Post Reply 
[PSP] Rcomage v1.1.1 - new RCO manipulation tool
Author Message
yammata684
Able One

Posts: 63.3604
Threads: 7
Joined: 7th Oct 2009
Reputation: 1.25679
E-Pigs: 0.6648
Offline
Post: #151
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
I fixed my problem with the compiling of RCOs. Thanks.

Do you know what are he best overall settings for RCO compression?

Yes I know you could care less, but my avatar is actually a picture of my PSP.
WIP - XMB+
Spoiler:
[Image: Sig.gif]
Zing Burg
If it weren't for Team-GEN the PSP scene would have died at a few months ago - Thank you to Team GEN for keeping it alive
20/01/2010 04:41 PM
Find all posts by this user Quote this message in a reply
ZiNgA BuRgA
Smart Alternative

Posts: 17,022.2988
Threads: 1,174
Joined: 19th Jan 2007
Reputation: -1.71391
E-Pigs: 446.1274
Offline
Post: #152
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
yammata684 Wrote:I fixed my problem with the compiling of RCOs. Thanks.

Do you know what are he best overall settings for RCO compression?
The defaults are actually pretty good - that is, they sacrifice a fair bit of speed for good compression.
RLZ seems to give slightly better compression, but that will only be available when I've finished that.
20/01/2010 04:43 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Mr. Shizzy
ɯɹ˙ sɥızzʎ

Posts: 2,973.4020
Threads: 415
Joined: 21st Feb 2007
Reputation: -2.36574
E-Pigs: 160.1496
Offline
Post: #153
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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...

PSP 2001 [TA-088v2]: 6.39 ME-9.7
[Image: 4kly6c1.gif]
Sig by Mr_Nick666
25/02/2010 07:57 PM
Find all posts by this user Quote this message in a reply
ZiNgA BuRgA
Smart Alternative

Posts: 17,022.2988
Threads: 1,174
Joined: 19th Jan 2007
Reputation: -1.71391
E-Pigs: 446.1274
Offline
Post: #154
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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 08:10 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Mr. Shizzy
ɯɹ˙ sɥızzʎ

Posts: 2,973.4020
Threads: 415
Joined: 21st Feb 2007
Reputation: -2.36574
E-Pigs: 160.1496
Offline
Post: #155
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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

PSP 2001 [TA-088v2]: 6.39 ME-9.7
[Image: 4kly6c1.gif]
Sig by Mr_Nick666
25/02/2010 09:08 PM
Find all posts by this user Quote this message in a reply
Mr. Shizzy
ɯɹ˙ sɥızzʎ

Posts: 2,973.4020
Threads: 415
Joined: 21st Feb 2007
Reputation: -2.36574
E-Pigs: 160.1496
Offline
Post: #156
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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..  [Image: lipsseald.gif])

PSP Write could be used to edit the xml files.
PSP Filer could be used to even install compiled scripts to flash.   Madwin
It would be a thing of beauty    Yay

Thanks ZiNgA...     Er - I mean Greg   :p

PSP 2001 [TA-088v2]: 6.39 ME-9.7
[Image: 4kly6c1.gif]
Sig by Mr_Nick666
15/03/2010 08:07 AM
Find all posts by this user Quote this message in a reply
ZiNgA BuRgA
Smart Alternative

Posts: 17,022.2988
Threads: 1,174
Joined: 19th Jan 2007
Reputation: -1.71391
E-Pigs: 446.1274
Offline
Post: #157
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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.
15/03/2010 03:44 PM
Visit this user's website Find all posts by this user Quote this message in a reply
ZiNgA BuRgA
Smart Alternative

Posts: 17,022.2988
Threads: 1,174
Joined: 19th Jan 2007
Reputation: -1.71391
E-Pigs: 446.1274
Offline
Post: #158
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
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
03/04/2010 05:56 AM
Visit this user's website Find all posts by this user Quote this message in a reply
nickxab
Pro hacker

Posts: 545.3302
Threads: 40
Joined: 23rd Feb 2009
Reputation: 1.65651
E-Pigs: 21.2108
Offline
Post: #159
RE: [PSP] Rcomage v1.1.0 - new RCO manipulation tool
As always thanks man Madwin

I was born with a d*ck in my brain, yeah ,f*cked in the head

Phat PSP 1004 TA-079 v3 + Sony 16GB Mark II + tiltFX with 6.60 ME 1.6 + leda 0.2
Phat PS3 CECHG04 40GB (750GB int. + 500GB ext.) with REBUG 3.55.2 OTHEROS++
iPhone 3G 8GB jailbroken with iOS 4.2.1
PS2 Slim model SCPH-75004 + Free McBoot 1.8b + uLaunchELF v4.42 + ESR beta r9b
[Image: userbar794826.gif]
[Image: userbar781446.gif]
07/04/2010 12:49 PM
Find all posts by this user Quote this message in a reply
Sparker
Super Lame Productions

Posts: 8,165.3369
Threads: 549
Joined: 19th Jan 2007
Reputation: 10.74638
E-Pigs: 187.8972
Offline
Post: #160
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
(03/04/2010 05:56 AM)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.

07/04/2010 08:03 PM
Find all posts by this user Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 5 Guest(s)

 Quick Theme: