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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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Uufje Agent

Joined: 26 Feb 2007 Posts: 69
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Posted: Thu Oct 21, 2021 8:08 am Post subject: |
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I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.
I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.
Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing _________________ Oofjay |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Sun Oct 24, 2021 10:56 am Post subject: |
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Uufje wrote: | I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.
I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.
Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing |
Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Thu Oct 28, 2021 2:27 am Post subject: |
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The action editor description for GE sub-action 68 is incorrect. State bitflag C should state (Opening/Closing) instead of incorrectly reading (Opening/Closed) |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Thu Oct 28, 2021 12:41 pm Post subject: |
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Carnivorous wrote: | The action editor description for GE sub-action 68 is incorrect. State bitflag C should state (Opening/Closing) instead of incorrectly reading (Opening/Closed) |
Is that even valid? The editor handled that very weird, should've just been bitflag showing text...I updated that particular entry anyways now in beta. |
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Uufje Agent

Joined: 26 Feb 2007 Posts: 69
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Posted: Thu Oct 28, 2021 12:51 pm Post subject: |
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SubDrag wrote: | Uufje wrote: | I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.
I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.
Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing |
Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps. |
I am importing it into animation F7, which causes the problem. Even on a vanilla ROM, it only has 2B8 frames instead of the required 2C3. _________________ Oofjay |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Fri Oct 29, 2021 8:11 am Post subject: |
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Uufje wrote: | SubDrag wrote: | Uufje wrote: | I seem to have a small problem with importing animations into a PD ROM: my animation has 707 frames, but when I import it into the ROM, it cuts off the last few frames and it has 696 (2B8) frames instead. I'm not sure why this happens.
I thought, maybe the animation doesn't move too much in the last two frames and it just discards that, but I've tried altering the last few frames to make them move a lot, which didn't help.
Animation: https://drive.google.com/file/d/1EVkRA0S-g765AinrXXPpda8Io9jf47Nm/view?usp=sharing |
Not sure what you mean. Did a test import to Guard animation 0001, and it showed last frame as 2C3/707. Wrote/reloaded still there. Would need more precise recreation steps. |
I am importing it into animation F7, which causes the problem. Even on a vanilla ROM, it only has 2B8 frames instead of the required 2C3. |
Not a bug, just it's optimizing the import, by adding repeat points (the format allows for if identical frames, to just set spot and count, instead of actually putting the frame in that many times). You can see them in GUI. That said, maybe that's not always desirable, so I added a checkbox that if you uncheck, it won't do the repeat point optimization in beta, but default it is checked. |
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MRKane 007

Joined: 11 Dec 2008 Posts: 1076
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Posted: Tue Nov 02, 2021 1:46 am Post subject: |
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Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that! _________________ No Mr. Bond, I expect you to be re-coded! |
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Uufje Agent

Joined: 26 Feb 2007 Posts: 69
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Posted: Tue Nov 02, 2021 2:02 pm Post subject: |
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It works perfectly now, thanks  _________________ Oofjay |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Wed Nov 03, 2021 2:12 am Post subject: |
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MRKane wrote: | Hang on: animations are optimised with frame compression if it's the same frame? Oh this has just made my life a heap easier as I won't have to optimise my animations as much before export and code around that! |
If they are in a row the format supports repeating identical frames. The minimum run was maybe 2 frames or 4, can't remember. |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Thu Dec 09, 2021 9:15 pm Post subject: |
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Actions.ini has been updated with the newly discovered fields.
Please add the following string to the GE action block editor, thank you!
Commands 9D/9E/9F/A0/A1/A2
Code: | if (guardBits & 0x00008000)
tempStr += " (Push On Death)"; |
Commands 14/15/16
Code: | else if ((data[2] & 0x80) != 0)
{
tempStr += " (Single Shot Only)";
} |
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6153
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Posted: Fri Dec 17, 2021 5:59 am Post subject: |
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I will add it next update. What does push on death mean? |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Fri Dec 17, 2021 4:41 pm Post subject: |
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So with a few weapons like the magnum they have a force of impact value, which is used as a rng range for pushing enemies when they die. When the push on death flag is set it'll always use a impact value - regardless of the weapon used to kill them. This is used for Trevelyan on Cradle so he's more likely to fall off the platform with the ZMG/PP7. |
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oldyz 007

Joined: 02 Dec 2009 Posts: 607
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Posted: Thu Dec 23, 2021 7:02 pm Post subject: |
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Carnivorous wrote: | So with a few weapons like the magnum they have a force of impact value, which is used as a rng range for pushing enemies when they die. When the push on death flag is set it'll always use a impact value - regardless of the weapon used to kill them. This is used for Trevelyan on Cradle so he's more likely to fall off the platform with the ZMG/PP7. |
this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember... |
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Aeronie Agent

Joined: 29 Dec 2021 Posts: 6 Location: Spain  |
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Carnivorous Moderator

Joined: 15 Oct 2016 Posts: 657 Location: Ukraine  |
Posted: Sat Jan 01, 2022 7:03 pm Post subject: |
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This already exists in the editor. Check key combinations for these two options.
Quote: | this has a more frequent use in Perfect Dark, i am wondering if GE & PD treat the script differently, because enemies flying back from magnum shots seems less frequent in GE as far as i can remember... |
They're handled the same. |
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