Post Reply 
[PSP] Rcomage v1.1.1 - new RCO manipulation tool
Author Message
WoobiE
Paradigmatic Entity

Posts: 173.2251
Threads: 21
Joined: 11th Apr 2009
Reputation: 0.85528
E-Pigs: 17.6274
Offline
Post: #141
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
gsmoke Wrote: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 ....

Gah, you beat me to it. I've got a PDF tutorial going on. Maybe I'll still release it because I'm doing a more detailed one.
16/12/2009 03:53 PM
Find all posts by this user Quote this message in a reply
gsmoke
Noob

Posts: 2,184.2572
Threads: 103
Joined: 14th Apr 2007
Reputation: 1.65351
E-Pigs: 36.9914
Offline
Post: #142
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Yes release it!
Woobie that will be great , so the more guides the better is for us users.

“Fear not for the future, weep not for the past.”
17/12/2009 09:56 AM
Find all posts by this user Quote this message in a reply
sniperwolf137
Paradigmatic Apprentice

Posts: 35.1792
Threads: 4
Joined: 18th Jan 2010
Reputation: 1.94271
E-Pigs: 11.2475
Offline
Post: #143
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
@ZiNgA BuRgA can you please tell me what rco file should i dump to make a moving or animated background wallpaper?

[Image: sephiroth.gif?t=1292893388]
18/01/2010 12:25 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: #144
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
Try system_plugin_bg.rco
18/01/2010 02:07 AM
Visit this user's website Find all posts by this user Quote this message in a reply
yammata684
Able One

Posts: 63.3604
Threads: 7
Joined: 7th Oct 2009
Reputation: 1.25679
E-Pigs: 0.6648
Offline
Post: #145
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
This probably is a stupid question but could you explain how exaxtly a person should use the command line version. Because when I use it, I get a corrupted RCO and I used the help command too. It's probably just me being stupid but could you give an example. This is what I have now:

Files\Include\rcomage.exe compile Files\Build\system_plugin_bg\system_plugin_bg.xml Files\TEMP\VSH\resource\system_plugin_bg.rco --pack-hdr zlib

This is being used in a theme installer I'm making. After the user picks the options and waves and other stuff it builds the RCOs accordingly. How would I do this because right now I'm lost. The XML file and other stuff works fine in the GUI version though.

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
(This post was last modified: 18/01/2010 02:34 PM by yammata684.)
18/01/2010 02:33 PM
Find all posts by this user Quote this message in a reply
sniperwolf137
Paradigmatic Apprentice

Posts: 35.1792
Threads: 4
Joined: 18th Jan 2010
Reputation: 1.94271
E-Pigs: 11.2475
Offline
Post: #146
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
ZiNgA BuRgA Wrote:Try system_plugin_bg.rco

thanks I'll try it

[Image: sephiroth.gif?t=1292893388]
18/01/2010 07:07 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: #147
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
yammata684 Wrote:This probably is a stupid question but could you explain how exaxtly a person should use the command line version. Because when I use it, I get a corrupted RCO and I used the help command too. It's probably just me being stupid but could you give an example. This is what I have now:

Files\Include\rcomage.exe compile Files\Build\system_plugin_bg\system_plugin_bg.xml Files\TEMP\VSH\resource\system_plugin_bg.rco --pack-hdr zlib

This is being used in a theme installer I'm making. After the user picks the options and waves and other stuff it builds the RCOs accordingly. How would I do this because right now I'm lost. The XML file and other stuff works fine in the GUI version though.
The only thing I can really think of now would be if you converted GIMs to PNG files (or you've got .png files in the XML where it says format="gim") and it's failing cause there's no GimConv.  If this is the case, try supplying the GimConv path to Rcomage.  You can always check the source code of the GUI for assistance.
18/01/2010 08:17 PM
Visit this user's website Find all posts by this user Quote this message in a reply
sniperwolf137
Paradigmatic Apprentice

Posts: 35.1792
Threads: 4
Joined: 18th Jan 2010
Reputation: 1.94271
E-Pigs: 11.2475
Offline
Post: #148
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
how can i put the images in the tree or in the XML file

[Image: sephiroth.gif?t=1292893388]
18/01/2010 08:36 PM
Find all posts by this user Quote this message in a reply
clispe
Paradigmatic Entity

Posts: 215.7820
Threads: 39
Joined: 16th Mar 2009
Reputation: 1.62242
E-Pigs: 23.7022
Offline
Post: #149
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
lol its probably me, but I made a theme full of animations but wen I tested it out nothing animates…they just stay there still and do nothing
18/01/2010 08:59 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: #150
RE: [PSP] Rcomage v1.0.2 - new RCO manipulation tool
sniperwolf137 Wrote:how can i put the images in the tree or in the XML file
Just add it - follow the same syntax/style as existing images (check other RCOs to see what it looks like).
You can also try the various guides around to see if they help.

clispe Wrote:lol its probably me, but I made a theme full of animations but wen I tested it out nothing animates…they just stay there still and do nothing
Give a small example XML probably.
Did you link up the animation entries to onLoad events?
19/01/2010 07:37 PM
Visit this user's website Find all posts by this user Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)

 Quick Theme: