Download OK so here's how you use this: On the left click the Add button to load an art file (a dialog will ask the compression type). The rest of the stuff is changing the order art files are used in and what address it's loaded at, allowing you to create a virtual VRAM space. The bottom of the form allows you to view the loaded tiles (you can scroll through it with arrow keys). Click "Import Palette" to load a palette file and tell it what offset to load it at. Do this as many times as you need.Then in the File menu, you can load Mappings, DPLC and Animations. Each item will have a check mark when it is loaded. For all three, you can specify Binary or ASM and a starting address or label. For mappings, you can choose the game and the starting palette line. For DPLCs, you can choose the game. Note that S3K's player objects use S2 format, while other objects use a different format. On the right you can select an animation, with labels if you loaded ASM mappings, or hex offsets otherwise, and then click "GIF Export". Animations which have the speed value set to $FD, $FE or $FF will use a value of 4 instead. Animations which are set to loop indefinitely ($FF) will produce infinitely looping GIFs. Animations which jump back a number of frames ($FE) will be split into _intro and _loop GIFs. Animations which change to a different animation ($FD) will go through each animation until it finds a non-FD animation, then it will stop; if the last animation ends with $FE it will be split into _intro and _loop GIFs. All other types will play once, then stop. KNOWN BUG: The two pixels on the bottom right are always black. I have no explanation for this.