Post Reply 
[PSP] Rcomage v1.1.1 - new RCO manipulation tool
Author Message
Vegetano1
$urf

Posts: 9,083.2507
Threads: 397
Joined: 2nd Mar 2007
Reputation: 6.06988
E-Pigs: 2756.6280
Offline
Post: #191
RE: [PSP] Rcomage v1.1.0 - new RCO manipulation tool
(02/06/2010 05:41 AM)ZiNgA BuRgA Wrote:  
(01/06/2010 10:57 PM)Vegetano1 Wrote:  Edit: its not XxY the second 0 in 0x0 is for both x and y movement,. maybe the first is for slow beginning and second (def/sure it is) is for slow end speed,.
"0x" is a prefix for a hex digit, so basically "0x0" means "0" in normal numbers.
It appears to be a mode, so 0 = normal transition, 1 = start slow, 4 = start fast, and beyond 4, doesn't do anything.
Nice find :)

ok so :
0x4 >> accelerate down at the end
0x1 >> slow acceleration

cool an update Adore

for lock,. not sure whot line to use:

Code:
				<lock anim="anim:anim_bat_ring" />

or

Code:
				<lockevent anim="anim:anim_bat_ring" />


same for unlock,. can't get rcomage to compile,. :(



Make loads of $$!! it wurks!!
[Image: csbanner_anim_03.gif]
Signed Homebrew by bsanehi & OMightyBuggy
http://endlessparadigm.com/forum/showthr...?tid=25707
Spoiler for My miniBlog:
(This post was last modified: 03/06/2010 12:50 AM by Vegetano1.)
03/06/2010 12:30 AM
Visit this user's website Find all posts by this user Quote this message in a reply
Post Reply 


Messages In This Thread
RE: [PSP] Rcomage v1.1.0 - new RCO manipulation tool - Vegetano1 - 03/06/2010 12:30 AM

Forum Jump:


User(s) browsing this thread: 2 Guest(s)

 Quick Theme: