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bitmap limitation problem (transformation)
#1
I was working on a transformation from Goku to SSJ Goku. As you might know, the transformed character skips the first 140 pics. I figured the .bmp part has to be something like this in order to get the sprites right after transforming as well as after choosing SSJ Goku from the menu.

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\dontdelete.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\dontdelete.bmp w: 79 h: 79 row: 10 col: 7

However, as you can see, there's 12 files now instead of 10 which is the limit. With 12 files here, the game crashes.

Is there another way in which I can let the transformation work, without having to merge files so that I get 10 bmps? A diffirent order that also works, perhaps?

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Solved. Solution can be found on page 2 and 3
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bitmap limitation problem (transformation) - by Memento - 08-25-2014, 04:29 PM



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