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 Brylt & Brlan Documentaion ( How to edit )

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wiihackerz101

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Posts : 49
Join date : 2010-03-07
Location : In the Wii's Nand

PostSubject: Brylt & Brlan Documentaion ( How to edit )   Tue 9 Mar - 21:04

We will First be Talking about Brylt:

Note in order to follow this tutorial you must have a working benzin.

BRLYT

Outline Structure

The starting point to all xmlyt files looks a lot like the following. There are a few tweaks that can be made to this, but not many, and these are not required. Comments have been added and these are marked with '#'.

Code:

 
<?xml version="1.0"?>
 <xmlyt>
    <tag type="lyt1">            # LYT1 Start - defines screen resolution
        <a>00000001</a>
        <size>
            <width>608.000000</width>
            <height>456.000000</height>
        </size>
    </tag>               # LYT1 End
    <tag type="txl1">            # TXL1 Start - lists the images used in the banner
        <entries>
              <# REPLACE START>
              <# See Texture List below>
              <# REPLACE END>
        </entries>
    </tag>               # TXL1 End
    <tag type="mat1" count="0">      # MAT1 Start - defines certain properties that are applied to the images in the banner.  The images were listed in TXL1 above.
              <# REPLACE START>
              <# See Material List below>
              <# REPLACE END>
    </tag>               # MAT1 End
    <tag type="pan1" name="RootPane">      # PAN1 Start - marks the start of the pane header
        <flags>01-04</flags>
        <alpha>ff-00</alpha>
        <coords>
            <x>0.0000000000000000</x>
            <y>0.0000000000000000</y>
            <z>0.0000000000000000</z>
        </coords>
        <flip>
            <x>0.000000</x>
            <y>0.000000</y>
        </flip>
        <rotate>0.000000</rotate>
        <zoom>
            <x>1.0000000000</x>
            <y>1.0000000000</y>
        </zoom>
        <size>
            <width>608.000000</width>
            <height>456.000000</height>
        </size>
    </tag>               # PAN1 End - end of the pane header, but not the end of the pane
    <tag type="pas1" />         # PAS1 Start - marks the starts of the pane
              <# REPLACE START>
              <# See Picture List below>
              <# REPLACE END>
    <tag type="pae1" />         # PAS1 End (PAE1 = Pane End)
    <tag type="grp1" name="RootGroup">   # GRP1 Start
        <subs>
        </subs>
    </tag>               # GRP1 End
 </xmlyt>


At the moment, this xmlyt does not include any images, it is necessary to add detail to the three points (Texture, Material, Picture) in the xmlyt above that are marked by <# REPLACE>. Detail on each of these sections is presented below:

Texture List

The xmlyt starts by listing the images (TPL Textures) that are in the banner. To add/delete an image start here.

Code:
 <name>Background.tpl</name>

Material List

The xmlyt then defines the materials. Materials are like sheets of paper that move around as defined in the brlan. In the materials section you give the material a name and define which tpl image sits on that material - it must be one of the images specified in txl1. To add or delete an image, also add or remove a section like this:



Code:
        <entries name="BackgroundMaterial">
            <colors>
                <black_color>0</black_color>
                <black_color>0</black_color>
                <black_color>0</black_color>
                <black_color>0</black_color>
                <white_color>255</white_color>
                <white_color>255</white_color>
                <white_color>255</white_color>
                <white_color>255</white_color>
                <unk2>255</unk2>
                <unk2>255</unk2>
                <unk2>255</unk2>
                <unk2>255</unk2>
                <tev_k>0xffffffff</tev_k>
                <tev_k>0xffffffff</tev_k>
                <tev_k>0xffffffff</tev_k>
                <tev_k>0xffffffff</tev_k>
            </colors>
            <flags>00800111</flags>
            <material name="Background.tpl">
                <wrap_s>00</wrap_s>
                <wrap_t>00</wrap_t>
            </material>
        </entries>

Picture List

Next you define the attributes of the material (they are listed by material name as defined in ('mat1', . You can define the size of the image here, and also it's position on the pane. To add/remove an image from the banner you also need to add/remove a section like this:

Code:
 <tag type="pic1" name="BackgroundPicture">
        <flags>01-04</flags>
        <alpha>ff-00</alpha>
        <coords>
            <x>0.00000000000000000000</x>
            <y>0.00000000000000000000</y>
            <z>0.00000000000000000000</z>
        </coords>
        <flip>
            <x>0.000000</x>
            <y>0.000000</y>
        </flip>
        <rotate>0.000000</rotate>
        <zoom>
            <x>1.0000000000</x>
            <y>1.0000000000</y>
        </zoom>
        <size>
            <width>256.000000</width>
            <height>256.000000</height>
        </size>
        <tpl name="BackgroundMaterial"></tpl>
        <colors>
            <vtx>0xFFFFFFFF</vtx>
            <vtx>0xFFFFFFFF</vtx>
            <vtx>0xFFFFFFFF</vtx>
            <vtx>0xFFFFFFFF</vtx>
        </colors>
        <coordinates>
            <set>
                <coord>0.000000</coord>
                <coord>0.000000</coord>
                <coord>1.000000</coord>
                <coord>0.000000</coord>
                <coord>0.000000</coord>
                <coord>1.000000</coord>
                <coord>1.000000</coord>
                <coord>1.000000</coord>
            </set>
        </coordinates>
    </tag>

Here is a full sample XMLYT Code
Spoiler:
 

BRLAN

Specifies how to animate the items prescribed in the brlyt. There are three types:

banner_start.brlan - specifies a different animation when the banner is first opened
banner_loop.brlan - specifies a repeating (looping) animation to play once the banner_start.brlan has finished
banner.brlan - is like a banner_loop.brlan, but starts immediately, i.e. there is no starting animation

All of these files look identical. The filename tells the wii when to play them. there are more complicated brlan names in the disc channel to handle different animations for different scenarios (e.g. disc in / disc out), and in the System Menu you will find brlan's with random and various names.

framesize

Specifies how many frames are in the animation, then it will loop again. a framesize of 60 will give approximately one second of animation.

all brlans start with a

Code:
<?xml version="1.0"?>

Then there is a xmlan tag with the version of benzin used, number of frames of animation, and the flags.

Code:
<xmlan version="1.1.0BETA" framesize="7" flags="00">

then there is the name of the pane or material we are animating. This also has the type with 1 for material, and 0 for pane to animate.

Code:
<pane name="4x3" type="0">

then there is the type of animation done to the material or pane

Code:
POSSIBILITIES:
 =============
 RLPA - Pane Animation
 RLTS - Texture Sequence ?
 RLTP - Texture Pattern ?
 RLVC - Vertex Colors
 RLMV - Material Colors
 RLVI - Vertex Index ?
  example:
          <tag type="RLVC">
              <entry type="16">
                  <triplet>
                      <frame>0.00000000000000000000</frame>
                      <value>210.000000000000000000</value>
                      <blend>0.00000000000000000000</blend>
                  </triplet>
                  <triplet>
                      <frame>6.00000000000000000000</frame>
                      <value>0.00000000000000000000</value>
                      <blend>0.00000000000000000000</blend>
                    </triplet>
                </entry>
            </tag>
      </pane>
  </xmlan>

and that is a sample xmlan file. that is just a very simple example.

Detailed Description

now we'll try to explain a little more. RLTP, RLPA, RLTS, RLVC, RLVI currently all use the same entry type list

Code:
  "X Translation"
  "Y Translation"
  "Z Translation"
  "X Flip"
  "Y Flip"
  "Angle"
  "X Zoom"
  "Y Zoom"
  "Width"
  "Height"
  "0x0A"
  "0x0B"
  "0x0C"
  "0x0D"
  "0x0E"
  "0x0F"

the items in this list are mainly to do with RLPA. the other types just use this list

RLMC has gotten it's own list as it has certain attributes

Code:
  "0x00"
  "0x01"
  "0x02"
  "0x03"
  "Blackcolor R"
  "Blackcolor G"
  "Blackcolor B"
  "Blackcolor A"
  "Whitecolor R"
  "Whitecolor G"
  "Whitecolor B"
  "Whitecolor A"
  "0x0C"
  "0x0D"
  "0x0E"
  "0x0F"

unfortunately the numbered ones in this list have not yielded results that I have been told yet.

RLVC has been given it's own list now too

Code:
  "Top Left R"
  "Top Left G"
  "Top Left B"
  "Top Left A"
  "Top Right R"
  "Top Right G"
  "Top Right B"
  "Top Right A"
  "Bottom Left R"
  "Bottom Left G"
  "Bottom Left B"
  "Bottom Left A"
  "Bottom Right R"
  "Bottom Right G"
  "Bottom Right B"
  "Bottom Right A"
  "16" == Alpha Transparency for whole image

these are the colors for the different corners of the pic1 section

Here is a Sample XMLAN Code

Spoiler:
 

Thats all on how to edit Banners with Benzin. Below is a more detailed documentation...

Spoiler:
 

Below this is other useful info on coordinates, fine tuning movements, and Frame animation...

Coordinates

These are used for mirroring an image. See image below:



There are 8 values between the coordinates tags and these specify the location of each of the corners A, B, C, and D, on the axis shown.

Therefore to display an image as it is drawn the coords are A(0,0), B(1,0), C(0,1), D(1,1) which is the sequence of 1's and 0's that you see most of the time in a brlyt.

Code:
          <coordinates>
              <set>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
              </set>
          </coordinates>

To flip it along the x-axis so that A and B are at the top and C and D are at the bottom you would need: A(0,1), B(1,1), C(0,0), D(1,0).

Code:
          <coordinates>
              <set>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
              </set>
          </coordinates>

To flip it along the y-axis so that A and C are on the right and B and D are on the left you would need: A(1,0), B(0,0), C(1,1), D(0,1)

Code:
          <coordinates>
              <set>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
              </set>
          </coordinates>

Clearly you could do both.

To determine: what happens if you use numbers other than 0 and 1, and what happens if you map two corners to the same coordinate. The disc channel uses numbers other than 0 and 1 on the title bar, it has a stretching effect, but exact link between the specified values and the output on screen is currently unknown.


Fine Tuning Animation


The following is GUESSWORK from some investigation, and may change as we become more knowledgeable.

is a tag within a xmlan file. This specifies how the animation will move from one set of instructions in the brlan to the next.

Determining the value to use is somewhat tricky, and requires further investigation. However, this is what I have deduced so far:

If you are trying to smooth a jerky animation you need to determine which triplet is causing the jerk. This will involve watching the animation and considering the animation specified in the brlan. It is worth noting that the blend number appears to have the same units as the value, rather than being a factor:

- if the value is a number of pixels to move in a translation, the blend will also be measured in pixels
- if the value is a number of degrees to rotate, the blend will be measured in degress

It appears that the blend value should be calculated as follows:

rep * (vn - vn-1) / (fn - fn-1)

Code:
 rep = number of times the animation goes through this cycle in the complete brlan loop (note 1).
 fn = frame number specified in current instruction
 fn-1 = frame number specified in previous instruction
 vn = value specified in current instruction
 vn-1 = value specified in previous instruction

(note 1) If the framesize specified in the animation is 60 frames and the object rotates every 15 frames, then rep = 4. (from 60/15=4)

Some examples should help:

Example 1 - rotate once per loop

Code:
  <xmlan version="1.1.317BETA" framesize="60" flags="01">
      <pane name="Image" type="0">
          <tag type="RLPA">
              <entry type="Angle">
                  <triplet>
                      <frame>0.000000000000000</frame>
                      <value>-360.000000000000000</value>
                      <blend>-6.000000000000000</blend>
                  </triplet>
                  <triplet>
                      <frame>60.000000000000000</frame>
                      <value>-720.000000000000000</value>
                      <blend>-6.000000000000000</blend>
                  </triplet>
              </entry>
          </tag>
      </pane>
  </xmlan>

to work out the blend for the second triplet: 60/60 * (-720 - -360) / (60 - 0) = 1 * -360 / 60 = -6

If the image rotated twice is this time, i.e. change -720 for -1080, the calculation and blend number would be as follows: 60/60 * (-1080 - -360) / (60 - 0) = 1 * -720 / 60 = -12 (This one to be confirmed - is the "rep" wrong? should this be -6 too?)

Example 2 - moves like a see-saw (teeter-totter) twice within the framesize

Code:
  <xmlan version="1.1.317BETA" framesize="1000" flags="01">
      <pane name="ControllerPicture" type="0">
          <tag type="RLPA">
              <entry type="Angle">
                  <triplet>
                      <frame>0.000000000000000</frame>
                      <value>0.000000000000000</value>
                      <blend>-0.112000003457069</blend>
                  </triplet>
                  <triplet>
                      <frame>125.000000000000000</frame>
                      <value>-7.000000000000000</value>
                      <blend>0.000000000000000</blend>
                  </triplet>
                  <triplet>
                      <frame>375.000000000000000</frame>
                      <value>7.000000000000000</value>
                      <blend>0.000000000000000</blend>
                  </triplet>
                  <triplet>
                      <frame>625.000000000000000</frame>
                      <value>-7.000000000000000</value>
                      <blend>0.000000000000000</blend>
                  </triplet>
                  <triplet>                                #Previous position start
                      <frame>875.000000000000000</frame>
                      <value>7.000000000000000</value>
                      <blend>0.000000000000000</blend>
                  </triplet>                              #Previous position end
                  <triplet>                                #Current position start
                      <frame>1000.000000000000000</frame>
                      <value>0.000000000000000</value>
                      <blend>-0.112000003457069</blend>
                  </triplet>                              #Current position end
              </entry>
          </tag>
      </pane>

Becuase the animation moves from one extreme to the other (+7* to - 7*) in the middle part of the animation there is no need to blend. By default the animation is made so that it slowly comes to a stop at each extreme point. However, at the end of this animation, if the blend was 0.000 the picture would move from +7* and smoothly come to a stop in the 0* position (as specified in frame 1000 and then accelerate away from 0* to -7* - the momentary pause in the middle was not wanted, and was removed with blend as calculated below.

2 * (0 - 7) / (1000 - 875) / = 2 * (-7 / 125) = -0.112

rep = 2, calculated as follows: frames taken to go from one extreme (-7*) to other extreme (+7*) = 875 - 625 = 250 frames taken to move from last postion to current position = 1000 - 875 = 125 rep = 250 / 125 = 2 (as used above)

Example 3 - X translation of pane

The following animation does:

-the pane moves from the middle of the screen to the right and off the screen
-the pane then start again off the left hand side of the screen and moves to the centre of the screen
-and loops, thus creating a "conveyor belt" type movement
-all of this is done at constant speed by specifying the blend correctly.

-if a blend of 0.00 were used the pane would start with zero speed and accelerate, and then decelerate so that it had zero speed at the frame numbers specified in the animation below.

Code:
<?xml version="1.0"?><xmlan version="1.2.0BETA" framesize="1000" flags="01">
  <pane name="CharacterPane01" type="0">
        <tag type="RLPA">
              <entry type="X Translation">
                  <triplet>
                      <frame>0.000000000000000</frame>
                      <value>512.000000000000000</value>
                      <blend>2.048000097274780</blend></triplet>
                  <triplet>
                      <frame>250.000000000000000</frame>
                      <value>1024.000000000000000</value>
                      <blend>2.048000097274780</blend>
                  </triplet>
                  <triplet>
                      <frame>250.000000000000000</frame>
                      <value>-1024.000000000000000</value>
                      <blend>2.048000097274780</blend>
                  </triplet>
                  <triplet>
                      <frame>1000.000000000000000</frame>
                      <value>512.000000000000000</value>
                      <blend>2.048000097274780</blend>
                  </triplet>
              </entry>
          </tag>
  </pane>


Blend calculated as follows:

1 * (1024 - 512) / (250 - 0 ) = 512 / 250 = 2.048

The "rep" factor is still somewhat unknown, but in this case "1" is used because the pane moves from left to right once in the framesize of 1000 frames.

Frame Animation

RLTP tags within a xmlan file allows more traditional animation where multiple images are quickly displayed in succession creating the impression of animation. The following was discovered through inspection of the Crystal Defenders banner.

RLTP xmlan Example

Code:
<?xml version="1.0"?>
  <xmlan version="1.1.317BETA" framesize="460" flags="01">
      <timg name="AnimFrame0000.tpl" /> #only the first frame is referenced in the brlyt, it is also listed here with the rest.
      <timg name="AnimFrame0001.tpl" /> #they do not need numbers at the end, but clearly this makes it easier
      <timg name="AnimFrame0002.tpl" /> #while it's not explicit in the xmlan each of these has been given a reference number
      <timg name="AnimFrame0003.tpl" /> #the number is in hex, starting at 0, i.e. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F,10,11,...
      <timg name="AnimFrame0004.tpl" />
      <timg name="AnimFrame0005.tpl" />
      <timg name="AnimFrame0006.tpl" />
      <timg name="AnimFrame0007.tpl" />
      <timg name="AnimFrame0008.tpl" />
      <timg name="AnimFrame0009.tpl" />
      <timg name="AnimFrame000A.tpl" />
      <timg name="AnimFrame000B.tpl" />
      <pane name="AnimPicture" type="0">
          <tag type="RLVI">                              #this tag states whether to display / hide this animation.  It is hidden by default so this must be used and set to 0001 to show it at all.
              <entry type="X Translation">
                  <pair>
                      <data1>0.000000000000000</data1>  #at frame 0
                      <data2>0000</data2>                #hide the animation, 0=hide, 1=show
                      <padding>0000</padding>            #unknown purpose? always 0?
                  </pair>
                  <pair>
                      <data1>200.000000000000000</data1> #at frame 200
                      <data2>0001</data2>                #show the animation
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>260.000000000000000</data1> #at frame 260
                      <data2>0000</data2>                #hide the animation
                      <padding>0000</padding>
                  </pair>
              </entry>
          </tag>
      </pane>
      <pane name="AnimMaterial" type="1">
          <tag type="RLTP">                              #this tag cycles through the images
              <entry type="X Translation">              #this description is inaccurate in benzin but it does not cause an issue
                  <pair>
                      <data1>200.000000000000000</data1> #Frame Number.  Means... at frame 200
                      <data2>0000</data2>                #Image Index Number.  Means... show the first image from the list at the top (it has internal reference 0000, this is - AnimFrame0000.tpl
                      <padding>0000</padding>            #(not from file name, from referencing implicit in the xmlan)
                  </pair>
                  <pair>
                      <data1>205.000000000000000</data1> #at frame 205
                      <data2>0001</data2>                #Image Index Number.  Means... show the second image from the list at the top (it has internal reference 0001, this is - AnimFrame0001.tpl
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>210.000000000000000</data1>
                      <data2>0002</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>215.000000000000000</data1>
                      <data2>0003</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>220.000000000000000</data1>
                      <data2>0004</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>225.000000000000000</data1>
                      <data2>0005</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>230.000000000000000</data1>
                      <data2>0006</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>235.000000000000000</data1>
                      <data2>0007</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>240.000000000000000</data1>
                      <data2>0008</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>245.000000000000000</data1>
                      <data2>0009</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>250.000000000000000</data1>
                      <data2>000a</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      <data1>255.000000000000000</data1>
                      <data2>000b</data2>
                      <padding>0000</padding>
                  </pair>
              </entry>
          </tag>
      </pane>
  </xmlan>

These updates are for the Benzin team if they are reading. Alsom a big thank you for your excellent work.
Spoiler:
 

Matching xmlyt example
Code:

<?xml version="1.0"?>
  <xmlyt version="1.1.317BETA">
      <tag type="lyt1">
          <a>01</a>
          <size>
              <width>832.000000</width>
              <height>456.000000</height>
          </size>
      </tag>
      <tag type="txl1">
          <entries>
              <name>AnimFrame0000.tpl</name>
          </entries>
      </tag>
      <tag type="mat1">
          <entries name="AnimMaterial">
              <colors>
                  <forecolor>0</forecolor>
                  <forecolor>0</forecolor>
                  <forecolor>0</forecolor>
                  <forecolor>0</forecolor>
                  <backcolor>255</backcolor>
                  <backcolor>255</backcolor>
                  <backcolor>255</backcolor>
                  <backcolor>255</backcolor>
                  <unk2>255</unk2>
                  <unk2>255</unk2>
                  <unk2>255</unk2>
                  <unk2>255</unk2>
                  <tev_k>0xffffffff</tev_k>
                  <tev_k>0xffffffff</tev_k>
                  <tev_k>0xffffffff</tev_k>
                  <tev_k>0xffffffff</tev_k>
              </colors>
              <flags>00000111</flags>
              <texture name="AnimFrame0000.tpl">
                  <wrap_s>00</wrap_s>
                  <wrap_t>00</wrap_t></texture>
              <tex_coords>
                  <x1>0.0000000000</x1>
                  <y1>0.0000000000</y1>
                  <angle>0.0000000000</angle>
                  <x2>1.0000000000</x2>
                  <y2>1.0000000000</y2></tex_coords>
              <ua3>
                  <data>01</data>
                  <data>04</data>
                  <data>1e</data>
                  <data>00</data>
              </ua3>
          </entries>
      </tag>
      <tag type="pan1" name="RootPane">
          <flags>01-04</flags>
          <alpha>ff-00</alpha>
          <coords>
              <x>0.00000000000000000000</x>
              <y>0.00000000000000000000</y>
              <z>0.00000000000000000000</z>
          </coords>
          <flip>
              <x>0.00000000000000000000</x>
              <y>0.00000000000000000000</y>
          </flip>
          <rotate>0.00000000000000000000</rotate>
          <zoom>
              <x>1.0000000000</x>
              <y>1.0000000000</y>
          </zoom>
          <size>
              <width>832.000000</width>
              <height>456.000000</height>
          </size>
      </tag>
      <tag type="pas1" />
      <tag type="pic1" name="AnimPicture">
          <flags>00-04</flags>
          <alpha>ff-00</alpha>
          <coords>
              <x>0.00000000000000000000</x>
              <y>50.00000000000000000000</y>
              <z>0.00000000000000000000</z>
          </coords>
          <flip>
              <x>0.000000</x>
              <y>0.000000</y>
          </flip>
          <rotate>0.000000</rotate>
          <zoom>
              <x>1.0000000000</x>
              <y>1.0000000000</y>
          </zoom>
          <size>
              <width>128.000000</width>
              <height>128.000000</height>
          </size>
          <material name="AnimMaterial" />
          <colors>
              <vtx>0XFFFFFFFF</vtx>
              <vtx>0XFFFFFFFF</vtx>
              <vtx>0XFFFFFFFF</vtx>
              <vtx>0XFFFFFFFF</vtx>
          </colors>
          <coordinates>
              <set>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>0.000000</coord>
                  <coord>0.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord>
                  <coord>1.000000</coord></set></coordinates>
      </tag>
      <tag type="pae1" />
      <tag type="grp1" name="RootGroup" />
  </xmlyt>

Applying this to other base wads

Given this it should be a relative simple process to take an image in any other wad and add frames to it. If the other tags in the base wad xmlyt are left alone then the image will still move around as before, just it will cycle through the frames. It should be a case of:

No change to the brlyt

Listing the images near the top of the xmlan file, in the form:

One of these must be the image that is already in the brlyt

Adding the following:

Code:
      <pane name="AnimMaterial" type="1">
          <tag type="RLTP">                           
              <entry type="X Translation">
                  <pair>
                      <data1>200.000000000000000</data1>
                      <data2>0000</data2>
                      <padding>0000</padding>
                  </pair>
                  <pair>
                      # repeat lots of pairs here, data1 = frame number, data2 = image index.  I recommend having a new pair every 5 frames and data1 should start at 0 and got the end (end = framesize specified at the top of the xmlan)
                  </pair>
              </entry>
          </tag>
      </pane>

* needs to match the relevant material name already in the brlyt. In the xmlyt it will look something like: and will be within tags
*Clearly there will need to be more "pairs" which specify the other image index numbers (in hex) and the frame number at which that image index will be displayed

need to pack the new images into the wad alongside the old ones, dimensions should be the same as the original image.

*The "framesize" data at the top of the xmlan will need careful consideration to make this work. It may be necessary to repeat the data within the RLTP tags to ensure that the image keeps cycle for the duration of the animation loop. For example if the framesize is 240, but it only takes 60 frames to cycles through the images it will be necessary to repeat the RLTP pairs 4 times in order to fill up the space.

Excel Animation Calculator - Aniimator


Excel spreadsheet to help write the cell animation part of the XMLAN. You need to understand this part of the XMLAN before this is useful, but after that it will save hours.

http://spreadsheets.google.com/ccc?key=r3EQA6W69jlbqfea-g2blcg

Thats Pretty much it for now Very Happy


Last edited by wiihackerz101 on Thu 11 Mar - 21:27; edited 2 times in total (Reason for editing : To add more info)
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