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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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WoobiE
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Post: #131
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Ohh... I hope this is gonna solve some of my OSK compiling problems that I have been getting.

EDIT:Ok, things still crapped out on me. No big deal.
(This post was last modified: 07/12/2009 04:39 AM by WoobiE.)
07/12/2009 04:32 AM
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ZiNgA BuRgA
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Post: #132
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
What issues are you getting?
07/12/2009 04:49 AM
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(÷[s@m]÷)
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Post: #133
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
ZiNgA BuRgA Wrote:Do you actually have the MSVC 2008 runtimes installed?

that was the problem, but i had no idea what you were talking about. I am a n00b with all things programming - PSP is my speciality, if you can call it that!!

no issues with 1.0.2 though, thanks a bunch!

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07/12/2009 09:50 AM
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WoobiE
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Post: #134
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Actually, it's just me. I'm gunning it and running out of resources. My bad.

EDIT: Ok found the problem. Part of the problem is me, I'm using too much resources. I found that RCOmage does not like converting 32bit bmp files. It does not seem to handle alpha channels properly. I make a 32bit bmp image. I use it in RCOeditor and I seem to get the image to work with alpha channels. When I try to compile with RCOmage I just get white squares.
(This post was last modified: 08/12/2009 03:35 AM by WoobiE.)
07/12/2009 06:06 PM
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byte.me
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Post: #135
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Thanks for the update, man.  I can now export the XML of RCOs from UMD Video ISOs.
11/12/2009 09:40 PM
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Mr. Shizzy
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Post: #136
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
byte.me Wrote:Thanks for the update, man.  I can now export the XML of RCOs from UMD Video ISOs.

That's awesome !!  
So e could actually add animations to umd video menus Madwin

I never even considered that  :)

THANKS FOR THE UPDATE ZINGA   Yay

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(This post was last modified: 13/12/2009 02:20 AM by Mr. Shizzy.)
13/12/2009 02:20 AM
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byte.me
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Post: #137
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Mr. Shizzy Wrote:That's awesome !!  
So e could actually add animations to umd video menus Madwin

I never even considered that  :)

THANKS FOR THE UPDATE ZINGA   Yay

Er, not sure.  You can change certain things on existing animations, but perhaps not as freely as I believe you think.  UMD Video RCOs still have that Virtual Machine thing that wee can't touch yet.  Hopefully, with ZB's programming prowess (Heh, heh), an option regarding VM editing becomes available on the tool's future updates.  Then again, that might take a while since its current interface is pretty much limited to decompiling and recompiling actions only.
(This post was last modified: 13/12/2009 05:59 AM by byte.me.)
13/12/2009 05:56 AM
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
I don't think I'll be able to do much with the VSMX resource.  It's dumped if anyone wants to see it, but otherwise, I'm going to leave it as is.

Thanks By the way.
13/12/2009 06:22 AM
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byte.me
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Post: #139
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
ZiNgA BuRgA Wrote:I don't think I'll be able to do much with the VSMX resource.  It's dumped if anyone wants to see it, but otherwise, I'm going to leave it as is.

Thanks By the way.

Aww, that's too bad.  Oh well, it's only wishful thinking anyway.
If
13/12/2009 08:22 PM
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gsmoke
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Post: #140
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Ok i made i small guide that might give everyone an idea on how tihngs get done.

http://endlessparadigm.com/forum/showthr...?tid=20594

it all started from Zings readme ....

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(This post was last modified: 17/12/2009 09:56 AM by gsmoke.)
16/12/2009 07:45 AM
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