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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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Xickam
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Post: #71
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Hi

Understand why I was when I put an animation in my system_plugin_fg.rco my psp crash : (
Here is the xml attached Emptyone


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.zip  XML FILE.zip (Size: 1.88 KB / Downloads: 137)

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15/11/2009 07:25 AM
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Vegetano1
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Post: #72
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Xickam Wrote:Hi

Understand why I was when I put an animation in my system_plugin_fg.rco my psp crash : (
Here is the xml attached Emptyone

i did a quick view,. and i think "Recolour" is't an anim  command,. ;)


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15/11/2009 08:09 AM
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ZiNgA BuRgA
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Post: #73
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
"Recolour" should be fine (I renamed "ColourChange" to "Recolour") and unknown tags should generate a warning by rcomage.
Rcomage doesn't guarantee that compiled RCOs will be accepted by the PSP unfortunately.

Looking at your XML, everything actually looks fine.  If you give me the compiled RCO, I can take a look, otherwise, I'd probably start by trying to remove the two Plane objects you added and see if it works alright.
15/11/2009 04:19 PM
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Xickam
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Post: #74
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Here the rco compiled
thanks for your help Gongxi


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.zip  RCO FILE.zip (Size: 11.58 KB / Downloads: 125)

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16/11/2009 05:25 AM
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
The RCO you supplied does appear to work perfectly fine on my 5.00 PSP.
I did notice this though:

XML Code
				<Recolour object="object:tex_mini_icon_inbar" duration="500" unknown1="0x0" red="1" green="1" blue="1" alpha="1" />
				<Delay time="500" />
				<Recolour object="object:tex_mini_icon_inbar" duration="500" unknown1="0x0" red="1" green="1" blue="1" alpha="0.3" />

You actually named the objects without the "tex_" prefix (yeah, I know rcomage doesn't have enough error checking at the moment).
See if that helps.

16/11/2009 07:07 PM
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yammata684
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Post: #76
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
I had a problem with the plain text feature. I was making custom text entries in topmenu_plugin.rco - long story, but my problem was that I had to save everyting in unicode (It takes a while when you have to save 50+ new text entries uusing notepad and metapad). I had originally tried to use DOS and ANSI text files. When you would open the RCO I made using ANSI or DOS text encoding in RCOEditor, it would show it as as having ?????e - (???? then some random letter, usually). Could you add support for other formats or explain how to fix this.

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17/11/2009 01:20 PM
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WoobiE
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Post: #77
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Yo Zinga Burga, What is meant by "delay time" in the XML? I know that "duration" is how long the event will last but "delay" after the "duration" kinda confuses me.
17/11/2009 04:32 PM
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
yammata684 Wrote:I had a problem with the plain text feature. I was making custom text entries in topmenu_plugin.rco - long story, but my problem was that I had to save everyting in unicode (It takes a while when you have to save 50+ new text entries uusing notepad and metapad). I had originally tried to use DOS and ANSI text files. When you would open the RCO I made using ANSI or DOS text encoding in RCOEditor, it would show it as as having ?????e - (???? then some random letter, usually). Could you add support for other formats or explain how to fix this.
Are the text data in XML or TXT files after dumping?  If XML, did you update the "encoding" directive in the XML?  Also note that Rcomage sticks UTF-8/UTF-16 signatures for these files, so you may have to remove them if you're using ANSI encoding.
Otherwise, libxml2/iconv does the character set encoding, so I imagine they work fine >_>

WoobiE Wrote:Yo Zinga Burga, What is meant by "delay time" in the XML? I know that "duration" is how long the event will last but "delay" after the "duration" kinda confuses me.
The PSP executes instructions in an <Animation> sequence in parallel.  That is, say you had something like:
- Move, duration=100ms
- Resize, duration=100ms

Both the above instructions would be executed at the same time for the same duration of time.
This works until the PSP hits a <Delay> instruction, where it will pause execution until the delay time is up.  For example:
- Move, duration=100ms
- Delay, time=100ms
- Resize, duration=100ms

The move will be executed, then straight after it finishes animating, the resize will be executed.

Hope that helps.
(This post was last modified: 17/11/2009 05:07 PM by ZiNgA BuRgA.)
17/11/2009 05:06 PM
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WoobiE
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Post: #79
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
Oh thanks man. That explains everything about delays and durations. I also would like to appologise for calling you "Zing Burg", You proper name in Zinga Burga and I was just a bit frustrated at the time and I typed in your name wrong.
18/11/2009 02:59 AM
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ZiNgA BuRgA
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Post: #80
RE: [PSP] Rcomage v1.0.1 - new RCO manipulation tool
No that's perfectly fine :P
18/11/2009 03:41 AM
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