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Custom Animation "Unexpected errors"


Mrbrkill
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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

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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 by Mrbrkill
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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

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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 by CT075
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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?

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