WiiShizzza said:
Yeah, great Forsaekn.
Thanks so far, you sure, this won't brick my wii?
How to work with that brlyt file?
just overwrite the old one and then use u8pack to get the file into the icons.bin?
But don't overwork yourself. We're not in hurry.
Aw its not you guys, When I start accomplishing things its hard to stop
. No this wont brick your wii, as long as you remember to change "LogoChan" to the size of the channel (ie, the same as the first image) which is 128x96. If you left LogoChan the tiny 112x32 image that it was, and the brlyt file is telling the wii that its 128x96, well...Im not sure how it would react, probably a brick. Just make the size fit the description
haha. Both images are now the same size (128x96), and soon we'll have the ability to have more than just 2 images to cycle through.
here is an example icon.brlyt
where LogoChan's size has already been changed to 128x96 to go along with the explaination:
http://www.mediafire.com/file/3tlhzm0ihxy/icon.brlyt
I'll teach you how to manipulate the images in this brlyt tonight, and tomorrow how to add more and change animations. At offset 0x27c you'll see a 4 ASCII character header called 'pic1'. this means the following data describes an image in the channel. You'll see this header in three places total, because we have three images (IconImage, the alpha image used for the fade transition, and LogoChan). These sections are all the same size in bytes.
In this file, Icon0 refers to the alpha transparent image for fading, Icon1 refers to "LogoChan" and Icon2 refers "IconImage". The information about each image is stored in a floating point array of 10 indexes, ending at the FF's located at offset 0x2c8 (for LogoChan).
Okay, so just before the FF's at offset 0x2c8, you'll notice 4 bytes "42 c0 00 00" (or 96 in decimal) this is a floating integer for the height of "LogoChan". the float before that, "43 00 00 00" (or 128 in decimal), is the width. Still working backwards, the next two floats are y mag and x mag, then 4 floats of 0's. The last two floating integers are both "80 00 00 00", which are the x and y coordinates of the image.
Note, make sure your calculations for the floats are done in big endian, or they will be
wrong and cause a brick.
There ya go Shizz, Its not a complete complete writeup, but its a quick and dirty that gets the point across. you can check out
http://wiibrew.org/wiki/Wii_Animations#Tex....28.2A.brlyt.29 for some documentation on the brlyt and animation files, but it isnt decribed very well and many parts of the files are undocumented still.
On that note, I think im going to be less confusing to people reading this thread and stay on the original topic
. When I make some more progress on the cSM, i'll be sure to post about it, dont you all worry. At the moment Im working on the Disc Channel booting both originals and 1:1 backups (which will be incorporated into the cSM anyways, so i guess that falls under more progress anyhow).
~Fors