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[PSP] Rcomage v1.1.1 - new RCO manipulation tool
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ZiNgA BuRgA
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RE: [PSP] Rcomage v1.1.0 - new RCO manipulation tool
(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 :)

(02/06/2010 02:07 AM)WoobiE Wrote:  Hey Vegetano1, I ran into the same problems as you did as well. What I normally do with editing text in rcoedit is that I leave the text editing till last. Because you edit the text in rcoedit, RCOmage will not dump the .rco's text file completely. I seem to notice that the text file will be incomplete at where you actually edited the text in rcoedit.
Should've told me earlier :)

Can you guys try this build and tell me if it fixes everything?
http://endlessparadigm.com/forum/attachm...p?aid=3957

Thanks!
02/06/2010 05:41 AM
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RE: [PSP] Rcomage v1.1.0 - new RCO manipulation tool - ZiNgA BuRgA - 02/06/2010 05:41 AM

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