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bitmap limitation problem (transformation)
#11
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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(0-139): 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: 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: 10 col: 7
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#12
(08-25-2014, 07:01 PM)YinYin Wrote:  file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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(0-139): 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: 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: 10 col: 7

Tried that as well
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#13
(08-25-2014, 07:07 PM)Neocrypt Wrote:  
(08-25-2014, 07:01 PM)YinYin Wrote:  file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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(0-139): 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: 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: 10 col: 7

Tried that as well

Try harder cause that is the solution

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
-140
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
-140
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: 10 col: 7
-140
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: 10 col: 7
-140


previously you had it like this (Click to View)
EDIT: here's my SS3 Goku for example and it works fine.
file(0-69): char\goku\buu\ss3\ss3goku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): char\goku\buu\ss3\ss3goku_1.bmp w: 79 h: 79 row: 10 col: 7
file(0-69): char\goku\buu\ss3\ss3goku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): char\goku\buu\ss3\ss3goku_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): char\goku\buu\ss3\ss3goku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): char\goku\buu\ss3\ss3goku_3.bmp w: 260 h: 140 row: 10 col: 7
file(140-209): char\goku\buu\ss3\ss3goku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): char\goku\buu\ss3\ss3goku_3.bmp w: 260 h: 140 row: 10 col: 7
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#14
If the character selected from menu doesn't work with that you'll have to fix pic numbers inside the data.
If the transformed character doesn't work with that you'll have to figure out which pics are shifted and move the respective sheets by adding to the previous one or inserting a dummy again.
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#15
(08-25-2014, 07:24 PM)bashscrazy Wrote:  
(08-25-2014, 07:07 PM)Neocrypt Wrote:  
(08-25-2014, 07:01 PM)YinYin Wrote:  file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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(0-139): 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: 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: 10 col: 7

Tried that as well

Try harder cause that is the solution

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
-140
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
-140
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: 10 col: 7
-140
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: 10 col: 7
-140

I tried for another 2 hours, no result, so how much harder will I have to try?

It's a weird problem. In the beginning, _4 gave trouble, so I merged _4 and I now even merged _3 with the other sprites (I just had to edit the sprites from _3 a little so it would fit in a 79x79 box). Now, the transformed one is working fine and the one selected from the menu still isn't. It shows pictures from _0 instead of _2.

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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(0-139): 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(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7

However, I think I tried all possibilities so I'd have to try something new.



(08-25-2014, 07:26 PM)YinYin Wrote:  If the character selected from menu doesn't work with that you'll have to fix pic numbers inside the data.

If this is the solution, I'll be sure to do it, but I don't understand how it would work. The transformed one is working exactly like it is supposed to, like it has always worked before I he could transform. So the pics inside the sprite sheets can't be wrong then, right?


(08-25-2014, 07:26 PM)YinYin Wrote:  If the character selected from menu doesn't work with that you'll have to fix pic numbers inside the data.

I suppose that would make the transformed character use the wrong pictures

(08-25-2014, 07:26 PM)YinYin Wrote:  If the transformed character doesn't work with that you'll have to figure out which pics are shifted

Everything from ssjgoku_2, but only in the menu-selected one

(08-25-2014, 07:26 PM)YinYin Wrote:  and move the respective sheets by adding to the previous one or inserting a dummy again.

You mean adding to the lines again, right? I tried many diffirent options:
It always to be going like this:

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7 used by menu-selected
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7 used by menu-selected
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7 used by menu-selected and transformed
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7 used by transformed
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7 used by transformed
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7 not used by LF2
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#16
Can you show us the last configuration that makes it work for the not transformed version? Transformed doesn't matter at all if the normal one doesn't work.
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#17
(08-26-2014, 12:53 PM)YinYin Wrote:  Can you show us the last configuration that makes it work for the not transformed version? Transformed doesn't matter at all if the normal one doesn't work.

Anything with these lines put up first works fine:

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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

edit: if nothing is going to work, I'll just use two diffirent ID numbers and make them both selectable, only the transformed version (which wouldn't work right if selected from the menu) will be selectable after using the cheat only, and be named something like GokuTransformed and have a diffirent facepic that says "don't play, but don't delete this ID either". Would be a bit messy, but oh well. I'm still hoping for some better solution though :P
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#18
(08-26-2014, 01:32 PM)Neocrypt Wrote:  
(08-26-2014, 12:53 PM)YinYin Wrote:  Can you show us the last configuration that makes it work for the not transformed version? Transformed doesn't matter at all if the normal one doesn't work.

Anything with these lines put up first works fine:

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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

See, that's the deal - you didn't actually understand or do the first thing you have to do.
Using state 8000 shifts pictures by 140 - that means the transformed characters sprites start at picture 140 - you cannot have the normal data use pictures within that range. You need to relocate pictures 140 onwards inside the data to 280 onwards because the numbers between 140 and 280 will be used for sheet 0 and 1 on the transformed character.
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#19
(08-26-2014, 02:41 PM)YinYin Wrote:  
(08-26-2014, 01:32 PM)Neocrypt Wrote:  
(08-26-2014, 12:53 PM)YinYin Wrote:  Can you show us the last configuration that makes it work for the not transformed version? Transformed doesn't matter at all if the normal one doesn't work.

Anything with these lines put up first works fine:

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): 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

See, that's the deal - you didn't actually understand or do the first thing you have to do.
Using state 8000 shifts pictures by 140 - that means the transformed characters sprites start at picture 140 - you cannot have the normal data use pictures within that range. You need to relocate pictures 140 onwards inside the data to 280 onwards because the numbers between 140 and 280 will be used for sheet 0 and 1 on the transformed character.

I guess you're right, I actually thought it meant the data would skip the first 140 pictures in the loading part, but it actually doesn't use pic 140-280 at all if you set up the data the way you described earlier?

So basically, I can leave pic 0-140 the way they are, and 140 becomes 280 and so on. Correct?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#20
correct
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