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Caution with Adding move; the no replacing method
Topic Started: Feb 7 2017, 10:08 AM (497 Views)
eatrawmeat391


Hi there LOM,
Adding move without replacing anything has a disadvantage,it makes your WAZE.dat file bigger.What is the problem here?The game has a FIXED size memory regions,it doesn't "extend" the memory size to put something else at the end of it.As a result it overwrites some data that is used for other things in the game until the game no longer working for you at a certain point.
JNMM has problem with BPE file in the past and it is solved by using less or equal BPE file size because if the BPE size is bigger,it will overwrite the data after it
Until a very skilled PS2 hacker can figure out how to allocate more memory by editing the ELF.Always follow the less-or-equal size when modding anything.
An exception to this is the character pac,you can replace higher files up to 640kb(is that right?) because there is a 640kb memory location that holds the pac.Where each bpe files in the above example loads at the same time and they have their own memory location to hold only their original file size
So for move modding you'll have to try not to add new block,only replace similar animation moves and unused blocks
If you really want to add new block,check everything in the game to see if it crashes with your PS2 emulator,or better yet a PS2 console
A check for unused block feature will be available in the next version of Anim Editor
Thanks to CrocoX11 for telling me that
Edited by eatrawmeat391, Feb 7 2017, 10:15 AM.
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JNMM
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As for BPE compression, it's really hard to make it the same. With images is sensitive because it consists of removing some pixels or colors. But in terms of movements ... I see it more difficult.

Not much matters movements in 2006. but the ivy weight the same since the size of the file stayed the same for not adding much new content

It is recommended that for users who want to add new moves, replace old or unify some.

Example: in 2006 there are two Sharpshooters (1 and 2, the three is different) the one has an old animation, the other a modern animation and you can easily remove one since both are the same.
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phoenixnitro

Big thanks for the heads up. After importing the Pounce, I found that exact problem to be happening with my game, so that explains it. I'll have to start following the method JNMM said with unifying moves.
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The H.S.N
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Its gonna be Legen...(wait for it)...dary!
Thanks ERM391 , great announcement!
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phoenixnitro

Just curious ERM, is this still a problem with the newest version of the Animation Editor, or are we now able to add moves without needing to replace? I'm just getting back into modding my SVR06 and was curious to find out when planning my movesets. Thank you for the great work as always!
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eatrawmeat391


It is a PS2/PSP problem.The point of this topic is you can't add as much as you want regardless of what you do because the RAM is 32MB for both console
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ryokudou
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Chaostic Netral

yes i still confuse on the limit of adding (hctp)
like i said way before some move dissapear and new added move(on certain id) not appear anymore, but when i change the id and name location on waza it appear like normal... since you said i just hit the limit that's the reason new move not appear but why when i change the id/name location it appear like normal???
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eatrawmeat391


ryokudou
Jun 27 2018, 07:37 PM
yes i still confuse on the limit of adding (hctp)
like i said way before some move dissapear and new added move(on certain id) not appear anymore, but when i change the id and name location on waza it appear like normal... since you said i just hit the limit that's the reason new move not appear but why when i change the id/name location it appear like normal???
Well I assumed that you had made no mistake on adding moves.If you change the id/location it appears like normal is because you did some mistakes when adding move, maybe doesn't sort them by ID out when you are supposed to or using duplicated ID or some random mistakes.
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