Introduction

This tool handles mass-manipulation of BAMs, a feature that other tools like BAM Workshop and DLTCEP do not (currently) provide. Near Infinity's Mass Exporter feature will only decompress or dissemble BAMs, and then only if you want to do it to all BAMs in the game (not a wise move). BAM Batcher includes the following subcomponents:

  1. Convert BAMs to BMPs
  2. Convert BMPs to inventory BAMs
  3. Convert BMPs to spell BAMs
  4. Convert BMPs to description BAMs
  5. Fix inventory BAM coordinates
  6. Fix spell BAM coordinates
  7. Fix description BAM coordinates
  8. Decompress BAMs
  9. Compress BAMs
  10. List BAMs and dimensions
  11. List BMPs and dimensions
  12. List GIFs and dimensions
  13. Repalette BAMs from a BMP
  14. Convert BMPs to paperdoll BAMs
  15. Convert inventory BAMs to EE
  16. Fix BAMWorkshop colors

In addition, this mod includes the long-lost Moinesse's BAMs as a separate component with two options forinstallation:

  1. BAMs only
  2. BAMs with test items

All components are modding tools - the average player should not consider installing these, though they can greatly help modders who work with BAMs (graphical animations). A short description of each component follows below.

Please read the instructions below before using this tool. It is quite easy, and a little bit of literacy might save you a lot of hardship or misunderstanding.

BAM Batcher > IntroductionBack To Top

Installation

Extract this utility to your game folder. The main component makes no changes to your actual game or WeiDU log, so you can run it as many times as you wish.

You can extract files from the archive using WinRAR, 7-Zip or another file compression utility that handles .rar files.

Run setup-bambatch.exe in your game folder to use the utility.

Mac OS X
Extract the contents of the mod to your game folder. On successful extraction, there should be a /bambatch subfolder in your game folder. Download the OS X version of WeiDU (or copy another mod's launcher) and rename it setup-bambatch. Put this and the setup-bambatch.command file within the /bambatch subfolder in your main game folder. To use, double-click on setup-bambatch.command and follow the instructions on screen.

Linux
Extract the contents of the archive to your game folder. Download the latest Linux version of WeiDU and copy WeiDU and WeInstall to /usr/bin. Then open a terminal and cd to your game directory.

Run WeInstall setup-bambatch in your game folder to use the tool.

BAM Batcher > Installation Back To Top

Components

There are two main components. Each component has subcomponents as detailed below.

BAM Batcher

1. Convert BAMs to BMPs
This option will attempt to extract all frames from the BAMs in the /bambatch/bam folder. It will save these as BMPs to the /bambatch/bmp folder. It will place a number after the filename indicating the BAM frame number.

2. Convert BMPs to inventory BAMs
This option will attempt to assemble similarly-named bitmaps in the /bambatch/invlarge and /bambatch/invsmall folders. It will save these as inventory BAMs to the /bambatch/bam folder. The filenames must have the same name with the exception of the last character, which must be the letter 'l' for large icon frames and 's' for small frames. See the relevant folders for examples (iamul01l.bmp and iamul01s.bmp). Inventory icons have the large icon (maximum of 64 pixels) centered (half each dimension) and the small icon (maximum of 32 pixels) offset for its difference from the 32-pixel maximum (usually a negative number).

As of version 2.4, the large and small frames are no longer required to use the exact same 256-color palette. However, it is recommended to keep the total number of different colors used to around 256, or at least make sure both frames use similar colors. The reason for this is that once the first 256 colors are used, additional colors will simply be remapped to the "nearest-neighbor" color already in the palette. If the palette contains teal and pink for the transparent and shadow colors (as set by BAMWorkshop), these colors will automatically be corrected to green and black. After this check is performed, the first two palette entries (which are reserved for the transparent and shadow colors) will be set as green and black respectively. Any pixels using these two colors will be remapped to use these palette entries. The original behavior of this component can be restored by changing the line "OUTER_SET UnifyPalette = 1" to "OUTER_SET UnifyPalette = 0" in setup-bambatch.tp2.

3. Convert BMPs to spell BAMs
This option will attempt to assemble bitmaps in the /bambatch/spell folder. It will save these as spell BAMs to the /bambatch/bam folder. Spell icons are a maximum of 32 pixels and are offset from the difference from the 32-pixel maximum.

4. Convert BMPs to description BAMs
This option will attempt to assemble bitmaps in the /bambatch/desc folder. It will save these as description BAMs to the /bambatch/bam folder. Description BAMs won't display properly if wider than ~166 pixels, though they can be somewhat larger in height than width. They are centered (offsets are half each dimension).

Note: Since description BAMs have a single centered frame, this option will also work for ground icons and many other "miscellaneous" BAMs. Neither this nor other options will work for assembling creature animations, which require special attention to make sure the creature's feet are centered in each frame.

5. Fix inventory BAM coordinates
This option will attempt to fix an inventory BAM in the /bambatch/bam folder whose X and Y coordinates are not properly offset (as described above in option 2). It is not necessary if you've used the option above, which will format the coordinates properly. The only stipulation is that the large inventory icon frame needs to be wider than the small icon (as it should be, since it includes at least a shadow).

6. Fix spell BAM coordinates
This option will attempt to fix a spell BAM in the /bambatch/bam folder whose X and Y coordinates are not properly offset (as described above in option 3). It is not necessary if you've used the option above, which will format the coordinates properly.

7. Fix description BAM coordinates
This option will attempt to fix a description, ground or miscellaneous BAM in the /bambatch/bam folder whose X and Y coordinates are not properly offset (as described above in option 4). It is not necessary if you've used the option above, which will format the coordinates properly.

Note: The formatter will not work correctly for description BAMs quartered with four frames in the BG1 style. You will need to set those coordinates manually, which should be as follows:

Frame 0: offset by entire dimensions of the frame
Frame 1: offset by zero horizontally, full dimensions vertically
Frame 2: offset by full dimensions horizontally, zero vertically
Frame 3: offset by zero both horizontally and vertically

8. Decompress BAMs
This option will decompress BAMs in the /bambatch/bam folder. It will have no effect on BAMs that are already decompressed (and will tell you so).

9. Compress BAMs
This option will compress BAMs in the /bambatch/bam folder. It will have no effect on BAMs that are already compressed (and will tell you so). It is not necessary if you've used the conversion or fixing options above, which will compress the BAMs automatically (as are most BAMs in the game).

10. List BAMs and dimensions
This option outputs a list of all BAMs in the /bambatch/bam folder to the file /bambatch/backup/bam_list.txt. It will list each BAM, frame number, and the width and height of each frame. You can modify this to work with in-game BAMs as described above in subcomponent 1.

11. List BMPs and dimensions
This option outputs a list of all bitmaps in the /bambatch/bmp folder to the file /bambatch/backup/bmp_list.txt. It will list each bitmap followed by its width and height.

12. List GIFs and dimensions
This option generates the HTML code used to display the images in this very readme and outputs it to the file /bambatch/backup/gif_list.txt. You can modify it for use in your own mod's readme (or any other HTML documents).

13. Repalette BAMs from a BMP
This option will attempt to repalette BAMs in the /bambatch/bam folder. It will take the palette from the 8-bit, 256-color bitmap in the /bambatch/palette folder. The name of the BMP must match the first six (6) characters of the BAM file(s) you want to repalette. For example, you might have MBERG1.bam and MBERG1E.bam in the /bambatch/bam folder, and a bitmap named MBERG1.bmp in the /bambatch/palette folder. BAM file will be edited in place.

14. Convert BMPs to paperdoll BAMs
This option will attempt to assemble similarly-named bitmaps in the /bambatch/paperdolltop and /bambatch/paperdollbottom folders. It will save these as paperdoll BAMs to the /bambatch/bam folder. The filenames must have the same name with the exception of the last character, which must be the letter ‘t’ for the top frames and ‘b’ for the bottom frames. See the relevant folders for examples (MGNLINVt.bmp and MGNLINVb.bmp). Both BMPs must use exactly the same palette. Each of these frames should have dimensions of 128x80 pixels in order for the frame offsets to be correct. The frames in the resulting BAMs can then be trimmed using an external tool, such as BAM Resizer.

15. Convert inventory BAMs to EE
This option will attempt to modify traditional inventory BAMs in the /bambatch/bam folder so that both the large and small icons are utilized by the EE games. The inventory BAM must have two sequences, the first containing the "large" inventory icon frame and the second containing the "small" inventory icon frame to be processed. Inventory icon BAMs in the /bambatch/bam folder that meet these requirements are patched and saved back to the /bambatch/bam folder, overwriting the original. Note that a backup of the original BAMs can be found in the /bambatch/backup folder as usual.

16. Fix BAMWorkshop colors
This option will fix any teal Transparent and pink Shadow colors (set by BAMWorkshop) found in the BAMs in the /bambatch/bam folder so that they use the proper green and black colors used by the game engine.

Moinesse's BAMs

1. BAMs only
This option will copy all BAMs from /bambatch/moinbam to your game /override folder.

2. BAMs with test items
This option will copy all BAMs from /bambatch/moinbam to your game /override folder. In addition, it will copy items based on the source BAM also to the /override folder and patch them into a store. In Tutu, this is the Candlekeep Inn (_inn2616.sto). In BG2 or BGT, this is Min's Merchandise (shop01.sto), the merchant directly east of the Circus Tent in Waukeen's Promenade. This allows you to see how the BAMs will look in-game.

Of course, the best option for this component is [N]ot to install it, and to create your own items with the BAMs already referenced in the inventory icon field (hex reference 0x3a). Then you can copy the items with your own mod installer. See setup-sample.tp2 in the /bambatch/tools folder for an example.

You can see a list of all 179 BAMs and sample images below.

Tools

The mod includes several utilities in the /tools subfolder that are not installed with either component.

1. Paint Shop Pro palettes
I've included several PSP palettes I use for BAMs. These are probably convertable to Photoshop or another format (though offhand I can't tell you how to do that).

BGDesc1.PspPalette - a standard palette for description BAMs
BGDesc2.PspPalette - a somewhat modified version of the above palette
BGDesc3.PspPalette - a subtler and darker description BAM palette
BGIcons.PspPalette - a standard inventory BAM palette (used by Moinesse and others)
BGScrollBlue.PspPalette - a palette for making blue scroll BAMs
BGScrollRed.PspPalette - a palette for making red scroll BAMs
BGScrollWhite.PspPalette - a palette for making white scroll BAMs
BGSpellBlue.PspPalette - a palette for making blue spell icons
BGSpellRed.PspPalette - a palette for making red scroll icons
BGSpellWhite.PspPalette - a palette for making white scroll icons

2. Sample templates
These are files you can use as templates for making your own.

setup-sample.tp2 - a sample TP2 installer for an item mod
spla-blu.bmp - a sample bitmap for a blue spell scroll
spla-red.bmp - a sample bitmap for a red spell scroll
spla-whi.bmp - a sample bitmap for a white spell scroll
splb-blu.bmp - a sample bitmap for a blue spellcasting icon
splb-red.bmp - a sample bitmap for a red spellcasting icon
splb-whi.bmp - a sample bitmap for a white spellcasting icon
splc-blu.bmp - a sample bitmap for a blue spell book icon
splc-red.bmp - a sample bitmap for a red spell book icon
splc-whi.bmp - a sample bitmap for a white spell book icon
swatches.bmp - a palette used for on-the-fly BAMs

It includes the following colors:
Brown - close to default inventory screen background
Tan - close to default description BAM background
Near black - close to large icon shadow
Pink - botched BAM Workshop shadow color
Cyan - ground icon outline
Teal - BAM Workshop transparency color
Green - default game transparency color

Finally, the /tools folder contains a template (template.bam) for making inventory icons with BAM Workshop. BAM Batcher makes BAM Workshop somewhat obsolete for making multiple BAMs, but it can still be useful for touching up single BAMs. To use this template with it, just delete the single frame to fix palette issues, then import your own bitmap frames.

BAM Batcher > ComponentsBack To Top

Frequently Asked Questions

Q: How do I rename files?
A: You may want to rename files output by the tool. For example, the BAM to BMP conversion option labels bitmaps with a number corresponding to their frame order in the BAM file. You may wish to replace these with 'l' or 's' for easier identification as large or small inventory icon frames.

You can use a tool similar to the Bulk Rename Utility or another that supports regular expressions(regexp) - indeed, even WeiDU itself. Bulk Rename is quite easy, however. You can right-click on the bmp folder, select Bulk Rename Here and enter the following information in the relevant fields under RegEx:

If all frames ending in '0' correspond to large icons:
Match: (^[a-z]+)([0-9]{2})(0$)
Replace: \1\2l

If all frames ending in '1' correspond to small icons:
Match: (^[a-z]+)([0-9]{2})(1$)
Replace: \1\2s

The above examples basically tell it to replace the first alphabetical characters with themselves, the second two numbers with themselves, and the last number with an 'l' or 's' as relevant.


Q: How do I convert images from one format to another?
A: You may have a number of files saved as GIFs you wish to save as bitmaps, or bitmaps you need to manipulate so they're in the right format. Or you may want to convert your BMPs to GIFs to display them online better. Most image editing programs can handle such operations in batch mode.

In Paint Shop Pro
Go to File > Batch Process, Browse and Select All the GIFs from a whole folder. Then pick "New Type" under Save Mode and BMP as the Type under Save Options and specify the output folder. For bitmaps, make sure the Options are set to standard RGB coding (the default for most programs) rather than Run length encoding.

In Photoshop
Go to File > Automate > Conditional Mode Change. Choose Source Mode: Bitmap and Target Mode: Indexed Color. The Batch menu option may also be able to convert multiple files to another format.

You'll also need to ensure your source bitmaps are in 256-color 8-bit format.

In Paint Shop Pro
Go to Image > Decrease Color Depth > 256 Color palette. Choose Optimized Octree, Error diffusion and Reduce color bleeding to produce the best results.

In Photoshop
Go to Image > Mode > Indexed Color. Choose Palette: Local (Selective), Colors: 256, Dither: None. You may get better results with other options, depending on the source image.

If you don't have either program, even MS Paint can open most files and Save As a 256 Color Bitmap, though this will likely produce substandard results. You are better off downloading GIMP for free.


Q: How do I make sure my bitmaps use the same palette?
A: Use the tips above to reduce your largest frame to 256 colors. Then:

In Paint Shop Pro
Go to Image > Palette > Save Palette. Name and save it, then switch to the other image and go to Image > Palette > Load Palette and choose Nearest color matching.

In Photoshop
Go to Image > Mode > Color Table. Save and name it, then switch to the other image and go to Image > Mode > Color Table and Load it.


Q: Can I get that in-game background look like the icons below?
A: Yes, there is a line (currently around #133) in the .tp2 file you can uncomment for that. Otherwise, exported bitmap backgrounds get the default game transparency color (a bright green).


Q: Why do some files take long to convert?
A: This can happen sometimes with run-length encoded BAM frames or bitmaps that have too many transparent pixels. For this reason, crop your bitmap as close as possible to the edges of the actual image. Your files will be smaller and will convert more quickly without losing any data. This usually isn't a problem for most game BAMs which are formatted this way by default.


Q: Can I undo changes I've made?
A: If you are not satisfied with the changes made (for example, by fixing BAM coordinates), just restore the original files from your backup subfolder. In any case, you should delete the files in your backup folders regularly, as they may pile up. You do not need to delete files with a numeric extension, however. WeiDU generates these automatically.


Q: What do I do if I get an error message when using this?
A: Make sure you've followed the instructions for what you're trying to do. If it still happens, open the .tp2 file with a text editor, fix the code and post the corrections ;). Oh, okay … if you're not comfortable with fixing code, post the error message and the source file you're using at shsforums.net.


Q: Can I reassemble modified creature animations with this?
A: Not currently, since they're quite complex. They have several cycles, each with separate frames, and none of them seem to have intuitive X and Y offsets, so someone has to manually determine where they should be. If someone can give me specifications for exact assembly (or better yet, write the code for it), I can consider adding this.


Q: Can I translate this tool to another language?
A: Sure, and you can start with this readme. Seriously, that will be the hard part. I didn't bother generating .tra files since there are only a handful of strings for the installer.


Q: Do other mods use any of the BAMs below?
A: Aurora's Shoes and Boots uses a modified version of mnboot02.bam for the "Everyday Boots" (Green, Blue and Yellow) as well as the upgraded Thrice-Armored Boots. It also uses a version of mnboot08.bam for the Boots of Battle and its upgrade, the Boots of War. There may be other mods, but it's doubtful, since these have not been publicly available for some time (and weren't formatted correctly in the first place). That shouldn't prevent other mods from using the same BAMs though, since I modified them.


Q: This thing rules! Can I send you a bottle of something?
A: Aye, single-malt scotch preferably, but I'm easy.


Q: This thing sucks! Can I send you a bottle of something?
A: See previous item (and no, you can't set it on fire :P).

BAM Batcher > FAQBack To Top

Moinesse's BAMs

The second component of this utility includes BAMs that Moinesse originally created as mentioned above. I take no credit for the artwork in these BAMs, nor do I know if all the BAMs are Moinesse's original work or obtained from somewhere else (nor do I care :)).

I have fixed a number of technical things in the BAMs. I've filled in missing drop shadows on the large frames, formatted correct X and Y coordinates using the tool, filled in obvious missing pixels and cropped the frames to the actual image dimensions. If someone doesn't like that, too bad. I think there are some great BAMs here, but they weren't that helpful if they didn't work in the game.

The BAMs include the item categories below. Large and small icons form a pair within each BAM. The BAMs have the modder and item prefix as indicated, followed by a sequential number as displayed in the order below.

Amulets (mnamul##)
mnamul01 mnamul01 mnamul02 mnamul02 mnamul03 mnamul03 mnamul04 mnamul04 mnamul05 mnamul05 mnamul06 mnamul06 mnamul07 mnamul07 mnamul08 mnamul08 mnamul09 mnamul09 mnamul10 mnamul10 mnamul11 mnamul11 mnamul12 mnamul12 mnamul13 mnamul13 mnamul14 mnamul14 mnamul15 mnamul15 mnamul16 mnamul16 mnamul17 mnamul17 mnamul18 mnamul18 mnamul19 mnamul19

Armor (mnarmr##)
mnarmr01 mnarmr01 mnarmr02 mnarmr02 mnarmr03 mnarmr03 mnarmr04 mnarmr04 mnarmr05 mnarmr05 mnarmr06 mnarmr06 mnarmr07 mnarmr07 mnarmr08 mnarmr08 mnarmr09 mnarmr09 mnarmr10 mnarmr10 mnarmr11 mnarmr11 mnarmr12 mnarmr12 mnarmr13 mnarmr13 mnarmr14 mnarmr14 mnarmr15 mnarmr15 mnarmr16 mnarmr16 mnarmr17 mnarmr17 mnarmr18 mnarmr18 mnarmr19 mnarmr19

Axes (mnaxe##)
mnaxe01 mnaxe01 mnaxe02 mnaxe02 mnaxe03 mnaxe03 mnaxe04 mnaxe04 mnaxe05 mnaxe05 mnaxe06 mnaxe06 mnaxe07 mnaxe07 mnaxe08 mnaxe08 mnaxe09 mnaxe09 mnaxe10 mnaxe10 mnaxe11 mnaxe11

Belts (mnbelt##)
mnbelt01 mnbelt01 mnbelt02 mnbelt02 mnbelt03 mnbelt03 mnbelt04 mnbelt04 mnbelt05 mnbelt05 mnbelt06 mnbelt06 mnbelt07 mnbelt07 mnbelt08 mnbelt08 mnbelt09 mnbelt09 mnbelt10 mnbelt10 mnbelt11 mnbelt11 mnbelt12 mnbelt12 mnbelt13 mnbelt13 mnbelt14 mnbelt14

Blunts (mnblun##)
mnblun01 mnblun01 mnblun02 mnblun02 mnblun03 mnblun03 mnblun04 mnblun04 mnblun05 mnblun05

Boots (mnboot##)
mnboot01 mnboot01 mnboot02 mnboot02 mnboot03 mnboot03 mnboot04 mnboot04 mnboot05 mnboot05 mnboot06 mnboot06 mnboot07 mnboot07 mnboot08 mnboot08 mnboot09 mnboot09 mnboot10 mnboot10 mnboot11 mnboot11 mnboot12 mnboot12 mnboot13 mnboot13 mnboot14 mnboot14 mnboot15 mnboot15 mnboot16 mnboot16

Bows (mnbow##)
mnbow01 mnbow01 mnbow02 mnbow02 mnbow03 mnbow03 mnbow04 mnbow04 mnbow05 mnbow05 mnbow06 mnbow06

Crossbows (mnxbow##)
mnxbow01 mnxbow01 mnxbow02 mnxbow02 mnxbow03 mnxbow03

Daggers (mndagg##) and "Claws" (mnclaw##)
mndagg01 mndagg01 mnclaw01 mnclaw01 mnclaw02 mnclaw02

Gloves (mnglov##)
mnglov01 mnglov01 mnglov02 mnglov02 mnglov03 mnglov03 mnglov04 mnglov04 mnglov05 mnglov05 mnglov06 mnglov06 mnglov07 mnglov07 mnglov08 mnglov08 mnglov09 mnglov09 mnglov10 mnglov10

Helms (mnhelm##)
mnhelm01 mnhelm01 mnhelm02 mnhelm02 mnhelm03 mnhelm03 mnhelm04 mnhelm04

Miscellany (mn----##)
mnbird01 mnbird01 mnbook01 mnbook01 mnbook02 mnbook02 mncup01 mncup01 mngift01 mngift01 mncher01 mncher01 mnrose01 mnrose01 mnrose02 mnrose02 mnrose03 mnrose03

Rings (mnring##)
mnring01 mnring01 mnring02 mnring02 mnring03 mnring03 mnring04 mnring04 mnring05 mnring05 mnring06 mnring06 mnring07 mnring07 mnring08 mnring08 mnring09 mnring09 mnring10 mnring10 mnring11 mnring11 mnring12 mnring12 mnring13 mnring13 mnring14 mnring14 mnring15 mnring15 mnring16 mnring16 mnring17 mnring17 mnring18 mnring18 mnring19 mnring19 mnring20 mnring20 mnring21 mnring21 mnring22 mnring22 mnring23 mnring23

Robes (mnrobe##)
mnrobe01 mnrobe01 mnrobe02 mnrobe02 mnrobe03 mnrobe03 mnrobe04 mnrobe04 mnrobe05 mnrobe05 mnrobe06 mnrobe06 mnrobe07 mnrobe07 mnrobe08 mnrobe08 mnrobe09 mnrobe09 mnrobe10 mnrobe10 mnrobe11 mnrobe11 mnrobe12 mnrobe12 mnrobe13 mnrobe13 mnrobe14 mnrobe14

Shields (mnshld##)
mnshld01 mnshld01 mnshld02 mnshld02 mnshld03 mnshld03 mnshld04 mnshld04 mnshld05 mnshld05 mnshld06 mnshld06 mnshld07 mnshld07

Shuriken and other "Exotics" (mnshur##)
mnshur01 mnshur01 mnshur02 mnshur02 mnshur03 mnshur03 mnshur04 mnshur04

Staves (mnstaf##)
mnstaf01 mnstaf01 mnstaf02 mnstaf02 mnstaf03 mnstaf03 mnstaf04 mnstaf04 mnstaf05 mnstaf05 mnstaf06 mnstaf06

Swords (mnswrd##)
mnswrd01 mnswrd01 mnswrd02 mnswrd02 mnswrd03 mnswrd03 mnswrd04 mnswrd04 mnswrd05 mnswrd05 mnswrd06 mnswrd06

BAM Batcher > BAMsBack To Top

Credits

Coding: Miloch
Code contributions: Kwiat_W, pro5, Argent77, and Sam.
French translation: Gwendolyne


Programs/tools used in creation:


BAM Batcher is copyright © 2009 by Miloch. This work (including all code and documentation) is licensed under the WTFPL. You just do WTF you want with it. While I won't stop you from making a mod with super-power-granting +10 items using these BAMs, I will probably ridicule you (or if I don't, someone else will). These are classy BAMs - make a classy mod with them :).

BAM Batcher > CreditsBack To Top

Version history

Version 2.4: 22 October 2017
  • Modify "Convert BMPs to inventory BAMs" to no longer require identical palettes in small and large frames
  • Modify "Convert BAMs to BMPs" to properly handle multiple BAMs
  • Added 'Fix BAMWorkshop colors' component
  • Fix 'Convert BMPs to description BAMs' to properly handle multiple images at a time
  • Update Readme
Version 2.3: 30 June 2017
  • Traify setup-bambatch.tp2
  • Add French translation
  • Added "Convert inventory BAMs to EE" component
  • Update Readme
Version 2.2: 15 May 2017
  • Include more palette resources in tools folder
  • Update repalette BAMs component
  • Update Readme
Version 2.1: 11 May 2017
  • Added "Convert BMPs to paperdoll BAMs" component
Version 2.0: 22 Jan 2017
  • Added Kwiat_W's spell BAM fix (19 March 2010)
  • Added pro5's small frame fix (05 December 2013)
  • Added Miloch's 'Repalette BAMs from a BMP' component (12 January 2014)
  • Added Argent77's RLE fix (15 October 2016)
  • Added Sam.'s BMP Version 4 fix
  • Updated WeiDU to Version 240
  • Updated 'List GIFs and dimensions' component for HTML5 compliance and bumped Version to v2
Version 1.0: 12 Sep 2009
  • Initial release
BAM Batcher > Version HistoryBack To Top