Mrbrkill Posted December 18, 2012 Share Posted December 18, 2012 I am trying to insert a custom animation into FE editor advanced following the guidance of the "Ultimate fire emblem hacking tutorial" , but when i put my code into FE editor, i get this error "Unexpected error loading or reading the script" Why? I am making a piercing animation for the record. The code /// - Mode 1 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 2 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// - Mode 3 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit6.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 4 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit6.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 5 C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 7 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 8 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 9 3 p- standing.png C01 - ~~~ - Mode 10 3 p- standing.png C01 - ~~~ - Mode 11 3 p- standing.png C01 - ~~~ - Mode 12 C03 - C07 - 3 p- standing.png /// - Attack-That-Will-Miss Frames 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack12.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png 3 p- standing.png C06 C0D ~~~ - End Animation Data Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 18, 2012 Share Posted December 18, 2012 something is wrong with one of the frames is what i'd imagine Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 get rid of modes 2 and 4, you feditor doesn't like them half of the time, then report back to see if that helps(feditor animation errors usually stop on the frame that is being the problem) and for the love of my mousewheel, learn to use spoiler tags :S Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 18, 2012 Share Posted December 18, 2012 he did say he wanted a piercing animation which is why modes 2 and 4 exist Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 (edited) I'm you don't need them regardless. It's the frame you alter, not the script. example from the armor axe (the size of the frame is 488 x 160 fyi) Edited December 18, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 18, 2012 Share Posted December 18, 2012 hmmk i remember hex telling me that modes 2 and 4 had some significance but i don't remember what if it's not piercing Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 Modes 2 and 4 are just modes 1 and 3 but layered behind. They often make stuff mess up for some reason(maybe Alex removed the need for them in the script without noting it anywhere?), I've noticed when making animations. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 18, 2012 Author Share Posted December 18, 2012 (edited) If the frames were to be flawed, what should I look for? They all seem to be order, they are all the correct size (248 x 160), except the pierce frame, attack5.pmg, that is bigger because its two frames in one (488x 160). I used paint to create them, so i all the frames have a lime green background. I'm keeping all the frames in the same folder as the text, but i do have another folder filled with images that have the same name (attack, stand dodge, ect). So is there anything i should check or is there a problem with the above mentioned details? Edit: removed mode 2 + 4, still getting an error Edited December 18, 2012 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 Look for anything that has more than 16 colors(keep in mind that the entire animation has the same 16 colors, every frame must use the exact colors). Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 18, 2012 Share Posted December 18, 2012 when there's an error you can tell what frame it stopped on check that frame and the frame after that Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 (edited) And probably the one before, as well. Actually wait no, that would be dumb, ignore me. Edited December 18, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 18, 2012 Author Share Posted December 18, 2012 Look for anything that has more than 16 colors(keep in mind that the entire animation has the same 16 colors, every frame must use the exact colors). What's an easy way to do this? Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 18, 2012 Share Posted December 18, 2012 Have a sheet of the animation before you split it into separate frames and check the entire sheet for colors. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 18, 2012 Author Share Posted December 18, 2012 ok, i have another question now. Whenever i put my sprite in Usenti and requantize the palette, it removes all my white/ grey for my axes. Can i fix that? Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted December 18, 2012 Share Posted December 18, 2012 Recolor it yourself, and just use Usenti to figure out what colors to eliminate. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 18, 2012 Share Posted December 18, 2012 If it removes your colors, it's because you had more than 16 colors. That's why FEeditor didn't read your sheet. Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 19, 2012 Author Share Posted December 19, 2012 I have done all you suggested. I have removed mode 2 and 4 from my code, and revised my sprites so they have 16 colors. I am now getting this error. Model.AnimationBuilder.addFrame: IllegalArgumentException That image uses too many tiles! [spoiler= ]/// - Mode 1 C03 - C07 - 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1A C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ /// - Mode 3 C03 - C07 - 3 p- standing.png 3 p- crit1.png 3 p- crit2.png 3 p- crit3.png 3 p- crit4.png 3 p- crit5.png 3 p- crit6.png 3 p- crit1.png 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C08 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 3 p- attack6p.png 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png /// - RETURN TO BASE 3 p- standing.png C06 C0D ~~~ - Mode 5 C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 6 C03 - C07 - 5 p- standing.PNG C05 4 p- standing.PNG C01 4 p- standing.PNG C06 3 p- standing.png C0D ~~~ - Mode 7 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 8 C02 2 p- standing.PNG C0E 3 p- dodge1.PNG 3 p- dodge2.PNG 3 p- standing.PNG C01 3 p- dodge2.PNG 2 p- standing.PNG C06 2 p- standing.png C0D ~~~ - Mode 9 3 p- standing.png C01 - ~~~ - Mode 10 3 p- standing.png C01 - ~~~ - Mode 11 3 p- standing.png C01 - ~~~ - Mode 12 C03 - C07 - 3 p- standing.png /// - Attack-That-Will-Miss Frames 3 p- standing.png 3 p- attack1.png 3 p- attack2.png 3 p- attack3.png 3 p- attack4.png 3 p- attack5p.png C04 C1F /// - Frames after hitting but before stopping to wait for HP depletion C01 /// - RETURN TO BASE 3 p- attack6p.png 3 p- attack6.png 3 p- attack7.png 3 p- attack8.png 3 p- attack9.png 3 p- attack10.png 3 p- attack11.png 3 p- attack13.png 3 p- attack14.png 3 p- attack15.png 3 p- attack16.png 3 p- attack17.png 3 p- attack18.png 3 p- attack19.png 3 p- attack20.png 3 p- attack21.png 3 p- attack22.png 3 p- attack23.png 3 p- standing.png C06 C0D ~~~ - End Animation Data Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 19, 2012 Share Posted December 19, 2012 there's not a lot you can do about that other than to revise the frame in question Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 19, 2012 Author Share Posted December 19, 2012 But what does it mean? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 19, 2012 Share Posted December 19, 2012 (edited) it means exactly what it says the image uses too many tiles a tile is an 8x8 block of pixels the best way to estimate how many tiles you use is to open it in usenti and count how many grid squares aren't 100% background color (this includes if there's literally one colored pixel in the corner) you need to bring that number down Edited December 19, 2012 by CT075 Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 19, 2012 Author Share Posted December 19, 2012 I think i might know what the problem is. How to i show Feditor what is my background color and what's my sprite? I think my problem is that the program thinks my lime green backdrop is part of my sprite. So how do i distinguish my sprite from the background? Quote Link to comment Share on other sites More sharing options...
CT075 Posted December 19, 2012 Share Posted December 19, 2012 the color in the top rightmost pixel is the background Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 19, 2012 Author Share Posted December 19, 2012 now that I am using mode 1 and 3 instead of 2 and 4, how can i show that the piercing frame is a piercing frame because now i'm getting I'm getting a "unvalid width" error. My image is 488 x 160. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 19, 2012 Share Posted December 19, 2012 are you certain that frame is the one with the issue? Quote Link to comment Share on other sites More sharing options...
Mrbrkill Posted December 20, 2012 Author Share Posted December 20, 2012 (edited) yes the feditor stops at that frame, and when i try to insert it individuality i get the same error. Edited December 20, 2012 by Mrbrkill Quote Link to comment Share on other sites More sharing options...
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