20/01/2010, 04:41 PM
20/01/2010, 04:43 PM
yammata684 Wrote:I fixed my problem with the compiling of RCOs. Thanks.The defaults are actually pretty good - that is, they sacrifice a fair bit of speed for good compression.
Do you know what are he best overall settings for RCO compression?
RLZ seems to give slightly better compression, but that will only be available when I've finished that.
25/02/2010, 07:57 PM
OK, here is my question:
I have built 2 separate animations into system_plugin_fg.rco.
I need these 2 animations to interact with each other.
The problem is, that the times are not interacting perfectly, even though I am doing the math right on the delays.
Is there a way to simultaneously have 2 animations into one animation tree?
This would solve my timing problem.
If I have not explained the problem so people can understand, then I could post the script...
I have built 2 separate animations into system_plugin_fg.rco.
I need these 2 animations to interact with each other.
The problem is, that the times are not interacting perfectly, even though I am doing the math right on the delays.
Is there a way to simultaneously have 2 animations into one animation tree?
This would solve my timing problem.
If I have not explained the problem so people can understand, then I could post the script...
25/02/2010, 08:10 PM
Mr. Shizzy Wrote:Is there a way to simultaneously have 2 animations into one animation tree?Don't all your anim sequences get defined under the <AnimTree> node?
Animation sequences can fire another sequence, but that's about as much interaction as there is.
25/02/2010, 09:08 PM
ZiNgA BuRgA Wrote:Mr. Shizzy Wrote:Is there a way to simultaneously have 2 animations into one animation tree?Don't all your anim sequences get defined under the <AnimTree> node?
Animation sequences can fire another sequence, but that's about as much interaction as there is.
Yup, they are all in one tree. I mis-worded that.. I meant one animation sequence.
Interesting, I hadn't considered using fire event as a technique for animation interactions.
If that don't work out for me (the timing is going to have to be perfect for me to be happy with this) then I will have to use photoshop to build the second animation right into the first, by combining the sprites into one canvas. I was hoping to for a more dynamic approach, but hey - whatever is clever.
Thanks for the response ZinGa :D
15/03/2010, 08:07 AM
Sorry for the double post...
ZinGa any way wee could get a PSP executable build of rcoMage ??
It would be very handy for editing and testing scripts while at work. (On breaks, of course..
)
PSP Write could be used to edit the xml files.
PSP Filer could be used to even install compiled scripts to flash.
It would be a thing of beauty
Thanks ZiNgA... Er - I mean Greg :p
ZinGa any way wee could get a PSP executable build of rcoMage ??
It would be very handy for editing and testing scripts while at work. (On breaks, of course..
![[Image: lipsseald.gif]](http://pspplayground.condor.serverpro3.com/Smileys/default/lipsseald.gif)
PSP Write could be used to edit the xml files.
PSP Filer could be used to even install compiled scripts to flash.

It would be a thing of beauty

Thanks ZiNgA... Er - I mean Greg :p
15/03/2010, 03:44 PM
Am not sure how well it would run on the PSP. I was somewhat lazy in the algorithms used so it does waste a bit of memory and gets a bit slow (realloc's in loops for the win). Not really an issue for even very old computers, but I dunno about the PSP.
I'll post the source code up sometime in the future though - was hoping to clean up some mess, but I doubt I'll get around to it. I don't have a PSP dev environment set up.
I'll post the source code up sometime in the future though - was hoping to clean up some mess, but I doubt I'll get around to it. I don't have a PSP dev environment set up.
03/04/2010, 05:56 AM
Updated to v1.1.0, the main changes are VSMX decoding/encoding and PS3 RCO support.
Changelog:
- Minor message output changes
- Fixed bug where rcomage may have tried to convert non-GIM images through gimconv when dumping
- Fixed minor issue if Image/Sound/Text tree contained no subentries
- Removed option to select compression for PNG/JPG/TIF/GIF resources in GUI as it's mostly useless and may break the RCO if changed
- Add UMDFlag attribute to RcoFile tag
- Reduce the use of CDATA sections in the dumped text XML file
- Add basic VSMX decoder/encoder; add corresponding option when dumping/compiling in CLI and GUI, as well as vsmxdec and vsmxenc functions in the CLI
- Add experimental VSMX » Javascript decompiler. This will most likely crash, but if you're lucky, it might go through and give half-readable output. Only use this if you're really interested; can only be accessed via the CLI using the --decompile option of vsmxdec
- Export some internal constants to .ini files
- Add support for UTF8 and UTF32 text in RCOs (found in PS3 RCOs); also fixed some potential character encoding issues
- Add support for Fontstyle entries (used in the sysconf PS3 RCO)
- Greatly improve handling PS3 RCO object structures (thanks goes to geohot for RCO samples)
- Add support for writing PS3 RCOs; also modify GimConv to add PS3 configuration option
Changelog:
- Minor message output changes
- Fixed bug where rcomage may have tried to convert non-GIM images through gimconv when dumping
- Fixed minor issue if Image/Sound/Text tree contained no subentries
- Removed option to select compression for PNG/JPG/TIF/GIF resources in GUI as it's mostly useless and may break the RCO if changed
- Add UMDFlag attribute to RcoFile tag
- Reduce the use of CDATA sections in the dumped text XML file
- Add basic VSMX decoder/encoder; add corresponding option when dumping/compiling in CLI and GUI, as well as vsmxdec and vsmxenc functions in the CLI
- Add experimental VSMX » Javascript decompiler. This will most likely crash, but if you're lucky, it might go through and give half-readable output. Only use this if you're really interested; can only be accessed via the CLI using the --decompile option of vsmxdec
- Export some internal constants to .ini files
- Add support for UTF8 and UTF32 text in RCOs (found in PS3 RCOs); also fixed some potential character encoding issues
- Add support for Fontstyle entries (used in the sysconf PS3 RCO)
- Greatly improve handling PS3 RCO object structures (thanks goes to geohot for RCO samples)
- Add support for writing PS3 RCOs; also modify GimConv to add PS3 configuration option
07/04/2010, 12:49 PM
As always thanks man 

07/04/2010, 08:03 PM
ZiNgA BuRgA Wrote: [ -> ]Updated to v1.1.0, the main changes are VSMX decoding/encoding and PS3 RCO support.
Changelog:
- Minor message output changes
- Fixed bug where rcomage may have tried to convert non-GIM images through gimconv when dumping
- Fixed minor issue if Image/Sound/Text tree contained no subentries
- Removed option to select compression for PNG/JPG/TIF/GIF resources in GUI as it's mostly useless and may break the RCO if changed
- Add UMDFlag attribute to RcoFile tag
- Reduce the use of CDATA sections in the dumped text XML file
- Add basic VSMX decoder/encoder; add corresponding option when dumping/compiling in CLI and GUI, as well as vsmxdec and vsmxenc functions in the CLI
- Add experimental VSMX » Javascript decompiler. This will most likely crash, but if you're lucky, it might go through and give half-readable output. Only use this if you're really interested; can only be accessed via the CLI using the --decompile option of vsmxdec
- Export some internal constants to .ini files
- Add support for UTF8 and UTF32 text in RCOs (found in PS3 RCOs); also fixed some potential character encoding issues
- Add support for Fontstyle entries (used in the sysconf PS3 RCO)
- Greatly improve handling PS3 RCO object structures (thanks goes to geohot for RCO samples)
- Add support for writing PS3 RCOs; also modify GimConv to add PS3 configuration option
/waits to see how many people credit you as Zing Burg.