/models.&lt;br /&gt;
&lt;br /&gt;
===GFS===&lt;br /&gt;
[[GFS]] Is a model format used for environment models in persona 5. It&amp;#039;s similiar to [[GMD]] format but textures stored inside [[GFS]] files are just placeholders and the actual textures are stored in ps3.cpk/model/field_tex/textures.&lt;br /&gt;
Most [[GFS]] files can be found in data.cpk/model.field_tex.&lt;br /&gt;
&lt;br /&gt;
===DDS===&lt;br /&gt;
[[DDS]]&lt;br /&gt;
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the previously proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed. The file extension for this data format is &amp;#039;.dds&amp;#039;. Persona 5 saves them in multiple images to hide Lossy Compression. This format can be opened with most graphic editing software. In persona 5 it&amp;#039;s used for textures.&lt;br /&gt;
&lt;br /&gt;
===GAP===&lt;br /&gt;
[[GAP]] is an animation format used in Persona 5. [[GMD]] files store animations in them, but they can ocasionaly be inside [[GMD]] files.&lt;br /&gt;
Most of them can be found in data.cpk/model/character in folders categorized by battle, event, and field.&lt;br /&gt;
&lt;br /&gt;
===EPL===&lt;br /&gt;
[[EPL]] is a container used for storing particle data. EPLs are can be embedded in [[GMD]] files. Example of an EPL file can be the file storing all out attack art.&lt;br /&gt;
&lt;br /&gt;
===PLG===&lt;br /&gt;
[[PLG]] is a Vector Graphics filetype that contains objects and point data, it&amp;#039;s used for UI elements in Persona 5.&lt;br /&gt;
&lt;br /&gt;
===CPK===&lt;br /&gt;
[[CPK]] is an archive format developed by CRI Middleware. It is used in games for a variety of platforms. Files of this format have a .cpk extension. In persona 5 this fileformat is used for storing all of the game&amp;#039;s data. Here is the list of all [[CPK]] files in persona 5:&lt;br /&gt;
1.data.cpk (used for storing most of the data)&lt;br /&gt;
2.cache.cpk(a copy of most elements from the data.cpk it&amp;#039;s used for speeding up loading time for disk version but can be deleted if you have PKG version)&lt;br /&gt;
3.ps3.cpk (ps3 only it contains movies, sound, and environment textures and other similiar files)&lt;br /&gt;
4.ps4.cpk (ps4 only the same files as ps3.cpk but field textures are now in a new GTX container that still uses DDS images and bustups are now in a GNF format)&lt;br /&gt;
5.hdd.cpk (only ps3 Bly-Rayit contains duplicates of files in ps3.cpk probably the same use as cache.cpk&lt;br /&gt;
6.patch1ps3.cpk (JP only patch file containing DLC models and updated files)&lt;br /&gt;
7.patch3ps3.cpk (JP only patch file containing only 2 updated files and it weights only 40 kb)&lt;br /&gt;
8.ps3sndjp.cpk (EU/US only DLC file containing Japanese audio from Original Audio DLC)&lt;br /&gt;
&lt;br /&gt;
===PAK/PAC/BIN===&lt;br /&gt;
[[PAK/PAC/BIN]] is an archive format that can have .PAK, .PAC, and BIN extension. In persona 5 it&amp;#039;s used to contain bustups, various UI elements and scripts.&lt;br /&gt;
&lt;br /&gt;
===AWB===&lt;br /&gt;
[[AWB]] is an archive format developed by CRI Middleware. In persona 5 [[AWB]] contain sound files in [[ADX]] format.&lt;br /&gt;
&lt;br /&gt;
===ADX===&lt;br /&gt;
ADX is a sound format developed by CRI Middleware and first used in 1996 for Sega Saturn titles. In persona 5 it contains all audio files.&lt;br /&gt;
&lt;br /&gt;
==VG Resource Pages==&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_3/persona5/ The Spriters Resource (PS3)]&lt;br /&gt;
* [https://www.spriters-resource.com/playstation_4/persona5/ The Spriters Resource (PS4)]&lt;br /&gt;
* [https://www.sounds-resource.com/playstation_3/persona5/ The Sounds Resource (PS3)]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Persona-5-PS3-Boxart.jpg&amp;diff=2573</id>
		<title>File:Persona-5-PS3-Boxart.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Persona-5-PS3-Boxart.jpg&amp;diff=2573"/>
		<updated>2021-01-08T00:32:34Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Kosheh moved page File:Persona-5-Boxart.jpg to File:Persona-5-PS3-Boxart.jpg over redirect: revert - my bad, forgot this wasn&amp;#039;t script-based&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Persona-5-PS3-Boxart&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Persona-5-Boxart.jpg&amp;diff=2574</id>
		<title>File:Persona-5-Boxart.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Persona-5-Boxart.jpg&amp;diff=2574"/>
		<updated>2021-01-08T00:32:34Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Kosheh moved page File:Persona-5-Boxart.jpg to File:Persona-5-PS3-Boxart.jpg over redirect: revert - my bad, forgot this wasn&amp;#039;t script-based&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Persona-5-PS3-Boxart.jpg]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Persona-5-PS3-Boxart.jpg&amp;diff=2571</id>
		<title>File:Persona-5-PS3-Boxart.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Persona-5-PS3-Boxart.jpg&amp;diff=2571"/>
		<updated>2021-01-08T00:29:43Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Kosheh moved page File:Persona-5-PS3-Boxart.jpg to File:Persona-5-Boxart.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Persona-5-PS3-Boxart&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2140</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2140"/>
		<updated>2019-04-06T04:20:30Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoftwareInfo&lt;br /&gt;
| title=Audacity&lt;br /&gt;
| type=Music Viewer/Editor/Computer Tool&lt;br /&gt;
| version=           v2.0.6&lt;br /&gt;
| operatingsystem=   Linux, MacOSX, Windows&lt;br /&gt;
| source=            [http://audacity.sourceforge.net/download/source SourceForge]&lt;br /&gt;
| download=          [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Cinema_4D&amp;diff=2139</id>
		<title>Cinema 4D</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Cinema_4D&amp;diff=2139"/>
		<updated>2019-04-06T04:20:19Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:C4DLogo.png|thumbnail|right|Logo]] &amp;#039;&amp;#039;&amp;#039;Cinema 4D&amp;#039;&amp;#039;&amp;#039; (aka C4D) is a professional 3D modeling and animation software developed by Maxon.  It is capable of importing various, pre-existing 3D models, including game models.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
One of the features that sets Cinema 4D apart from other 3D modeling programs is its easy-to-use interface. Camera controls are available in the top right corner of every model view port and can be used at any time, regardless of the currently selected tool. Most actions can be achieved through drag-and-drop or simply dragging. For example, materials can be applied to a mesh by dragging it from the Material list to the model. Textures can be imported into the scene by dragging them directly from the folder on your computer onto the model or Material.&lt;br /&gt;
&lt;br /&gt;
For actions that use the mouse to control an object or input field (such as moving a model or using a value slider), the cursor&amp;#039;s current position will not be changed while the action is being performed. This means that the mouse can be moved freely without you having to worry about hitting the edge of the screen. This can take some getting used to.&lt;br /&gt;
&lt;br /&gt;
Cinema 4D&amp;#039;s native file format is &amp;quot;.c4d&amp;quot; and is used for saving entire scenes for future use. This format is &amp;#039;&amp;#039;not&amp;#039;&amp;#039; acceptable for model submissions, as Cinema 4D is the only program that can open this type of file.&lt;br /&gt;
&lt;br /&gt;
=== Interface ===&lt;br /&gt;
In the default layout, the section in the upper right-hand corner displays a list of the entire contents of the scene and is called the Objects panel. This is how you manage the models, lights, and cameras that make up the scene. The two small gray dots next to every object controls whether the model will appear in the editor (top dot) and in renders (bottom dot). Clicking them toggles between default, on, and off.&lt;br /&gt;
&lt;br /&gt;
The panel in the bottom-right corner displays information about the current object or tool. This includes things like a model&amp;#039;s coordinates, tool settings, and material properties.&lt;br /&gt;
&lt;br /&gt;
[[File:MatExample1.png|thumbnail|center|Each material is assigned to a particular part of the model]]&lt;br /&gt;
The wide panel below the model view port is the material list. Clicking the material will bring up its information in the info panel. Double-clicking the material will bring up this same info in a new window. Materials can be assigned to models in the scene by dragging them from this panel to the mesh in the view port, or by dragging them to the mesh&amp;#039;s name in the Objects panel.&lt;br /&gt;
&lt;br /&gt;
The entire layout of Cinema 4D can be rearranged and customized, and these custom layouts can be saved for later use. Drop-down menus can be separated into small pop-up windows by clicking the dotted area of the menu. Layouts can be selected from menu in the top right (or button on the top left in older versions).&lt;br /&gt;
&lt;br /&gt;
== Importing Models ==&lt;br /&gt;
To a view a model file in Cinema 4D, simply use the standard file open dialog (ctrl+O/command-O) or drag the model into C4D&amp;#039;s view port. Depending on your installation settings, you may also be able to open models files by double-clicking them. Models that are not in the native .c4d format are automatically imported into a new blank scene. An import setting dialog will appear before importing a model, with the settings available depending on the model&amp;#039;s format.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that changing the imported model in Cinema 4D does not affect the original model.&lt;br /&gt;
&lt;br /&gt;
=== [[OBJ]] and [[MTL]] ===&lt;br /&gt;
Unfortunately, Cinema 4D has poor support for the [[OBJ|.obj model format]]. The actual meshes will load fine, but the textures will not. This is because Cinema 4D completely ignores [[MTL|.mtl files]], which are necessary for .obj models to load textures and set up material colors. Because of this, all textures will have to be assigned to the model manually. Plugins and scripts exist for loading .mtl files and automatically assigning textures, though some of them do not work with the latest versions.&lt;br /&gt;
&lt;br /&gt;
=== [[DAE]] ===&lt;br /&gt;
Cinema 4D has a very strict [[DAE]] importer. Models with a structure that violate the COLLADA DAE schema will usually fail to load, either partially or entirely, even if the model seems to load fine in other programs. Advanced users may be able to correct the flaws in the DAE structure to fix the model loading.&lt;br /&gt;
&lt;br /&gt;
Problems caused by an improper DAE format include crashing Cinema 4D, loading with blank materials, loading with no model [[UV Map|UVs]], model skeletons using the wrong scale, and model pieces being misplaced. The latter two problems usually occur with models that were tampered with in 3DS Max and re-exported.&lt;br /&gt;
&lt;br /&gt;
=== [[FBX]] ===&lt;br /&gt;
If there are any problems with the model&amp;#039;s structure, it will crash Cinema 4D upon loading.&lt;br /&gt;
&lt;br /&gt;
=== [[3DS (model format)|3DS]] ===&lt;br /&gt;
Materials that are supposed to have the Alpha channel enabled usually have the Transparency channel enabled instead. This most notably affects model exports from bmdview2.&lt;br /&gt;
&lt;br /&gt;
=== [[VRML]] ===&lt;br /&gt;
Cinema 4D does not directly support [[vertex coloring]], so it will not be able to load this information even though the format supports it. It will only load the material&amp;#039;s standard color.&lt;br /&gt;
&lt;br /&gt;
== Exporting Models ==&lt;br /&gt;
Cinema 4D can export models in 15 different formats, including all of the acceptable formats. However, its exports are not always perfect. Additionally, shaders will not export on the model, so keep this in mind if you use shaders on your models for the sake of rendering.&lt;br /&gt;
&lt;br /&gt;
=== OBJ ===&lt;br /&gt;
Like with importing, Cinema 4D has poor support when it comes to exporting OBJ models. The created models will have all of their polygons and [[UV Map|UVs]] intact, but no MTL file will be created. This means that a MTL file will have to be created manually in order for the model to be acceptable as a submission. Alternatively, plugins are available for better OBJ exporting.&lt;br /&gt;
&lt;br /&gt;
=== DAE ===&lt;br /&gt;
For whatever reason, DAE models created by Cinema 4D have an extra material defined. The material is empty and is not applied to anything. Additionally, the order of meshes in the scene is reversed. Any hierarchies remain the same.&lt;br /&gt;
&lt;br /&gt;
It should be noted that Cinema 4D can export in two versions of the DAE format, 1.4 and 1.5. In general, these formats are practically identical, but some older programs (including older versions of Cinema 4D) may not support models using the 1.5 schema.&lt;br /&gt;
&lt;br /&gt;
== Guides ==&lt;br /&gt;
TODO&lt;br /&gt;
=== Texturing a Model ===&lt;br /&gt;
For models that do not import with textures already applied, they will have to be assigned manually. This section gives the basics of creating a material and applying it to a mesh.&lt;br /&gt;
&lt;br /&gt;
To upload the models, double click on a material, or right click and choose Edit to open the Material Editor box:&lt;br /&gt;
[[File:MatEditorExample.png|thumbnail|center|Material Editor]]&lt;br /&gt;
Highlight &amp;quot;Color&amp;quot; and click the Ellipses button to open your OS system&amp;#039;s file window and locate the textures needed to replace the standard gray material.&lt;br /&gt;
&lt;br /&gt;
[[File:ModelExample1.png|thumbnail|center|Model used is Ryuta Ippongi from Osu! Tatakae! Ouendan]]&lt;br /&gt;
You soon notice that the model is shining which, for most models, never shows up in the games they were ripped from.  Even if the models come with the texture pre-installed, the shine is still present.  This is because Cinema 4D automatically checks &amp;quot;Specular&amp;quot; when a new Material is created.&lt;br /&gt;
&lt;br /&gt;
The problem is easily rectified by either double clicking a material and unchecking Specular, or highlighting all materials used in the model and unchecking Specular on the bottom right corner of the layout.&lt;br /&gt;
&lt;br /&gt;
Be aware that, like any other program designed for 3D viewing or animation, what you download is what will be displayed onscreen.  There is no known way of smoothing low-resolution polygons such as PSX, N64, or NDS models, and attempting to do so without properly understanding the mechanics of the software could ruin the original appearance of the models being viewed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=2138</id>
		<title>GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=2138"/>
		<updated>2019-04-06T04:20:08Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GIMP-screenshot.png|thumb|right|370px|GIMP 2.8 running on Windows 8.1]]GIMP (which stands for GNU Image Manipulation Program) is a free image editing program that can be used for a range of purposes, including creating icons for the resource sites and sprite sheets for [[The Spriters Resource]]. It is available for Windows, OS X and Linux at [http://www.gimp.org www.gimp.org].&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Paint.Net&amp;diff=2137</id>
		<title>Paint.Net</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Paint.Net&amp;diff=2137"/>
		<updated>2019-04-06T04:20:00Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PaintNet.png|thumbnail|Logo]] Paint.Net is an image and photo editing program that combines the simplicity of [[Paint|MS Paint]] with the advanced tools of [[Photoshop]].  It can be used as a beginners program for newcomers transitioning from the low features of pre-installed paint softwares to the more complex tools of later Photoshop programs.&lt;br /&gt;
&lt;br /&gt;
==Difference from Photoshop==&lt;br /&gt;
* Paint.Net contains fewer features such as selection types, brush styles, stamps, and repair tools.&lt;br /&gt;
* When copying and pasting images or sprites containing transparent backgrounds from the web, Photoshop will provide a default background (black if pasted from the web or white if pasted from another image editing program) which could interfere with certain sprites containing similarly colored outlines, or shading.  Paint.Net will at least paste images from the web with its transparency present.&lt;br /&gt;
* If Paint.Net is not opened through an image file, it will provide a default canvas size of 800x600 pixels.  Photoshop will require creating a new file in order to display canvas options.&lt;br /&gt;
* Photoshop will not re-size canvas if images larger than the chosen canvas size is posted.  Paint.Net will provide options on whether the canvas should be expanded to fit the exact dimensions of the image, or stay with the size given.&lt;br /&gt;
* When pasting images with Photoshop, it will add a new layer over the current &amp;quot;background&amp;quot;.  Paint.Net will paste the image on the same layer unless CTRL+SHIFT+V is pressed when pasting.&lt;br /&gt;
* Paint.Net has unlimited undo, while Photoshop can only hold a limited amount (appox. 19 undo).&lt;br /&gt;
* Pressing and holding CTRL+Z or Y will repeat the action for as long as they remain held.  Pressing and holding CTRL+SHIFT/ALT+Z in Photoshop only executes the action once, requiring you to repeatedly press &amp;quot;Z&amp;quot; until the mistakes are erased or put back, or the undo limit is reached.&lt;br /&gt;
* Paint.Net is Window based, whereas Photoshop can be installed on Windows, Mac and Linux.&lt;br /&gt;
* Paint.Net is free and can be downloaded from their [http://www.getpaint.net/ Official Website] with unlimited use and free updates, while Photoshop only has a 30 Day trial if downloaded, after which a hard copy containing an access code must be bought with heavy updates being sold in separate discs (CS2-6), or downloaded through a subscribed account on [https://www.adobe.com/products/photoshop.html?promoid=KLXLS Adobe Cloud].&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Adobe_Photoshop&amp;diff=2136</id>
		<title>Adobe Photoshop</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Adobe_Photoshop&amp;diff=2136"/>
		<updated>2019-04-06T04:19:51Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(Stub: This page is a stub, please add more)&lt;br /&gt;
&lt;br /&gt;
[[File:Adobe Photoshop screenshot.png|thumbnail]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Photoshop&amp;#039;&amp;#039;&amp;#039; is a graphics editor developed by Adobe.&lt;br /&gt;
&lt;br /&gt;
It can be used to create or edit sprites, create or edit textures, and make icons for the Resource sites.&lt;br /&gt;
&lt;br /&gt;
Adobe offers a trial version of the software that expires after 30 days, at which point the software must be purchased.&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Paint&amp;diff=2135</id>
		<title>Paint</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Paint&amp;diff=2135"/>
		<updated>2019-04-06T04:19:42Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: /* Extra-Sized Tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoftwareInfo&lt;br /&gt;
| title=             Paint&lt;br /&gt;
| type=              Drawing Software&lt;br /&gt;
| operatingsystem=   Windows&lt;br /&gt;
}}&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Microsoft Paint&amp;#039;&amp;#039;&amp;#039;, often called &amp;quot;MSPaint&amp;quot; as a reference to its executable&amp;#039;s filename, is an application supplied with Microsoft Windows installations. Considered to be the most simple application for digital artwork, it is perfectly suited for first time sprite creation and simple sprite sheet manipulation. Due to its ease of use and simplistic nature, there is a very common misconception among artists around the web that Paint is somehow inferior to other graphics editors for spritework. That is simply untrue. Though Paint allows for an easy entry into the worlds of graphics editing and pixel art and therefore is commonly used to create low-quality work by inexperienced users, it is by no means inferior to other programs from a creation standpoint and is fully capable of making pixel art as intricate and complex as even the most powerful of graphics editors.&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
While later versions of Windows supply more complex and feature-rich editions of Paint, it&amp;#039;s advised to use to the version released with Windows XP due to its small size, ease of use, portability, and ability to work natively across all Windows OSes released after XP as well as Windows 2000 and Linux (under Wine).&lt;br /&gt;
&lt;br /&gt;
There is a website known as &amp;quot;MSPaintXP&amp;quot; that offers a download link of a copy of XP Paint, but the site has locked the copy of Paint in an installer which not only downloads some sort of &amp;#039;&amp;#039;OTHER&amp;#039;&amp;#039; installer while it&amp;#039;s working, but it pops up several ads in quick succession that are designed to trick the user into installing software other than Paint that the user does not want. The XP version of Paint does &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;has &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; needed to be&amp;#039;&amp;#039; installed on any version of Windows and works with full functionality simply by opening the standalone executable. Because of this shady behavior, it is highly recommended to avoid using the MSPaintXP site to get a copy of XP Paint. Instead, if you have access to a computer with Windows XP, mspaint.exe can be simply copied onto a flash drive or other means of file transfer to allow you to move it to another computer.&lt;br /&gt;
&lt;br /&gt;
If you do not have access to a computer with Windows XP, Vipershark has uploaded his personal copy of MSPaint obtained from a freshly installed copy of Windows XP Service Pack 3, which is available for download below:&amp;lt;br&amp;gt;[https://mega.co.nz/#!UdAFEbgC!WRUdoyETbRRAdhphqBusX0wwf9h8ok99IH_fEKjN2Is mspaint.exe on MEGA] (md5 hash: 949bc05cef66bcd68eb23f08eb4c2dff)&amp;lt;br&amp;gt;The version of Paint that is included in the MSPaintXP installer is actually an older version of Paint and the md5 hash does not match my copy despite their identical file size.[[File:PaintXPComparison.PNG|100px|thumbnail|right|A comparison between the two copies of Paint]]&lt;br /&gt;
&lt;br /&gt;
In addition, the MSPaintXP installer also includes a copy of the Windows 98 version of Paint. I&amp;#039;ve uploaded that as well, sourced from a freshly installed copy of Windows 98SE:&amp;lt;br&amp;gt;[https://mega.co.nz/#!IJJTkLZJ!VN0zBnxjCzZ3blfB4kVgyomNAYlE9PVvuuqcqzCtEAc MSPAINT.EXE on MEGA] (md5 hash: 1fb958e5c82d04361edf45cbb0b1c831)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;#039;&amp;#039;Note: When opening this version of Paint on modern OSes, an error will pop up every time it opens that says &amp;quot;Failed to update the system registry. Please try using REGEDIT.&amp;quot; This is normal behavior when opening Windows 98 Paint on a modern OS (the MSPaintXP copy produced the same error) and can be fixed by running the program in Windows 98/Windows Me compatibility mode.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===XP Paint===&lt;br /&gt;
XP Paint, often referred to as &amp;quot;XPaint&amp;quot; when discussing differences between MSPaint releases, is the version of Paint that was included with Windows XP. It is the most recent incarnation of Paint&amp;#039;s predecessor on Windows 3.x operating systems- known as Paintbrush, and is currently the most commonly used version of Paint overall. XP Paint, like earlier versions of the program since Windows 95 includes a simple toolbar with 16 tools and a palette of 28 colors. It can undo up to three previous actions and is able to zoom in 8x (or 10x if you know the trick to do so.)&lt;br /&gt;
&lt;br /&gt;
The default image size is 512 x 384.&lt;br /&gt;
&lt;br /&gt;
Despite its simple nature, it is quite powerful in terms of creating and manipulating spritework and is recommended for both beginners and advanced users alike if other options are not readily available.&lt;br /&gt;
&lt;br /&gt;
===Vista Paint===&lt;br /&gt;
[[File:VPaintScreenshot.PNG|100px|thumbnail|right|VPaint Screenshot]]&lt;br /&gt;
Vista Paint, often referred to as &amp;quot;VPaint&amp;quot; when discussing differences between MSPaint releases, is the version of Paint that was included with Windows Vista. Due to the controversy and criticism surrounding Windows Vista&amp;#039;s release and many users waiting until Windows 7 to upgrade from XP, VPaint is possibly the least commonly used modern version of Paint.&lt;br /&gt;
&lt;br /&gt;
VPaint is essentially an updated version of XPaint which includes the same 16 tools (with new icons) and a palette of 28 new default colors. In addition, it supports up to ten undos as opposed to XPaint&amp;#039;s three, while the zoom in/out function has been updated to a new zoom slider and the ability to zoom in 1000% was removed, making 800% the maximum zoom level. The File menu now has a new &amp;#039;&amp;#039;Set as Background (Stretched)&amp;#039;&amp;#039; option. The default filetype when saving has been changed to .jpg from XPaint&amp;#039;s .bmp&lt;br /&gt;
&lt;br /&gt;
While VPaint might sound better in terms of its updated features, actually getting it to work on a computer that runs Windows 7 or 8 instead of Vista requires administrator privileges and using the command prompt to replace the Windows 7 version of Paint with the Vista version. While this change is easy to do and only takes a few minutes if you know how, not everyone has access to administrator privileges on their computers and the addition of 7 undos isn&amp;#039;t really worth the hassle when XPaint can be used just by opening the program. In addition, because this change requires actually &amp;#039;&amp;#039;replacing&amp;#039;&amp;#039; the Windows 7 version with the Vista version, the only way to use the 7 version again is to reverse the changes made.&lt;br /&gt;
&lt;br /&gt;
VPaint does not work on operating systems released before Windows Vista. Compatibility with Wine for Linux is currently unknown.&lt;br /&gt;
&lt;br /&gt;
===7 Paint===&lt;br /&gt;
[[File:7paint.PNG|100px|thumbnail|right|7Paint Screenshot]][[File:8paint.PNG|100px|thumbnail|right|8Paint Screenshot]]&lt;br /&gt;
7 Paint, often referred to as &amp;quot;7Paint&amp;quot; when discussing differences between MSPaint releases, is the version of Paint that was included with Windows 7 and is currently included with Windows 8. Due to the controversy and criticism surrounding Windows Vista&amp;#039;s release and many users waiting until Windows 7 to upgrade from XP, 7Paint is possibly the second most commonly used version of Paint. The Windows 8 version of Paint is a newer version but its functionality and user interface (aside from color/stylistic differences between [http://en.wikipedia.org/wiki/Windows_Aero Aero] and [http://en.wikipedia.org/wiki/Metro_%28design_language%29 Metro]) is identical so it&amp;#039;s included in this section as well.&lt;br /&gt;
[[File:7-8propertiescomparison.PNG|100px|thumbnail|right|A comparison between Windows 7 and Windows 8&amp;#039;s respective versions of Paint]]&lt;br /&gt;
&lt;br /&gt;
7Paint has been completely revamped from the ground up and the interface has been completely redesigned. It has several new features that set it apart from older MSPaint releases:&lt;br /&gt;
* Uses Microsoft&amp;#039;s [http://en.wikipedia.org/wiki/Ribbon_%28computing%29 Ribbon interface] for its toolbars.&lt;br /&gt;
* Supports brushes by default, though it doesn&amp;#039;t seem that there is support for custom brushes. There are nine brushes total, seven of which are new to 7Paint (&amp;quot;Brush&amp;quot; and &amp;quot;Spraypaint&amp;quot; work the same as they did in older Paint versions.)&lt;br /&gt;
* Supports anti-aliasing by default on some brushes, which is bad for pixel art.&lt;br /&gt;
* Some brushes (such as the Marker brush) have different opacity, meaning that colors will no longer always be uniform which is bad for pixel art. Opacity levels on these brushes do not appear to be variable or selectable.&lt;br /&gt;
* Has a new Shapes interface which allows you to create twenty-three shapes, up from four shapes in older releases (Line, Curve, Rectangle, and Ellipse). Shape fill and outline color can now use the same textures as the new Brushes.&lt;br /&gt;
* Has a palette of twenty new default colors as well as a new third row for ten custom colors, bringing the total amount of selectable colors at any one time up to thirty. The drawback to this is that custom colors can ONLY go in this new third row, meaning that only ten custom colors can be present in your palette at any time as opposed to being able to use all 28 color slots in older versions of Paint.&lt;br /&gt;
* The secondary color can no longer be selected by right-clicking. Instead, the user must manually switch the &amp;quot;selected&amp;quot; color to Color 2 and then select the color they want.&lt;br /&gt;
* The tertiary color has been removed completely.&lt;br /&gt;
* Has a new Rulers feature that places guide rulers at the top and side of your image.&lt;br /&gt;
*The Zoom function has been updated and while the maximum zoom level is still only 800%, the image can now be zoomed out to up to 12.5% of normal size.&lt;br /&gt;
* The Grid function has been updated and works in 100% or less zoom, though gridlines aren&amp;#039;t aligned to individual pixels until 400% zoom. In less than 400%, grid lines appear every few pixels depending on the zoom level.&lt;br /&gt;
* There are now only four different default levels of line thickness, down from five.&lt;br /&gt;
* The color picker no longer dynamically updates to show you what color it&amp;#039;s going to pick as long as you leave the mouse button held down.&lt;br /&gt;
* There are now 50 undos, up from 10 in VPaint.&lt;br /&gt;
* The default file type when saving has been changed to .png from VPaint&amp;#039;s .jpg&lt;br /&gt;
&lt;br /&gt;
While 7Paint is much more feature-rich than older versions of Paint, it is a lot more cumbersome to use (especially for pixel artists) and not recommended compared to XPaint.&lt;br /&gt;
&lt;br /&gt;
7Paint does not work on operating systems released before Windows 7. Compatibility with Wine for Linux is currently unknown.&lt;br /&gt;
&lt;br /&gt;
==Palette==&lt;br /&gt;
The different versions of Paint come with different default palettes.&lt;br /&gt;
&lt;br /&gt;
===XP Paint===&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:XPaintDefaultColors.PNG|center|XP Paint Default Palette]]&lt;br /&gt;
The default colors in the XP version of Paint are commonly referred to as the &amp;quot;MSPaint Default Colors&amp;quot; for it&amp;#039;s inclusion in many versions of the program (3.x, 95, 98, ME, 2000, and XP) and inexperienced digital artists commonly using these colors (and &amp;#039;&amp;#039;only&amp;#039;&amp;#039; these colors) in their art and sprite work, usually resulting in artwork that&amp;#039;s pretty ugly.&lt;br /&gt;
&lt;br /&gt;
The XP Palette is made up of the original 16 [http://en.wikipedia.org/wiki/List_of_8-bit_computer_hardware_palettes#IBM_PC.2FXT_and_compatible_systems CGA colors] plus 12 other colors, making 28 colors total. The default palette is as follows:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #000000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #FFFFFF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #808080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#C0C0C0&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; #C0C0C0&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FF0000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#800000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #800000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FFFF00&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #808000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #00FF00&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #008000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #00FFFF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#008080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #008080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #0000FF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#000080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #000080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF00FF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #FF00FF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#800080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #800080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFF80&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #FFFF80&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#808040&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt; #808040&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00FF80&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #00FF80&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#004040&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt; #004040&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#80FFFF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #80FFFF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#0080FF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #0080FF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#8080FF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #8080FF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#004080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #004080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF0080&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; #FF0080&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#8000FF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #8000FF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF8040&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt; #FF8040&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#804000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;064&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #804000&lt;br /&gt;
&lt;br /&gt;
In Windows 3.x operating systems, color #FFFF80 (Light Yellow) and all colors that follow it are not completely solid colors. Instead, they are a mix of two or more pixels of a certain color- the result of a technique known as &amp;quot;dithering&amp;quot; to give the illusion of more colors. For example, #FF8040 (Orange) is made by mixing red, yellow, and white pixels.&lt;br /&gt;
&lt;br /&gt;
===Vista Paint===&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:VPaintDefaultPalette.PNG|center|Vista Paint Default Palette]]&lt;br /&gt;
&lt;br /&gt;
The Vista Palette is made up of 28 new colors (though black and white are the same) which are much less saturated and a lot easier on the eyes than the XP default colors. The default palette is as follows:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #000000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #FFFFFF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#464646&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;070&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;070&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;070&amp;lt;/span&amp;gt; #464646&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#DCDCDC&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;220&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;220&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;220&amp;lt;/span&amp;gt; #DCDCDC&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#787878&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;120&amp;lt;/span&amp;gt; #787878&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B4B4B4&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;180&amp;lt;/span&amp;gt; #B4B4B4&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#990030&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;153&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;048&amp;lt;/span&amp;gt; #990030&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#9C5A3C&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;156&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;090&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;060&amp;lt;/span&amp;gt; #9C5A3C&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#ED1C24&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;237&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;028&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;036&amp;lt;/span&amp;gt; #ED1C24&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFA3B1&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;163&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;177&amp;lt;/span&amp;gt; #FFA3B1&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF7E00&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;126&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FF7E00&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#E5AA7A&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;229&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;170&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;122&amp;lt;/span&amp;gt; #E5AA7A&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFC20E&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;194&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;014&amp;lt;/span&amp;gt; #FFC20E&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#F5E49C&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;245&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;228&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;156&amp;lt;/span&amp;gt; #F5E49C&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFF200&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;242&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FFF200&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFF9BD&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;249&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;189&amp;lt;/span&amp;gt; #FFF9BD&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#A8E61D&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;168&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;230&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;029&amp;lt;/span&amp;gt; #A8E61D&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#D3F9BC&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;211&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;249&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;188&amp;lt;/span&amp;gt; #D3F9BC&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#22B14C&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;034&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;177&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;076&amp;lt;/span&amp;gt; #22B14C&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#9DBB61&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;157&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;187&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;097&amp;lt;/span&amp;gt; #9DBB61&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00B7EF&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;183&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;239&amp;lt;/span&amp;gt; #00B7EF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#99D9EA&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;153&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;217&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;234&amp;lt;/span&amp;gt; #99D9EA&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#4D6DF3&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;077&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;109&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;243&amp;lt;/span&amp;gt; #4D6DF3&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#709AD1&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;112&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;154&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;209&amp;lt;/span&amp;gt; #709AD1&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#2F3699&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;047&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;054&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;153&amp;lt;/span&amp;gt; #2F3699&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#546D8E&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;084&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;109&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;142&amp;lt;/span&amp;gt; #546D8E&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#6F3198&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;111&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;049&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;152&amp;lt;/span&amp;gt; #6F3198&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B5A5D5&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;181&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;165&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;213&amp;lt;/span&amp;gt; #B5A5D5&lt;br /&gt;
&lt;br /&gt;
===7 Paint===&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:7PaintDefaultColors.PNG|center|7 Paint Default Palette]]&lt;br /&gt;
&lt;br /&gt;
The 7 Palette is made up of 20 colors instead of 28 as in older versions of Paint. Though the palette box has space for 30 colors in it, the remaining 10 slots are for custom user-picked colors and are empty until the user chooses colors to go in them. The default palette is as follows:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #000000&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFFFFF; background:#000000&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; #FFFFFF&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#7F7F7F&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;127&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;127&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;127&amp;lt;/span&amp;gt; #7F7F7F&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#C3C3C3&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;195&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;195&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;195&amp;lt;/span&amp;gt; #C3C3C3&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#880015&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;136&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;021&amp;lt;/span&amp;gt; #880015&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B97A57&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;185&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;122&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;087&amp;lt;/span&amp;gt; #B97A57&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#ED1C24&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;237&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;028&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;036&amp;lt;/span&amp;gt; #ED1C24&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFAEC9&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;174&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;201&amp;lt;/span&amp;gt; #FFAEC9&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FF7F27&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;127&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;039&amp;lt;/span&amp;gt; #FF7F27&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFC90E&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;201&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;014&amp;lt;/span&amp;gt; #FFC90E&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFF200&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;242&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FFF200&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#EFE4B0&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;239&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;228&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;176&amp;lt;/span&amp;gt; #EFE4B0&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#22B14C&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;034&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;177&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;076&amp;lt;/span&amp;gt; #22B14C&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#B5E61D&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;181&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;230&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;029&amp;lt;/span&amp;gt; #B5E61D&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00A2E8&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;162&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;232&amp;lt;/span&amp;gt; #00A2E8&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#99D9EA&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;153&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;217&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;234&amp;lt;/span&amp;gt; #99D9EA&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#3F48CC&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;063&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;072&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; #3F48CC&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#7092BE&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;112&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;146&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;190&amp;lt;/span&amp;gt; #7092BE&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#A349A4&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;163&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;073&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;164&amp;lt;/span&amp;gt; #A349A4&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#C8BFE7&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;200&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;191&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;231&amp;lt;/span&amp;gt; #C8BFE7&lt;br /&gt;
&lt;br /&gt;
Interestingly, unlike VPaint&amp;#039;s palette change from XPaint, the 7Paint palette is not completely original. With the exception of black and white, these four colors were pulled directly from the VPaint palette:&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#ED1C24&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;237&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;028&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;036&amp;lt;/span&amp;gt; #ED1C24&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#FFF200&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;242&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;000&amp;lt;/span&amp;gt; #FFF200&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#22B14C&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;034&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;177&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;076&amp;lt;/span&amp;gt; #22B14C&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#99D9EA&amp;quot;&amp;gt;♦&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;153&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;217&amp;lt;/span&amp;gt;,&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;234&amp;lt;/span&amp;gt; #99D9EA&lt;br /&gt;
Why these four colors were kept between releases while the others were changed (although are still very similar to their VPaint equivalents) is currently unknown.&lt;br /&gt;
&lt;br /&gt;
==Hidden Tools &amp;amp; Techniques==&lt;br /&gt;
===Removing background colors===&lt;br /&gt;
You can easily remove a color only using the Eraser tool. Just select the color you want to remove with the Color Select tool &amp;#039;&amp;#039;&amp;#039;with the mouse left button&amp;#039;&amp;#039;&amp;#039;, then use the eraser &amp;#039;&amp;#039;&amp;#039;with the mouse right button&amp;#039;&amp;#039;&amp;#039;. This will replace the selected color with the current background color:&lt;br /&gt;
&lt;br /&gt;
[[File:PaintEraserTrick.png|center]]&lt;br /&gt;
&lt;br /&gt;
Remember you can enlarge the eraser by holding CTRL and +, which facilitates this process. This is useful if you&amp;#039;re ripping sprites through screenshots, as you can easily remove the background and leave only the desired sprite.&lt;br /&gt;
&lt;br /&gt;
===Duplicating objects===&lt;br /&gt;
Instead of selecting a object then using &amp;quot;CTRL+C/CTRL+V&amp;quot; to duplicate it, you can simply select the object, then hold CTRL and move the object &amp;#039;&amp;#039;&amp;#039;while holding CTRL&amp;#039;&amp;#039;&amp;#039;. This will instantly create a duplicate of the selected area:&lt;br /&gt;
&lt;br /&gt;
[[File:PaintDuplicateTrick.png|center]]&lt;br /&gt;
&lt;br /&gt;
===Extra-Sized Tools===&lt;br /&gt;
On a number of tools, it&amp;#039;s possible to hold &amp;#039;&amp;#039;&amp;#039;CTRL&amp;#039;&amp;#039;&amp;#039; and the &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;&amp;#039; key to increase the size of tools, and &amp;#039;&amp;#039;&amp;#039;-&amp;#039;&amp;#039;&amp;#039; to decrease the size. While this can often be performed using the buttons under the tools menu, it also allows you to make tools larger than those listed on the menu, as there is no limit to the size you can increase to.&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Editing_Software&amp;diff=2134</id>
		<title>Template:Editing Software</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Editing_Software&amp;diff=2134"/>
		<updated>2019-04-06T04:19:21Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Editing Software|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= 2D&lt;br /&gt;
  |list = [[Paint|Microsoft Paint]] - [[GraphicsGale]] - [[Adobe Photoshop]] - [[Paint.Net]] - [[GIMP]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= 3D&lt;br /&gt;
  |list = [[3DS Max|Autodesk 3DS Max]] - [[Maya|Autodesk Maya]] - [[Blender]] - [[Cinema 4D]] - [[Milkshape 3D]] - [[Anim8or]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= Sounds&lt;br /&gt;
  |list = [[Adobe Audition]] - [[Audacity]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=TiledGGD&amp;diff=2133</id>
		<title>TiledGGD</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=TiledGGD&amp;diff=2133"/>
		<updated>2019-04-06T04:18:12Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;TiledGGD&amp;#039;&amp;#039;&amp;#039; is a modded and an English translated version of GGD done by Barubary. GGD is a Japanese sprite ripping tool that while has a steeper difficulty curve when compared to [[Tile Molester]] or [[YY-CHR]], it can be used to rip from games that the others could not providing that they are not compressed.&lt;br /&gt;
&lt;br /&gt;
There is a forked version called TiledGGD (PE) done by [[puggsoy]] that fixes a few issues that the program has such as endian mixup. You can get it here: https://github.com/puggsoy/tiledggd-pe-/releases&lt;br /&gt;
&lt;br /&gt;
==Supported Systems==&lt;br /&gt;
&lt;br /&gt;
*[[Arcade]]&lt;br /&gt;
*[[Atari 5200]]&lt;br /&gt;
*[[Game Boy Advance]]&lt;br /&gt;
*[[Nintendo DS]]&lt;br /&gt;
*[[PC]]&lt;br /&gt;
*[[PlayStation 2]]&lt;br /&gt;
*[[Sega Genesis]] - Can be used to rip games such as Outlander (driving stages)&lt;br /&gt;
*[[Sega Saturn]] - When using savestates from Yabause/Yaba Sanshiro.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Category:Emulators&amp;diff=2132</id>
		<title>Category:Emulators</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Category:Emulators&amp;diff=2132"/>
		<updated>2019-04-06T04:17:54Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of applications designed to emulate various consoles.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Consoles]][[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2131</id>
		<title>QuickBMS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2131"/>
		<updated>2019-04-06T04:17:25Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;QuickBMS&amp;#039;&amp;#039;&amp;#039; is an open source script based file extractor and reimporter. It is compatible with the BMS language and supports a lot of compression, encryption and other relevant algorithms. The tool as well as it&amp;#039;s documentation and a variety of BMS scripts is available for Windows and Linux (requires manual compilation) at [http://aluigi.altervista.org/quickbms.htm aluigi.altervista.org].&lt;br /&gt;
&lt;br /&gt;
Windows version of QuickBMS has a minimalistic GUI while Linux version is command-line only.&lt;br /&gt;
==Usage==&lt;br /&gt;
Archive extraction:&lt;br /&gt;
&lt;br /&gt;
* For Windows (using GUI):&lt;br /&gt;
# Launch quickbms.exe&lt;br /&gt;
# Select BMS script&lt;br /&gt;
# Select the input file or files&lt;br /&gt;
# Select the output folder&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2130</id>
		<title>Noesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2130"/>
		<updated>2019-04-06T04:17:10Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Noesis-screenshot.png|thumb|right|300px|Noesis preview window]]&lt;br /&gt;
Noesis is a free tool for viewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
Noesis is a helpful tool due to its simple GUI, however it is not the best conversion tool for a number of formats.&lt;br /&gt;
&lt;br /&gt;
You can find a lot of plugins at [https://code.google.com/p/noesis-plugins-official/source/browse/ noesis-plugins-official].&lt;br /&gt;
==Batch Processing==&lt;br /&gt;
[[File:Noesis-batch.png|thumb|right|300px|Noesis&amp;#039; Batch Process window]]&lt;br /&gt;
Under the &amp;quot;Tools&amp;quot; dropdown menu is an option which reads &amp;quot;Batch process&amp;quot;. This option allows you to process files from one format to another quickly and easily. The batch process window works with any format that Noesis can read.&lt;br /&gt;
&lt;br /&gt;
# Insert the file type you wish to convert in the &amp;quot;Input extension&amp;quot; box.&lt;br /&gt;
# Insert the file type you wish to convert to in the &amp;quot;Output extension&amp;quot; box.&lt;br /&gt;
# You can alter the output path of the script. As standard, it will create a new folder for every file processed called &amp;quot;inputname_files&amp;quot; with the output files within the folder. See below for more information.&lt;br /&gt;
# Ticking &amp;quot;Recursive&amp;quot; will include all files found within sub-level folders from the folder you select. This means that if you select a folder with 3 folders inside it, it will include the files found within those 3 folders too.&lt;br /&gt;
# Select &amp;quot;Folder batch&amp;quot; and select the folder in which you wish to batch process. The folder must be selected again if you make any changes to your options.&lt;br /&gt;
# Finally, select the &amp;quot;Export&amp;quot; button to process your files.&lt;br /&gt;
&lt;br /&gt;
The output path allows for a number of different options.&lt;br /&gt;
*$inpath$ - This will save the files into the same folder as the one you selected.&lt;br /&gt;
*$inname$ - This will include the name of the input file.&lt;br /&gt;
*$outext$ - This will include the output extension that you chose.&lt;br /&gt;
&lt;br /&gt;
From this, we can read the default Output path of &amp;lt;code&amp;gt;$inpath$\$inname$_files\$inname$out.$outext$&amp;lt;/code&amp;gt; to read as:&lt;br /&gt;
&amp;lt;code&amp;gt;$inpath% (the path of the file you&amp;#039;re processing) \ $inname$_files (creating a new folder with the name of the file you&amp;#039;re processing, with _file on the end) \ $inname$out (the name of the input file you&amp;#039;re processing with &amp;quot;out&amp;quot; on the end) .$outext$ (including the file extension that you are processing into.)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some processes may use additional parameters. This varies on each file type and how Noesis handles them, but usually this can be left empty.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=2129</id>
		<title>Template:Ripping Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=2129"/>
		<updated>2019-04-06T04:16:58Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Universal Ripping Applications|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Archives&lt;br /&gt;
  |list = [[Noesis]] - [[QuickBMS]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 2D&lt;br /&gt;
  |list = [[Animget]] - [[Emulators]] - [[Noesis]] - [[TiledGGD]] - [[Tile Molester]] - [[uMod]] - [[YY-CHR]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 3D&lt;br /&gt;
  |list = [[3D Ripper DX]] - [[3DVia Printscreen]] - [[Ninja Ripper]] - [[Noesis]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Sounds&lt;br /&gt;
  |list = [[Video Game Sound Converter]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Audacity_-_Logo.png&amp;diff=2126</id>
		<title>File:Audacity - Logo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Audacity_-_Logo.png&amp;diff=2126"/>
		<updated>2019-04-05T18:53:18Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2125</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2125"/>
		<updated>2019-04-05T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Added SoftwareInfo template to page instead of the handwritten one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SoftwareInfo&lt;br /&gt;
| title=Audacity&lt;br /&gt;
| type=Music Viewer/Editor/Computer Tool&lt;br /&gt;
| version=           v2.0.6&lt;br /&gt;
| operatingsystem=   Linux, MacOSX, Windows&lt;br /&gt;
| source=            [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
| download=          [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=File:Audacity_Page_Logo.jpg&amp;diff=2124</id>
		<title>File:Audacity Page Logo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=File:Audacity_Page_Logo.jpg&amp;diff=2124"/>
		<updated>2019-04-05T18:48:36Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Kosheh moved page File:Audacity Page Logo.jpg to File:Audacity - Logo.jpg: Changed to work in tandem with template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[File:Audacity - Logo.jpg]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=2122</id>
		<title>GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=GIMP&amp;diff=2122"/>
		<updated>2019-04-05T18:45:16Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:GIMP-screenshot.png|thumb|right|370px|GIMP 2.8 running on Windows 8.1]]GIMP (which stands for GNU Image Manipulation Program) is a free image editing program that can be used for a range of purposes, including creating icons for the resource sites and sprite sheets for [[The Spriters Resource]]. It is available for Windows, OS X and Linux at [http://www.gimp.org www.gimp.org].&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2121</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2121"/>
		<updated>2019-04-05T18:44:22Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--UnderDev--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;br /&gt;
&lt;br /&gt;
{{Editing Software}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Editing_Software&amp;diff=2120</id>
		<title>Template:Editing Software</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Editing_Software&amp;diff=2120"/>
		<updated>2019-04-05T18:43:58Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Editing Software|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= 2D&lt;br /&gt;
  |list = [[Paint|Microsoft Paint]] - [[GraphicsGale]] - [[Adobe Photoshop]] - [[Paint.Net]] - [[GIMP]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= 3D&lt;br /&gt;
  |list = [[3DS Max|Autodesk 3DS Max]] - [[Maya|Autodesk Maya]] - [[Blender]] - [[Cinema 4D]] - [[Milkshape 3D]] - [[Anim8or]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= Sounds&lt;br /&gt;
  |list = [[Adobe Audition]] - [[Audacity]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2119</id>
		<title>Audacity</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Audacity&amp;diff=2119"/>
		<updated>2019-04-05T18:43:25Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--UnderDev--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;textbox float right grid width:35% align&amp;quot;&lt;br /&gt;
|+&amp;#039;&amp;#039;&amp;#039;{{PAGENAME}}&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
! Logo:&lt;br /&gt;
| [[File:Audacity_Page_Logo.jpg|200px]]&lt;br /&gt;
|-&lt;br /&gt;
! Type:&lt;br /&gt;
| Music Viewer/Editor/Computer Tool&lt;br /&gt;
|-&lt;br /&gt;
! Version:&lt;br /&gt;
| v2.0.6&lt;br /&gt;
|-&lt;br /&gt;
! Source Code:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/source Source Code Page]&lt;br /&gt;
|-&lt;br /&gt;
! Download:&lt;br /&gt;
| [http://audacity.sourceforge.net/download/ Audacity Download Page]&lt;br /&gt;
|-&lt;br /&gt;
! Operating System:&lt;br /&gt;
| Linux, MacOSX, Windows&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Audacity is a free, open-source music/sound editor/viewer. It has many features, such as normalization, Equalization, and Echo. It has a very simple and intuitive GUI interface.&lt;br /&gt;
[[File:Windows_audacity_window.jpg|thumb|right|500px|Audacity open in Windows.]]&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Audacity can be used for a plethora of things, such as volume raising, and sound clipping. It can also open a good amount of file formats and export them as many different formats.&lt;br /&gt;
&lt;br /&gt;
== Plugins ==&lt;br /&gt;
Audacity can be extended to do other things, using plugins. It is very easy to add and use these plugins.&lt;br /&gt;
&lt;br /&gt;
=== Installation ===&lt;br /&gt;
To install the plugins, download a plugin that you like, and under the Installation directory, copy the plugin into the Plug-Ins folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing Software]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=History&amp;diff=2118</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=History&amp;diff=2118"/>
		<updated>2019-04-05T18:41:47Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The VG Resource began its life in the form of [[The Spriters Resource]].&lt;br /&gt;
&lt;br /&gt;
==The Spriters Resource==&lt;br /&gt;
===NinSprites===&lt;br /&gt;
Ninsprites was founded by Mark Brown, then known as Bacon, who ran the site from June 2003 - January 2005.&lt;br /&gt;
&lt;br /&gt;
===Renaming into The Spriters Resource===&lt;br /&gt;
Wanting to expand beyond only Nintendo, Ninsprites was rechristened &amp;quot;The Spriters Resource&amp;quot; and began accepting sprites from all platforms.&lt;br /&gt;
&lt;br /&gt;
===Badassbill Handover===&lt;br /&gt;
Shane Gill, also known as Badassbill, ran the site from January 2005, to March 2006 after Mark Brown moved on to focus on other projects.&lt;br /&gt;
&lt;br /&gt;
===Dazz Handover===&lt;br /&gt;
Daniel Brown, also known as Dazz from his own sprite-hosting site, Deek &amp;amp; Dazz, inherited the site in March 2006.&lt;br /&gt;
&lt;br /&gt;
===tSRadio===&lt;br /&gt;
&lt;br /&gt;
==Pixeltendo==&lt;br /&gt;
Pixeltendo was the name of the forum associated with [[The Spriters Resource]], and was owned by Jordan. Eventually, Dazz decided to split [[The Spriters Resource]] away from the Pixeltendo forum due to the negative reputation the forum had received as being unwelcoming. Dazz created [[The Spriters Resource]] Community, later renamed to The VG Resource Community. Eventually, Jordan stopped hosting Pixeltendo due to a lack of new members and the forum closed.&lt;br /&gt;
&lt;br /&gt;
==The Spriters Resource Community==&lt;br /&gt;
In 2008, [[The Spriters Resource]] finally created its own forum and no longer used Pixeltendo.&lt;br /&gt;
&lt;br /&gt;
==Expansion==&lt;br /&gt;
After the death of N-finity, webmaster of The Shyguy Kingdom, [[The Spriters Resource]] offered to rehost TSGK&amp;#039;s sprite rips. Shortly after, the network added four more sites: [[The Models Resource]], [[The Textures Resource]], [[The Sounds Resource]], and The VG Resource (which at the time was meant to be a news/review based article site).&lt;br /&gt;
&lt;br /&gt;
==The VG Resource==&lt;br /&gt;
The VG Resource started its life as a videogame news/review site, but due to a lack of writers and Dazz&amp;#039;s schedule being filled with the other resource sites, that didn&amp;#039;t pan out. The purpose of the site was changed and &amp;quot;The VG Resource&amp;quot; instead became the name of the network of sites hosting [[The Spriters Resource]], [[The Models Resource]], [[The Textures Resource]], and [[The Sounds Resource]]. The Spriters Resource Community was renamed and reskinned with a VG Resource skin, and the VG Resource domain itself was applied to the new network-wide forum.&lt;br /&gt;
&lt;br /&gt;
==Icon Renovation Project 2014==&lt;br /&gt;
The four resource sites received new layouts and icons. The forum was archived and reset to go along with this new phase of the site.&lt;br /&gt;
&lt;br /&gt;
The old icons used on the site used to be solid images with the title text embedded within the image itself. The new icons are dynamically controlled through CSS which allows easy changes to any icon by simply editing the associated text or image.&lt;br /&gt;
&lt;br /&gt;
==The VG Resource Wiki==&lt;br /&gt;
The VG Resource Wiki (the one you&amp;#039;re reading right now!) was also created in 2014.&lt;br /&gt;
&lt;br /&gt;
[[Category:The VG Resource]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Sounds_Resource&amp;diff=2117</id>
		<title>The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Sounds_Resource&amp;diff=2117"/>
		<updated>2019-04-05T18:41:33Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
The Sounds Resource, often abbreviated to &amp;quot;tSoR&amp;quot;, is a website dedicated to providing sound effects found within games.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Pages==&lt;br /&gt;
&lt;br /&gt;
{{subpage|Content Needing Replacement|image=Replacement.png|text=This page is used to document any content on the site in need of replacing due to errors or various other issues.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The VG Resource]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Textures_Resource&amp;diff=2116</id>
		<title>The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Textures_Resource&amp;diff=2116"/>
		<updated>2019-04-05T18:41:21Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
The Textures Resource, often abbreviated to &amp;quot;tTR&amp;quot;, is a website dedicated to providing textures found within games, as well as custom creations surrounding pre-existing characters in the gaming industry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Pages==&lt;br /&gt;
#Submission Guidelines for Textures: [[What Makes A Good Submission/The Textures Resource]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The VG Resource]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Spriters_Resource&amp;diff=2115</id>
		<title>The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Spriters_Resource&amp;diff=2115"/>
		<updated>2019-04-05T18:41:08Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
The Spriters Resource, often abbreviated to &amp;quot;tSR&amp;quot;, is a website dedicated to providing backgrounds, art assets, sprites and sprite sheets found within games, as well as custom creations surrounding pre-existing characters in the gaming industry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Pages==&lt;br /&gt;
&lt;br /&gt;
{{subpage|Content Needing Replacement|image=Replacement.png|text=This page is used to document any content on the site in need of replacing due to errors or various other issues.}}&lt;br /&gt;
&lt;br /&gt;
{{subpage|Hard to Rip Games|image=Replacement.png|text=This page is used to document any games that are hard to rip from that may or may not have any sheets on the site.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The VG Resource]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=The_Models_Resource&amp;diff=2114</id>
		<title>The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=The_Models_Resource&amp;diff=2114"/>
		<updated>2019-04-05T18:40:55Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
The Models Resource, often abbreviated to &amp;quot;tMR&amp;quot;, is a website dedicated to providing 3D models found within games in common usable formats, as well as custom creations surrounding pre-existing characters in the gaming industry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Special Pages==&lt;br /&gt;
&lt;br /&gt;
{{subpage|Content Needing Replacement|image=Replacement.png|text=This page is used to document any content on the site in need of replacing due to errors or various other issues.}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The VG Resource]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2113</id>
		<title>Noesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2113"/>
		<updated>2019-04-05T18:39:20Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Oops!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Noesis-screenshot.png|thumb|right|300px|Noesis preview window]]&lt;br /&gt;
Noesis is a free tool for viewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
Noesis is a helpful tool due to its simple GUI, however it is not the best conversion tool for a number of formats.&lt;br /&gt;
&lt;br /&gt;
You can find a lot of plugins at [https://code.google.com/p/noesis-plugins-official/source/browse/ noesis-plugins-official].&lt;br /&gt;
==Batch Processing==&lt;br /&gt;
[[File:Noesis-batch.png|thumb|right|300px|Noesis&amp;#039; Batch Process window]]&lt;br /&gt;
Under the &amp;quot;Tools&amp;quot; dropdown menu is an option which reads &amp;quot;Batch process&amp;quot;. This option allows you to process files from one format to another quickly and easily. The batch process window works with any format that Noesis can read.&lt;br /&gt;
&lt;br /&gt;
# Insert the file type you wish to convert in the &amp;quot;Input extension&amp;quot; box.&lt;br /&gt;
# Insert the file type you wish to convert to in the &amp;quot;Output extension&amp;quot; box.&lt;br /&gt;
# You can alter the output path of the script. As standard, it will create a new folder for every file processed called &amp;quot;inputname_files&amp;quot; with the output files within the folder. See below for more information.&lt;br /&gt;
# Ticking &amp;quot;Recursive&amp;quot; will include all files found within sub-level folders from the folder you select. This means that if you select a folder with 3 folders inside it, it will include the files found within those 3 folders too.&lt;br /&gt;
# Select &amp;quot;Folder batch&amp;quot; and select the folder in which you wish to batch process. The folder must be selected again if you make any changes to your options.&lt;br /&gt;
# Finally, select the &amp;quot;Export&amp;quot; button to process your files.&lt;br /&gt;
&lt;br /&gt;
The output path allows for a number of different options.&lt;br /&gt;
*$inpath$ - This will save the files into the same folder as the one you selected.&lt;br /&gt;
*$inname$ - This will include the name of the input file.&lt;br /&gt;
*$outext$ - This will include the output extension that you chose.&lt;br /&gt;
&lt;br /&gt;
From this, we can read the default Output path of &amp;lt;code&amp;gt;$inpath$\$inname$_files\$inname$out.$outext$&amp;lt;/code&amp;gt; to read as:&lt;br /&gt;
&amp;lt;code&amp;gt;$inpath% (the path of the file you&amp;#039;re processing) \ $inname$_files (creating a new folder with the name of the file you&amp;#039;re processing, with _file on the end) \ $inname$out (the name of the input file you&amp;#039;re processing with &amp;quot;out&amp;quot; on the end) .$outext$ (including the file extension that you are processing into.)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some processes may use additional parameters. This varies on each file type and how Noesis handles them, but usually this can be left empty.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Category:Emulators&amp;diff=2112</id>
		<title>Category:Emulators</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Category:Emulators&amp;diff=2112"/>
		<updated>2019-04-05T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of applications designed to emulate various consoles.&lt;br /&gt;
[[Category:Consoles]]&lt;br /&gt;
{{Ripping Applications}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2111</id>
		<title>QuickBMS</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=QuickBMS&amp;diff=2111"/>
		<updated>2019-04-05T18:38:19Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;QuickBMS&amp;#039;&amp;#039;&amp;#039; is an open source script based file extractor and reimporter. It is compatible with the BMS language and supports a lot of compression, encryption and other relevant algorithms. The tool as well as it&amp;#039;s documentation and a variety of BMS scripts is available for Windows and Linux (requires manual compilation) at [http://aluigi.altervista.org/quickbms.htm aluigi.altervista.org].&lt;br /&gt;
&lt;br /&gt;
Windows version of QuickBMS has a minimalistic GUI while Linux version is command-line only.&lt;br /&gt;
==Usage==&lt;br /&gt;
Archive extraction:&lt;br /&gt;
&lt;br /&gt;
* For Windows (using GUI):&lt;br /&gt;
# Launch quickbms.exe&lt;br /&gt;
# Select BMS script&lt;br /&gt;
# Select the input file or files&lt;br /&gt;
# Select the output folder&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2110</id>
		<title>Noesis</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Noesis&amp;diff=2110"/>
		<updated>2019-04-05T18:38:11Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Noesis-screenshot.png|thumb|right|300px|Noesis preview window]]&lt;br /&gt;
Noesis is a free tool for viewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. It is available for Windows at [http://www.richwhitehouse.com/index.php?content=inc_projects.php#prjmp91 www.richwhitehouse.com].&lt;br /&gt;
&lt;br /&gt;
Noesis is a helpful tool due to its simple GUI, however it is not the best conversion tool for a number of formats.&lt;br /&gt;
&lt;br /&gt;
You can find a lot of plugins at [https://code.google.com/p/noesis-plugins-official/source/browse/ noesis-plugins-official].&lt;br /&gt;
==Batch Processing==&lt;br /&gt;
[[File:Noesis-batch.png|thumb|right|300px|Noesis&amp;#039; Batch Process window]]&lt;br /&gt;
Under the &amp;quot;Tools&amp;quot; dropdown menu is an option which reads &amp;quot;Batch process&amp;quot;. This option allows you to process files from one format to another quickly and easily. The batch process window works with any format that Noesis can read.&lt;br /&gt;
&lt;br /&gt;
# Insert the file type you wish to convert in the &amp;quot;Input extension&amp;quot; box.&lt;br /&gt;
# Insert the file type you wish to convert to in the &amp;quot;Output extension&amp;quot; box.&lt;br /&gt;
# You can alter the output path of the script. As standard, it will create a new folder for every file processed called &amp;quot;inputname_files&amp;quot; with the output files within the folder. See below for more information.&lt;br /&gt;
# Ticking &amp;quot;Recursive&amp;quot; will include all files found within sub-level folders from the folder you select. This means that if you select a folder with 3 folders inside it, it will include the files found within those 3 folders too.&lt;br /&gt;
# Select &amp;quot;Folder batch&amp;quot; and select the folder in which you wish to batch process. The folder must be selected again if you make any changes to your options.&lt;br /&gt;
# Finally, select the &amp;quot;Export&amp;quot; button to process your files.&lt;br /&gt;
&lt;br /&gt;
The output path allows for a number of different options.&lt;br /&gt;
*$inpath$ - This will save the files into the same folder as the one you selected.&lt;br /&gt;
*$inname$ - This will include the name of the input file.&lt;br /&gt;
*$outext$ - This will include the output extension that you chose.&lt;br /&gt;
&lt;br /&gt;
From this, we can read the default Output path of &amp;lt;code&amp;gt;$inpath$\$inname$_files\$inname$out.$outext$&amp;lt;/code&amp;gt; to read as:&lt;br /&gt;
&amp;lt;code&amp;gt;$inpath% (the path of the file you&amp;#039;re processing) \ $inname$_files (creating a new folder with the name of the file you&amp;#039;re processing, with _file on the end) \ $inname$out (the name of the input file you&amp;#039;re processing with &amp;quot;out&amp;quot; on the end) .$outext$ (including the file extension that you are processing into.)&lt;br /&gt;
&lt;br /&gt;
Some processes may use additional parameters. This varies on each file type and how Noesis handles them, but usually this can be left empty.&lt;br /&gt;
&lt;br /&gt;
{{Ripping Applications}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=2109</id>
		<title>Template:Ripping Applications</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Ripping_Applications&amp;diff=2109"/>
		<updated>2019-04-05T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Universal Ripping Applications|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Archives&lt;br /&gt;
  |list = [[Noesis]] - [[QuickBMS]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 2D&lt;br /&gt;
  |list = [[Animget]] - [[Emulators]] - [[Noesis]] - [[TiledGGD]] - [[Tile Molester]] - [[uMod]] - [[YY-CHR]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = 3D&lt;br /&gt;
  |list = [[3D Ripper DX]] - [[3DVia Printscreen]] - [[Ninja Ripper]] - [[Noesis]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Sounds&lt;br /&gt;
  |list = [[Video Game Sound Converter]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ripping Tools]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2108</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2108"/>
		<updated>2019-04-05T18:35:47Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Created and added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in .wav format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in .mp3 or .ogg, these are also accepted. However, do not convert .wav files to .mp3 or .ogg; these formats are lossy and conversion to them degrades the sound quality. Also, do not convert .mp3 or .ogg files to .wav; this simply creates larger files without any improvement in said quality. The only exception is if you are ripping an fsb file for as of now getting oggs ripped from said fsb files with their headers is impossible.&lt;br /&gt;
&lt;br /&gt;
.mp2 files should not be converted to .wav either as they provide the same result with converting .mp3s or .oggs. Rather, change their extension to .mp3, then submit.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lazy. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible. &lt;br /&gt;
&lt;br /&gt;
As well, we recommend that if you can organize your sound assets into multiple categories, that you do so! It helps the staff to be able to see what kinds of sounds are supposed to belong to certain categories, and as well allows users to find certain sounds they are looking for easier. Of course this is more of a generosity than a requirement, but would be amazing if you could put in the extra effort to do so! As a bare minimum, it is required that you split the submission into at least &amp;quot;Voices&amp;quot; and &amp;quot;Sounds&amp;quot;, if applicable.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of WAV (or MP3/OGG if the game&amp;#039;s sounds were originally in these formats.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. They will more than likely be willing to help you in anyway possible!&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=2107</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=2107"/>
		<updated>2019-04-05T18:35:27Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Texture Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture. &lt;br /&gt;
[[File:Icon Example - Textures.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=2106</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=2106"/>
		<updated>2019-04-05T18:35:15Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Created and added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
We do not accept textures that have been altered from their original extracted form in anyway. Modifying the texture&amp;#039;s dimensions, pixels, or format will result in the submission&amp;#039;s rejection from the site.&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
Alongside the actual *.OBJ model file must exist a corresponding *.MTL file.&lt;br /&gt;
=====The MTL File=====&lt;br /&gt;
Material files allow it&amp;#039;s corresponding Wavefront OBJ file to properly import and render textures into the 3D program you are using. There are a few steps that are necessary to make sure your MTL file works properly before you submit it up to the site.&lt;br /&gt;
&lt;br /&gt;
======MTL Paths======&lt;br /&gt;
&lt;br /&gt;
======Connecting the MTL &amp;amp; OBJ File======&lt;br /&gt;
Now that we have our OBJ + MTL file written, we need to somehow allow the OBJ file to interpret the data contained in the MTL file. This is done by adding the &amp;quot;material library reference&amp;quot; line into the OBJ file. An example of this is shown below:&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Icon Example - Models.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=2105</id>
		<title>What Makes A Good Submission/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=2105"/>
		<updated>2019-04-05T18:34:58Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Created and added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
==The Sheet==&lt;br /&gt;
&lt;br /&gt;
===Background Color===&lt;br /&gt;
&lt;br /&gt;
A simple mistake that a lot of people make when they first start ripping a sheet is to place their ripped sprites onto a white background, the default for MS Paint, and keep going. The issue with doing this is that a large number of games include a pure white color within their sprites. Remember that sprites are viewed on a sheet to be used on another background later, and when they&amp;#039;re placed on white, it can cause certain parts of a sprite to turn transparent.&lt;br /&gt;
&lt;br /&gt;
Similarly, we advise that you don&amp;#039;t use black. This too can be used a lot within sprites. Your best bet is to go for relatively obscure colors, like magenta or lime green. This can cause a bit of eyestrain and can be generally unpleasant to look at, so an alternative color of your choice, that is not being used within the sprite itself, is perfectly fine.&lt;br /&gt;
&lt;br /&gt;
[[File:Background-color-demo.png|link=]]&lt;br /&gt;
&lt;br /&gt;
See that, when the white is set to transparent, the white present within the sprite itself is also made transparent, whereas when the magenta is set to transparent, the white within the sprite remains intact.&lt;br /&gt;
&lt;br /&gt;
Even if the sprites don&amp;#039;t include black or white, it is still preferable to use another color. White is extremely bright and black is extremely dark, and they can be uncomfortable on the eyes when looking at a sheet. A softer but contrasting color is preferred.&lt;br /&gt;
&lt;br /&gt;
===Organization / Alignment===&lt;br /&gt;
[[File:Arrangement.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
An important part of making a sprite sheet look good is to arrange the sprites in a neat manner. Sprites should try to line up properly, and not be arranged in a mess. You&amp;#039;ll find a number of sheets with messy organisation are present on the site, but we want to keep these down to a minimum.&lt;br /&gt;
&lt;br /&gt;
One method of keeping sheets organised is to make sure that all sprites within a designated animation remain on a straight line. This makes animating the sprites easier, as well as improving the visual appearance. See the example on the right:&lt;br /&gt;
&lt;br /&gt;
EX1: Sprites are arranged next to each other, though aren&amp;#039;t very neatly aligned.&lt;br /&gt;
&lt;br /&gt;
EX2: Sprites are placed on a green line to help line up the bottom of the sprites.&lt;br /&gt;
&lt;br /&gt;
EX3: The line is then removed, leaving us with a neat line of sprites.&lt;br /&gt;
&lt;br /&gt;
Remember to leave sufficient space between sprites, and not have them overlap in any way. This can often be missed, where a sprite has an obscure shape and is overlapping the area of another sprite.&lt;br /&gt;
&lt;br /&gt;
Please also keep sprites at a 1x pixel ratio. This means keeping the sprite at its original size. Reasons for the sprite coming out as blurry can be from an emulator window being resized, and not set to a console&amp;#039;s native resolution. Most emulators will have a setting to reset the window&amp;#039;s screen size to 1x the console&amp;#039;s native resolution.&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sheets to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a Mario sheet and only include his idle animation. A sheet should at the least include the basic movements. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sprites from random actions.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
Credit tags are the box you see on most sheets that tell people who ripped the sheet, and any other information they wish to give. You can include one if you want.&lt;br /&gt;
&lt;br /&gt;
Remember that people are looking at a sprite sheet to see the sprites, not be entertained or specifically read your tag.&lt;br /&gt;
&lt;br /&gt;
A few things to consider with tags are:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below a sheet.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses the sheet, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Additional Graphics: You can include a few little cosmetics to your tag if you like, though personally I think that simplicity goes down best. Don&amp;#039;t be too distracting, and take up too much space.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also a more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===File Format===&lt;br /&gt;
[[File:Png-and-gif-colors.png|right|250px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Spriters Resource accepts 2 files types: .PNG, and .GIF. While we accept .GIF, we advise that you simply use .PNG because of a color limitation to the .gif format.&lt;br /&gt;
&lt;br /&gt;
To put it basically, the GIF file format can only contain 256 colors, whereas a PNG can have any number. PNG files also support &amp;quot;Alpha Transparency&amp;quot;, which means that they can include [[Dictionary#Anti-Aliasing|anti-aliasing]] on the outside edge of a sprite, whereas GIF does not.&lt;br /&gt;
&lt;br /&gt;
For a good comparison, click the image on the right. On the left of the image is a PNG, on the right is a GIF.&lt;br /&gt;
&lt;br /&gt;
Notice the colors used in the eye. The GIF has had to give certain colors slightly alternative shades to try and compensate for its restricted [[Dictionary#Palette|palette]], whereas the PNG is able to display all of these colors.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is the outline of the sprites. On the left, you can see that the PNG easily blends into a color, and looks smooth caused from its use of [[Dictionary#anti-aliasing|anti-aliasing]]. The GIF on the other hand has a very sharp and crisp outline, compensating the lighter shades for black, or removing them all together.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Never&amp;#039;&amp;#039;&amp;#039; use .JPEG or .JPG. For more information, please see the [[Dictionary#JPEG|JPEG portion of our Dictionary]].&lt;br /&gt;
&lt;br /&gt;
==The Sheet Icon==&lt;br /&gt;
Icons for sprite sheets are 148px x 125px images. Unless the image fills up the entire icon, it should have a transparent background. The website itself creates the border and background for the icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Icon Example - Sprites.png|center]]&lt;br /&gt;
&lt;br /&gt;
(The black border is simply to illustrate the dimensions, it should not actually be in the image).&lt;br /&gt;
&lt;br /&gt;
Sheet icons must be in .PNG or .GIF format. The icon should give a quick idea of the content of the sheet, and not contain any sprites not present in the sheet.&lt;br /&gt;
&lt;br /&gt;
Some sprites in the icon may be scaled up by 200% if they are too small for reasonable viewing. In this case, &amp;#039;&amp;#039;&amp;#039;no scaling filters should be applied&amp;#039;&amp;#039;&amp;#039;, to preserve the sharpness and prevent making it blurry.&lt;br /&gt;
&lt;br /&gt;
[[File:2x-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s generally advised to keep artwork, backgrounds, and other large solid pieces of content at their original scale, as they were not designed to be &amp;quot;Pixelated&amp;quot;. While we suggest consistency across icons when you&amp;#039;re submitting to a game, if most things are 200% scale, and your sprite is way too big for that to be reasonable, don&amp;#039;t worry about this rule.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old sheet icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{{GoodSubNav}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:GoodSubNav&amp;diff=2104</id>
		<title>Template:GoodSubNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:GoodSubNav&amp;diff=2104"/>
		<updated>2019-04-05T18:34:35Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|What Makes A Good Submission?|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Submission Guidelines&lt;br /&gt;
  |list = &amp;lt;span style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[What Makes A Good Submission/The Spriters Resource|Spriters Resource Guidelines]] - [[What Makes A Good Submission/The Models Resource|Models Resource Guidelines]] - [[What Makes A Good Submission/The Textures Resource|Textures Resource Guidelines]] - [[What Makes A Good Submission/The Sounds Resource|Sounds Resource Guidelines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:GoodSubNav&amp;diff=2103</id>
		<title>Template:GoodSubNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:GoodSubNav&amp;diff=2103"/>
		<updated>2019-04-05T18:34:08Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Created page with &amp;quot;{{navbox |What Makes A Good Submission?|  {{navboxrow   |title = Submission Guidelines   |list = &amp;lt;span style=&amp;quot;text-align:center;&amp;quot;&amp;gt;What Makes A Good Submission/The Spriters R...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|What Makes A Good Submission?|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title = Submission Guidelines&lt;br /&gt;
  |list = &amp;lt;span style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[What Makes A Good Submission/The Spriters Resource|Spriters Resource Guidelines]] - [[What Makes A Good Submission/The Models Resource|Models Resource Guidelines]] - [[What Makes A Good Submission/The Textures Resource|Textures Resource Guidelines]] - [[What Makes A Good Submission/The Sounds Resource|Sounds Resource Guidelines]]&amp;lt;/span&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:Navbox&amp;diff=2102</id>
		<title>Template:Navbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:Navbox&amp;diff=2102"/>
		<updated>2019-04-05T18:27:03Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Centered text (which looks like was the original intention)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table width=&amp;quot;90%&amp;quot; class=&amp;quot;navbox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;th colspan=&amp;quot;2&amp;quot; class=&amp;quot;navboxhead&amp;quot;&amp;gt;{{{1}}}&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&amp;lt;/noinclude&amp;gt;{{{2}}}&amp;lt;noinclude&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2101</id>
		<title>What Makes A Good Submission/The Sounds Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Sounds_Resource&amp;diff=2101"/>
		<updated>2019-04-05T18:17:04Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSOR-Logo.png|right|link=]]&lt;br /&gt;
==The Sound==&lt;br /&gt;
===Make Sure It&amp;#039;s Not Music===&lt;br /&gt;
&lt;br /&gt;
The Sounds Resource is for Sound Effects only. Music usually has a lot more complexities in terms of how we can go about providing it, specifically because many games use licensed songs or sell their soundtracks on in other media.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Note: We also cannot accept instrument samples, as they are what form the music and are not sound effects anyway, so please make sure that your submissions don&amp;#039;t contain any.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===File Formats===&lt;br /&gt;
&lt;br /&gt;
While you can only submit .zip archives to the site, the actual audio files within your zips must be in .wav format.&lt;br /&gt;
&lt;br /&gt;
If the files are originally in .mp3 or .ogg, these are also accepted. However, do not convert .wav files to .mp3 or .ogg; these formats are lossy and conversion to them degrades the sound quality. Also, do not convert .mp3 or .ogg files to .wav; this simply creates larger files without any improvement in said quality. The only exception is if you are ripping an fsb file for as of now getting oggs ripped from said fsb files with their headers is impossible.&lt;br /&gt;
&lt;br /&gt;
.mp2 files should not be converted to .wav either as they provide the same result with converting .mp3s or .oggs. Rather, change their extension to .mp3, then submit.&lt;br /&gt;
&lt;br /&gt;
==The Sound Pack==&lt;br /&gt;
&lt;br /&gt;
===Get Everything You Can===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sound packs to be &amp;quot;as complete as possible&amp;quot;. Getting the most amount of sounds possible from a game is more rewarding for both you, as the submitter, and for the users that download the network&amp;#039;s submissions. This enables them to put more of the hosted sound assets to good usage. Some games may have tools that do not 100% support the full extraction of every single sound file from a game&amp;#039;s archive; that is fine. Just do your best to make sure you grab every sound file you can to make your submission as complete as possible.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
If you want to include a credit tag, simply include a small .txt file with any information you wish to provide. Some information you may wish to include will be:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below the download button.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses their ripped sound effects, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===Organization===&lt;br /&gt;
We require all sound packs to have a minimum basis of organization. As a submitter, we ask of you to provided some organization when submitting. If you have a large folder of sounds, please split them into one folder labeled &amp;quot;Voices&amp;quot; and one folder &amp;quot;Sounds&amp;quot; (if applicable) to provide a basis of organization. This makes it easier on both the site-staff in processing your submission, as well as our users to consume your provided assets and hard-work at a greater level. Submissions labeled &amp;quot;All Sounds&amp;quot; or &amp;quot;Everything&amp;quot; will not be accepted to the network, as they are not organized enough for our user-base to gain usage out of the provided assets, and make the provided submissions seem lazy. Regardless of whether your sound files are named or not, it is minimally required for you to separate your sound files into these two categories if possible. &lt;br /&gt;
&lt;br /&gt;
As well, we recommend that if you can organize your sound assets into multiple categories, that you do so! It helps the staff to be able to see what kinds of sounds are supposed to belong to certain categories, and as well allows users to find certain sounds they are looking for easier. Of course this is more of a generosity than a requirement, but would be amazing if you could put in the extra effort to do so! As a bare minimum, it is required that you split the submission into at least &amp;quot;Voices&amp;quot; and &amp;quot;Sounds&amp;quot;, if applicable.&lt;br /&gt;
&lt;br /&gt;
===Zipping Your Submissions===&lt;br /&gt;
&lt;br /&gt;
The site only accepts .zip file submissions. Please only include the sound effects and a credit tag, if you wish to include one. Any additional files just add space needlessly and detract from the quality of your submission. You can create the .zip file with any application you wish. Some common applications used are &amp;quot;7-zip&amp;quot; and &amp;quot;WinRar&amp;quot;. When splitting a big folder of sounds into multiple smaller parts, it is recommended that you keep each sub-folder of sounds at around 100MB to allow for users to download it easier. While of course this is a recommendation, the max file size you can upload of a ZIP is 250MB. Subsequently, if you have a folder of sounds that go above this limit, you must split them into smaller folders to accommodate to the upload limit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Common Rejection Reasons (And How to Avoid Them)===&lt;br /&gt;
&lt;br /&gt;
Here is a list of common reasons as to why your sound pack(s) may be rejected to our network:&lt;br /&gt;
&lt;br /&gt;
* Duplicate: There is already an existing sound pack provided for this category of both game and sound type (Whether it be from another console, or from the same game)&lt;br /&gt;
&lt;br /&gt;
* Incorrect Format: You did not submit the correct file format for your sounds. They must be in a base format of WAV (or MP3/OGG if the game&amp;#039;s sounds were originally in these formats.)&lt;br /&gt;
&lt;br /&gt;
* Incomplete Pack: The sound pack is incomplete. This usually doesn&amp;#039;t come up as a reason, unless noticeable components to your sound pack are missing (Such as several voice lines for a character). Just follow the rule of getting as many sounds as possible for your submission.&lt;br /&gt;
&lt;br /&gt;
* Invalid Files: The provided files are either corrupt or broken. This reason is applicable to: Empty sounds (Sounds that are purely silence), Static sounding files, and files that do not play in a standard media player. The way to prevent this reason is to listen to each sound before you decide to submit your pack up to the site, and double check for any issues that may occur after conversion.&lt;br /&gt;
&lt;br /&gt;
* Low-Quality Sound Pack: The method used to convert the provided sound files lacks quality, and makes the provided resources not salvageable. These issues can arise when you convert from a lossy/compressed audio format(Quality reduction) to a lossless/uncompressed format. Lossy audio formats reduce quality each time you convert to them take away the quality of the data, making the sounds less usable. Never convert from lossy to lossless (Example being MP3 to WAV). If the files are originally in a lossy format (Such as OGG Vorbis), leave it in that corresponding sound format.&lt;br /&gt;
&lt;br /&gt;
* Music: The sound pack contains music. Simply put, these music files must be dis-included from your submission, as we do not host music for legal purposes. (As well, it is called &amp;quot;The Sounds Resource&amp;quot;, right?)&lt;br /&gt;
&lt;br /&gt;
* Stolen: The sound pack you provided was stolen from another source/Is not ripped by you. We take this offense seriously, and do not tolerate stolen submissions. If you submit stolen content, it may result in you having your submission privileges revoked and or being banned from the site. Don&amp;#039;t do it.&lt;br /&gt;
&lt;br /&gt;
* Spam: The sound pack you uploaded was a troll submission. Please do not upload useless submissions to our site, as they will automatically be rejected, and you may have your submission privileges revoked.&lt;br /&gt;
&lt;br /&gt;
Any other rejection reasons not seen above are hand-written by the staff team. There may be an issue that isn&amp;#039;t described by the above rejection reasons, so we attempt to specify any issue(s) your submission has, and how we can advise you to fix it upon re-submission. After having a submission rejected, if you still struggle to fix the issue(s) as relayed in your rejection private message, feel free to message the staff member that rejected your submission and ask for assistance. They will more than likely be willing to help you in anyway possible!&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=2100</id>
		<title>What Makes A Good Submission/The Textures Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Textures_Resource&amp;diff=2100"/>
		<updated>2019-04-05T18:16:51Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TTR-Logo.png|right|link=]]&lt;br /&gt;
==The Texture==&lt;br /&gt;
===The Texture Format===&lt;br /&gt;
Textures should be submitted in the PNG format. This is due to the fact that it is a lossless format, so it never decreases the quality of the image. As well, GIF is another lossy format that is not accepted, as it loses colors and only supports 256 colors. However, there is only one other time that you may have to submit another format, which is the JPG format. When you have a game that has JPG textures, leave them in the JPG format.  As JPG is a lossy format, converting them to PNG unnecessarily increases the image&amp;#039;s file size, so it&amp;#039;s best to leave it as JPG.&lt;br /&gt;
&lt;br /&gt;
===Texture Transparencies===&lt;br /&gt;
If a texture has transparencies, you usually don&amp;#039;t remove them, as doing so can make applying the transparencies more difficult. The only time where you may need to remove a transparency is if it obstructs the diffuse texture at all. Some game engines tend to use the alpha channel of a texture image as a specular map, so splitting the alpha channel off of the diffuse texture will provide both the diffuse and specularity maps properly.&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Texture Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the texture is/what it is about through creating a proper thumbnail of the texture. &lt;br /&gt;
[[File:Icon Example - Textures.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=2099</id>
		<title>What Makes A Good Submission/The Models Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Models_Resource&amp;diff=2099"/>
		<updated>2019-04-05T18:16:35Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TMR-Logo.png|right|link=]]&lt;br /&gt;
==The Model==&lt;br /&gt;
&lt;br /&gt;
===Textures===&lt;br /&gt;
Does it have all of the textures included? Sometimes model editors only copy the texture that is immediately applied to the mesh. Make sure to get all of them, even if the textures aren&amp;#039;t copied when exported.&lt;br /&gt;
&lt;br /&gt;
====Texture Format====&lt;br /&gt;
The Models Resource only allows textures to be in .PNG format. It doesn&amp;#039;t allow any other format. Make sure that textures are in the .PNG format.&lt;br /&gt;
&lt;br /&gt;
====Modified Texures====&lt;br /&gt;
We do not accept textures that have been altered from their original extracted form in anyway. Modifying the texture&amp;#039;s dimensions, pixels, or format will result in the submission&amp;#039;s rejection from the site.&lt;br /&gt;
&lt;br /&gt;
====Converting Normal Maps====&lt;br /&gt;
&lt;br /&gt;
====Making Textures Load On Import====&lt;br /&gt;
&lt;br /&gt;
===The Mesh===&lt;br /&gt;
Does the model have unneeded parts, such as extra faces or vertices? Models should be optimized as possible.&lt;br /&gt;
&lt;br /&gt;
====Removing Doubles====&lt;br /&gt;
&lt;br /&gt;
====Combined Sub-Mesh Issues====&lt;br /&gt;
&lt;br /&gt;
===Rigging===&lt;br /&gt;
While it is not necessary, submitting models with rigging is completely fine, and is encouraged when possible in order for models to be animated easier. The Models Resource only accepts rigged models in .dae, as it is a required base format. However, a .fbx file can be included if a .dae file is present in the submission.&lt;br /&gt;
&lt;br /&gt;
====Rigging Problems====&lt;br /&gt;
&lt;br /&gt;
===Model Formats===&lt;br /&gt;
Though you can include multiple formats, you need to at least have one model exported as .obj or .dae. Specific requirements for each format can be found below.&lt;br /&gt;
&lt;br /&gt;
====OBJ Specifics====&lt;br /&gt;
Alongside the actual *.OBJ model file must exist a corresponding *.MTL file.&lt;br /&gt;
=====The MTL File=====&lt;br /&gt;
Material files allow it&amp;#039;s corresponding Wavefront OBJ file to properly import and render textures into the 3D program you are using. There are a few steps that are necessary to make sure your MTL file works properly before you submit it up to the site.&lt;br /&gt;
&lt;br /&gt;
======MTL Paths======&lt;br /&gt;
&lt;br /&gt;
======Connecting the MTL &amp;amp; OBJ File======&lt;br /&gt;
Now that we have our OBJ + MTL file written, we need to somehow allow the OBJ file to interpret the data contained in the MTL file. This is done by adding the &amp;quot;material library reference&amp;quot; line into the OBJ file. An example of this is shown below:&lt;br /&gt;
&lt;br /&gt;
====DAE Specifics====&lt;br /&gt;
&lt;br /&gt;
==Rendering Submission Icons==&lt;br /&gt;
&lt;br /&gt;
===The (Small) Model Icon===&lt;br /&gt;
The Small Icon needs to show a preview of what the model is/what it is about, by creating a render of the model. &lt;br /&gt;
[[File:Icon Example - Models.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The icon needs to be &amp;#039;&amp;#039;&amp;#039;148 by 125 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise the submission page will give you an error upon trying to submit.&lt;br /&gt;
&lt;br /&gt;
===The (Big) Model Icon===&lt;br /&gt;
The Big Icon needs to have a depiction of the model rendered in it&amp;#039;s default pose. It needs also to be &amp;#039;&amp;#039;&amp;#039;750 by 650 pixels&amp;#039;&amp;#039;&amp;#039; in size otherwise you will receive an error when trying to submit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=2098</id>
		<title>What Makes A Good Submission/The Spriters Resource</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission/The_Spriters_Resource&amp;diff=2098"/>
		<updated>2019-04-05T18:16:16Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TSR-Logo.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
==The Sheet==&lt;br /&gt;
&lt;br /&gt;
===Background Color===&lt;br /&gt;
&lt;br /&gt;
A simple mistake that a lot of people make when they first start ripping a sheet is to place their ripped sprites onto a white background, the default for MS Paint, and keep going. The issue with doing this is that a large number of games include a pure white color within their sprites. Remember that sprites are viewed on a sheet to be used on another background later, and when they&amp;#039;re placed on white, it can cause certain parts of a sprite to turn transparent.&lt;br /&gt;
&lt;br /&gt;
Similarly, we advise that you don&amp;#039;t use black. This too can be used a lot within sprites. Your best bet is to go for relatively obscure colors, like magenta or lime green. This can cause a bit of eyestrain and can be generally unpleasant to look at, so an alternative color of your choice, that is not being used within the sprite itself, is perfectly fine.&lt;br /&gt;
&lt;br /&gt;
[[File:Background-color-demo.png|link=]]&lt;br /&gt;
&lt;br /&gt;
See that, when the white is set to transparent, the white present within the sprite itself is also made transparent, whereas when the magenta is set to transparent, the white within the sprite remains intact.&lt;br /&gt;
&lt;br /&gt;
Even if the sprites don&amp;#039;t include black or white, it is still preferable to use another color. White is extremely bright and black is extremely dark, and they can be uncomfortable on the eyes when looking at a sheet. A softer but contrasting color is preferred.&lt;br /&gt;
&lt;br /&gt;
===Organization / Alignment===&lt;br /&gt;
[[File:Arrangement.png|right|link=]]&lt;br /&gt;
&lt;br /&gt;
An important part of making a sprite sheet look good is to arrange the sprites in a neat manner. Sprites should try to line up properly, and not be arranged in a mess. You&amp;#039;ll find a number of sheets with messy organisation are present on the site, but we want to keep these down to a minimum.&lt;br /&gt;
&lt;br /&gt;
One method of keeping sheets organised is to make sure that all sprites within a designated animation remain on a straight line. This makes animating the sprites easier, as well as improving the visual appearance. See the example on the right:&lt;br /&gt;
&lt;br /&gt;
EX1: Sprites are arranged next to each other, though aren&amp;#039;t very neatly aligned.&lt;br /&gt;
&lt;br /&gt;
EX2: Sprites are placed on a green line to help line up the bottom of the sprites.&lt;br /&gt;
&lt;br /&gt;
EX3: The line is then removed, leaving us with a neat line of sprites.&lt;br /&gt;
&lt;br /&gt;
Remember to leave sufficient space between sprites, and not have them overlap in any way. This can often be missed, where a sprite has an obscure shape and is overlapping the area of another sprite.&lt;br /&gt;
&lt;br /&gt;
Please also keep sprites at a 1x pixel ratio. This means keeping the sprite at its original size. Reasons for the sprite coming out as blurry can be from an emulator window being resized, and not set to a console&amp;#039;s native resolution. Most emulators will have a setting to reset the window&amp;#039;s screen size to 1x the console&amp;#039;s native resolution.&lt;br /&gt;
&lt;br /&gt;
===Get Everything===&lt;br /&gt;
&lt;br /&gt;
While this isn&amp;#039;t strictly required, we do need sheets to be &amp;quot;as complete as possible&amp;quot;. What we mean by this is, to put it simply, don&amp;#039;t try to submit a Mario sheet and only include his idle animation. A sheet should at the least include the basic movements. You need to at least try and go for a more complete rip than knowingly decide to just submit 2 sprites from random actions.&lt;br /&gt;
&lt;br /&gt;
===Credit Tags===&lt;br /&gt;
&lt;br /&gt;
Credit tags are the box you see on most sheets that tell people who ripped the sheet, and any other information they wish to give. You can include one if you want.&lt;br /&gt;
&lt;br /&gt;
Remember that people are looking at a sprite sheet to see the sprites, not be entertained or specifically read your tag.&lt;br /&gt;
&lt;br /&gt;
A few things to consider with tags are:&lt;br /&gt;
&lt;br /&gt;
Name: You can include your name if you want. It&amp;#039;s not really required as we store your name in our database anyway, seen below a sheet.&lt;br /&gt;
&lt;br /&gt;
Credit: Some people want to be credited when somebody uses the sheet, normally by writing &amp;quot;Give credit if used&amp;quot;. Some people will also write &amp;quot;Credit not required&amp;quot;. It&amp;#039;s your choice whether you want to request credit or not, though we advise that you don&amp;#039;t ask for it.&lt;br /&gt;
&lt;br /&gt;
Additional Graphics: You can include a few little cosmetics to your tag if you like, though personally I think that simplicity goes down best. Don&amp;#039;t be too distracting, and take up too much space.&lt;br /&gt;
&lt;br /&gt;
Just remember that not including a tag is also a more than acceptable. It&amp;#039;s quite likely that many people will simply ignore a tag, which is why the trend lately has been to simply not include one. This is of course your own personal preference.&lt;br /&gt;
&lt;br /&gt;
===File Format===&lt;br /&gt;
[[File:Png-and-gif-colors.png|right|250px|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Spriters Resource accepts 2 files types: .PNG, and .GIF. While we accept .GIF, we advise that you simply use .PNG because of a color limitation to the .gif format.&lt;br /&gt;
&lt;br /&gt;
To put it basically, the GIF file format can only contain 256 colors, whereas a PNG can have any number. PNG files also support &amp;quot;Alpha Transparency&amp;quot;, which means that they can include [[Dictionary#Anti-Aliasing|anti-aliasing]] on the outside edge of a sprite, whereas GIF does not.&lt;br /&gt;
&lt;br /&gt;
For a good comparison, click the image on the right. On the left of the image is a PNG, on the right is a GIF.&lt;br /&gt;
&lt;br /&gt;
Notice the colors used in the eye. The GIF has had to give certain colors slightly alternative shades to try and compensate for its restricted [[Dictionary#Palette|palette]], whereas the PNG is able to display all of these colors.&lt;br /&gt;
&lt;br /&gt;
Another thing to note is the outline of the sprites. On the left, you can see that the PNG easily blends into a color, and looks smooth caused from its use of [[Dictionary#anti-aliasing|anti-aliasing]]. The GIF on the other hand has a very sharp and crisp outline, compensating the lighter shades for black, or removing them all together.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Never&amp;#039;&amp;#039;&amp;#039; use .JPEG or .JPG. For more information, please see the [[Dictionary#JPEG|JPEG portion of our Dictionary]].&lt;br /&gt;
&lt;br /&gt;
==The Sheet Icon==&lt;br /&gt;
Icons for sprite sheets are 148px x 125px images. Unless the image fills up the entire icon, it should have a transparent background. The website itself creates the border and background for the icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Icon Example - Sprites.png|center]]&lt;br /&gt;
&lt;br /&gt;
(The black border is simply to illustrate the dimensions, it should not actually be in the image).&lt;br /&gt;
&lt;br /&gt;
Sheet icons must be in .PNG or .GIF format. The icon should give a quick idea of the content of the sheet, and not contain any sprites not present in the sheet.&lt;br /&gt;
&lt;br /&gt;
Some sprites in the icon may be scaled up by 200% if they are too small for reasonable viewing. In this case, &amp;#039;&amp;#039;&amp;#039;no scaling filters should be applied&amp;#039;&amp;#039;&amp;#039;, to preserve the sharpness and prevent making it blurry.&lt;br /&gt;
&lt;br /&gt;
[[File:2x-example.png|center]]&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s generally advised to keep artwork, backgrounds, and other large solid pieces of content at their original scale, as they were not designed to be &amp;quot;Pixelated&amp;quot;. While we suggest consistency across icons when you&amp;#039;re submitting to a game, if most things are 200% scale, and your sprite is way too big for that to be reasonable, don&amp;#039;t worry about this rule.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old sheet icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission&amp;diff=2097</id>
		<title>What Makes A Good Submission</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=What_Makes_A_Good_Submission&amp;diff=2097"/>
		<updated>2019-04-05T18:16:03Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Submitting to the Resource sites can be tricky for some, but by following some basic steps, you can easily ensure that your submission will be approved.&lt;br /&gt;
&lt;br /&gt;
==What Is Not Acceptable==&lt;br /&gt;
===Your Own Character===&lt;br /&gt;
Make sure that your submission is not a made up character. This only really applies to custom submissions, but it can also be if you&amp;#039;ve made a game and feel your content should be on the sites. It isn&amp;#039;t your place to make that judgement, and in cases you like this, you&amp;#039;d be best off asking us first. We only accept content for media ripped from commercially released, or notably reputable released games. In terms of custom submissions, we only accept content surrounding things that appear within a game, or gaming related media (Such as Sonic the Hedgehog cartoons).&lt;br /&gt;
&lt;br /&gt;
===Stolen Content===&lt;br /&gt;
We don&amp;#039;t like thieves in real life, and we do not like them here. Please make sure that you actually ripped or made the content you&amp;#039;re submitting, and didn&amp;#039;t just simply find it on some other website and felt like you could just submit it and claim credit. We have a community in the hundreds of thousands, many of whom actively seek out stolen content. You will be caught, and you will be banned.&lt;br /&gt;
&lt;br /&gt;
==Game Icons==&lt;br /&gt;
Game Icons use the same style across all sites. They are created by a 240px x 125px cropped screenshot from a game (&amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; its cover art). The website itself inserts code surrounding the image to represent it in the form of a Game Icon.&lt;br /&gt;
&lt;br /&gt;
[[File:Icon Example - Game.png|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;There are a few basic guidelines for creating a new Section Icon.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* When creating a new section, double check across the other Resource sites. It&amp;#039;s possible that the other sites have the game already, and thus a usable icon. &lt;br /&gt;
**Simply copy the image URL or save the image, and use it with your submission. This helps make it easier to find the same game across the Resource sites.&lt;br /&gt;
&lt;br /&gt;
* Game icons must be in either .[[PNG]] or .[[GIF]] file format, and of high quality. They should represent the game that it is being submitted for. Don&amp;#039;t resize a screenshot if you can help it - we love those crisp pixels.&lt;br /&gt;
&lt;br /&gt;
* Avoid using [[Dictionary#JPEG|JPEG]] screenshots like you&amp;#039;d find on the web on a search engine. The JPEG format is a lower image quality as image artifacting can occur.&lt;br /&gt;
&lt;br /&gt;
* Don&amp;#039;t use the game&amp;#039;s title screen as the icon. The title will be automatically included in the final icon - and thus it would be redundant to do so. (See above)&lt;br /&gt;
&lt;br /&gt;
* Get creative! The Resource sites showcase gaming&amp;#039;s best, almost like an art gallery. Frame your screenshot nicely.&lt;br /&gt;
&lt;br /&gt;
* If you can help it, we highly encourage using a 1 x 1 pixel ratio.&lt;br /&gt;
&lt;br /&gt;
* Similarly, if space allows, try to avoid the HUD or menu images in your screenshot.&lt;br /&gt;
&lt;br /&gt;
* Avoid game spoilers, such as a final boss or plot twist.&lt;br /&gt;
&lt;br /&gt;
* Give us some action - try to showcase gameplay or otherwise something that shows the game&amp;#039;s genre in action. For example, a screenshot of &amp;#039;Super Mario Bros. 3&amp;#039; should use Mario running through a stage, rather than standing on the map screen.&lt;br /&gt;
&lt;br /&gt;
* What makes this game unique - what sets it apart from other games? For example, Tails debuted in Sonic the Hedgehog 2. A good Sonic 2 icon should include him.&lt;br /&gt;
&lt;br /&gt;
* Vary screenshots within a series. Just because Mega Man shoots doesn&amp;#039;t mean he has to be in the same shooting position in every icon.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;To see our old game icons, check out our [[History]] page.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Site Specifics==&lt;br /&gt;
&lt;br /&gt;
{{subpage|The Spriters Resource|image=TSR-Logo.png|text=See what is required to make an acceptable submission on The Spriters Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Models Resource|image=TMR-Logo.png|text=See what is required to make an acceptable submission on The Models Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Textures Resource|image=TTR-Logo.png|text=See what is required to make an acceptable submission on The Textures Resource.|width=200px}}&lt;br /&gt;
{{subpage|The Sounds Resource|image=TSOR-Logo.png|text=See what is required to make an acceptable submission on The Sounds Resource.|width=200px}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Submission Guidelines]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Template:WikiMainTopNav&amp;diff=2096</id>
		<title>Template:WikiMainTopNav</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Template:WikiMainTopNav&amp;diff=2096"/>
		<updated>2019-04-05T18:11:35Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{navbox&lt;br /&gt;
|Site Fundamentals|&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= The Basics&lt;br /&gt;
  |list = [[Sprite Basics]] - [[Model Basics]] - [[Texture Basics]] - [[Sound Basics]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= Ripping Fundamentals&lt;br /&gt;
  |list = [[Ripping Sprites]] - [[Ripping Models]] - [[Ripping Textures]] - [[Ripping Sounds]]&lt;br /&gt;
 }}&lt;br /&gt;
 {{navboxrow&lt;br /&gt;
  |title= Custom Guidelines&lt;br /&gt;
  |list = [[Creating Sprites]] - [[Creating Models]] - [[Creating Textures]] - [[Creating Sounds]]&lt;br /&gt;
 }}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.vg-resource.com/index.php?title=Ripping_Models&amp;diff=2095</id>
		<title>Ripping Models</title>
		<link rel="alternate" type="text/html" href="https://wiki.vg-resource.com/index.php?title=Ripping_Models&amp;diff=2095"/>
		<updated>2019-04-05T18:10:43Z</updated>

		<summary type="html">&lt;p&gt;Kosheh: Created and added Navigation bar.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
Here is where guides for ripping models from games go. Currently very lackluster and needs improvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Guidance==&lt;br /&gt;
===Tools===&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====DirectX====&lt;br /&gt;
====OpenGL====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==Guides for specific games==&lt;br /&gt;
[[Final Fantasy VII Crisis Core]]&lt;br /&gt;
&lt;br /&gt;
[[Source Engine games]]&lt;br /&gt;
&lt;br /&gt;
[[Sonic Adventure series]]&lt;br /&gt;
&lt;br /&gt;
[[Sonic Heroes &amp;amp; Shadow the Hedgehog]]&lt;br /&gt;
&lt;br /&gt;
{{WikiMainTopNav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Resource Basics]]&lt;/div&gt;</summary>
		<author><name>Kosheh</name></author>
		
	</entry>
</feed>