It says "Bitmap NPC01/b0.bmp error Invalid bitmap height for body"
Printable View
I tried that and it said "incorrect height for body"
So then I got out my old PC laptop and used paint (horrible with a touch pad) and after two hours when I finally finished I went and pressed import textures and it said
"Missing or bad GBADecmp.dll"
It just seems like no matter what I do it doesn't want to work for me.
I found out that I just wasted two hours :mad:
http://rapidshare.com/files/209356693/GBADecmp.dll
Put that in the same folder with NPC_Tool.
which folder??? the one with teh textures? the one with the RVFOREST.DAT?
The GBADecmp.dll must be in the same folder/directory as NPC_TOOL.exe
It is included as part of the program
http://www.aibohack.com/wii/npc_tool.htm
====
You may be able to use other bitmap editors (including Photoshop) on the Max OSX side -- but load them into Windows PAINT (mspaint/pbrush) and save them before importing into NPC_TOOL.
If you change the size of the bitmap (or pixel depth), NPC_TOOL will complain.
thanks you both. I'm going to have to get the exe file because i have the .app one I made.
Edit: It works :D
There should be more ACCF apps.
Yeah, umm.. I'm new here anyway, I've been reading this topic and I have a question. I downloaded some NPC textures for ACCF and I inserted them correctly. Like I downloaded DK, Ghast, Rabbid, Rover and Kappa but only DK worked. Can someone help me!?
I was wondering if anyone could help me. I have a USB Gecko, but I don't understand how to edit the NPCs in real-time. I looked at the guide and it doesn't really make sense to me. Can anyone help?
> ...I have a USB Gecko, but I don't understand how to edit the NPCs in real-time. I looked at the guide and it doesn't really make sense to me.
The instructions are terse (http://www.aibohack.com/wii/npc_tool.htm, bottom of the page).
How far do you get in the instructions?
You have to cut-and-paste from a file (npcwiird.log) into the WiiRD command line. That is a little painful.
NOTE: later written tools like Item_Tool and LMT do this automatically.
I tried following the steps, but I get confused.
I have the SD card in my PC, I press import (without pressing save and exit)
When I check the npcwiirdlog, this is all that's in it:
Quote:
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC04/new.lz 90E517C0
upload NPC09/new.lz 90E60900
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC03/new.lz 90E4E780
upload NPC04/new.lz 90E517C0
upload NPC07/new.lz 90E5A880
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC07/new.lz 90E5A880
upload NPC07/new.lz 90E5A880
upload NPC07/new.lz 90E5A880
upload NPC09/new.lz 90E60900
upload NPC09/new.lz 90E60900
upload NPC08/new.lz 90E5D8C0
upload NPC08/new.lz 90E5D8C0
upload NPC08/new.lz 90E5D8C0
upload NPC08/new.lz 90E5D8C0
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC01/new.lz 90E48700
upload NPC02/new.lz 90E4B740
upload NPC01/new.lz 90E48700
upload NPC01/new.lz 90E48700
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC01/new.lz 90E48700
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC02/new.lz 90E4B740
upload NPC06/new.lz 90E57840
upload NPC06/new.lz 90E57840
upload NPC06/new.lz 90E57840
upload NPC07/new.lz 90E5A880
upload NPC06/new.lz 90E57840
upload NPC07/new.lz 90E5A880
upload NPC10/new.lz 90E63940
upload NPC08/new.lz 90E5D8C0
upload NPC08/new.lz 90E5D8C0
upload NPC08/new.lz 90E5D8C0
upload NPC06/new.lz 90E57840
upload NPC06/new.lz 90E57840
upload NPC06/new.lz 90E57840
upload NPC07/new.lz 90E5A880
upload NPC06/new.lz 90E57840
upload NPC06/new.lz 90E57840
upload NPC08/new.lz 90E5D8C0
upload NPC06/new.lz 90E57840
upload NPC08/new.lz 90E5D8C0
upload NPC06/new.lz 90E57840
upload NPC10/new.lz 90E63940
upload NPC10/new.lz 90E63940
upload NPC10/new.lz 90E63940
upload NPC10/new.lz 90E63940
upload NPC10/new.lz 90E63940
upload NPC07/new.lz 90E5A880
upload NPC10/new.lz 90E63940
upload NPC04/new.lz 90E517C0
Take the last one "upload NPC04/new.lz 90E517C0" and copy it to the clipboard, then paste it in the WiiRD command line input.
If you are running WIIRD in a different folder, you may need to change the path name (eg: upload C:/MYFOLDER/NPC04/new.lz 90E517C0")
Check to make sure WIIRD reports success.
Then: Enter a house and immediately exit. The new texture take effect.
I've been having loads of fun making custom characters. I currently have Nook, Pave', Daffy, and my version of Ms. Piggy. Fun that is until I switched over to Windows 7. It seems that the Paint program saves info differently and now I can't customize over even reinstall my current one, should one move out, without starting up my old PC. Any ideas that would help is greatly appreciated.
Ice
Rose Bay
New paint saves as png by default I think - try saving it as a bitmap or whatever you chose in old paint.
I tried that before coming to the experts for help. I have been working with the NCP program well over a year and understand that it uses BMP files.
NPC Tool is picky on bitmap formats.
----
Try the older MSPAINT from XP - http://www.aibohack.com/a/ms_paint.zip
From Windows XP, but it runs under Windows 7 (you've paid for Windows already)
FWIW: I prefer it to the new one, especially for bitmap editing (not photo editing)
Say have there been any new hacks on how to have more neighbors? I use this tool the other day, and I have like 4 sleep Animals waiting to move in. We can only have what 8 to 10 in a town at once still?
I've been using the NPC tool for several months to switch out villagers, but I have not tried to drastically change any of them. I stumbled across a website today which allowed me to download files for Mickey Mouse, Minnie Mouse, Donkey Kong, etc. but I have no idea where to put them so that they can be imported into and recognized as viable choices in the NPC tool. How can I do that? Also, is there a way to have more than 10 villagers? I see that there's actually 20 slots, but only 10 are being used. Thanks so much!!
lisalub, there's a tutorial on how to change the textures for your villagers, it's located here. Sadly 10 is the max amount of villagers per town. The 11-20 slots of for frozen animals. Ones that are either moving in (if you have space) or moving out.
I've been using this program with no issues for a while. Suddenly today, I can't escape the "Missing or bad dll" error. I've re-downloaded the program and I've tried downloading a new dll both multiple times and I still get that error. Any help?
UPDATE: After talking to the maker, I know what my issue is. It does not run on Windows 7 with Service Pack 1.
So NPCtool doesn't work with windows 7 service pack 1?! I have wasted 5 days of my life :(
It works. Make sure you extract both files (GBADecmp.dll and NPC_Tool.exe) into the same folder on your PC.
Was it updated recently? Last I heard it only works on vista or lower. If you have xp mode, it runs perfectly in it.
Can it edit villager models?
^Only textures.
so you would have to use an ISO in conjunction with a save file to make a PROPER custom villager?
You could use something like Riivolution to place the brres files relevant to its location on the ISO. However, re-exporting a custom brres file for the game to understand is beyond me.
> so you would have to use an ISO in conjunction with a save file to make a PROPER custom villager?
It is a lot of work, and it would only work in your town, when you view your town.
When visitors came to your town, it would use the builtin model (on their ISO).
See this thread for more discussion: http://game-hackers.com/threads/1678...ation-Requests
--
That's the cool part about NPC_Tool, the customized textures are seen by all visitors to your town.
I feel like the biggest idiot on the planet.
I defiantly need NOOB instructions on how to get to do this.
I have NPC tool obviously. I export the textures and they go onto my SD card.
That works fine also.
The when I open the folders on my SD to find the NPC bitmaps they are all there.
I try and replace them, I've used paint, and tried to just replace them by copy and paste.
I downloaded Orbit (Great edit btw) and when I replace the bitmaps he turns yellow. The palette bitmap changes to the green shades but all the other bitmaps turn yellow. Someone please help me before I jump off a bridge.
So, long story short, NPC_Tool will not run on Windows 7? No matter what I try, it gives me that same GBAtemp.dll error. Yes, the .exe and .dll are both in the same folder, and yes, I ensured that the PALETTE.bmp was a 24-bit format. I know what Virus said, but it still doesn't work with me. I'm convinced that what x66x66 said is true.
Yes, SonicHyuga, I did try that. To my astonishment, it didn't work, and I checked to make sure that the .exe and the .dll were in the same directory. Running it in compatibility mode for XP Service Pack 3 didn't do anything special, however I can try again. Any suggestions?
UPDATE: Upon running it in Compatibility mode in ANY OS, It didn't give me the GBATemp.dll error. However, it would say that nothing changed even when I swapped out the PALLETTE.bmp colors. Now no matter what I do (other than Windows 7, which, of course, is still giving me the .dll error anytime the pallette is changed.
UPDATE: I originally typed Service Pack 2 in the first paragraph. I also explained more about the situation than I did before.
Hi, DsPet -- I'm a little new here, but I was doing some digging on Animal Crossing and your posts kept showing up in Google a lot.
Sorry to resurrect a thread, but this might be the best place to ask :)
Do you have any information to share on the NPC format stored in the ISO?
In general, it seems to look something like...
Code:struct npc_record {
uint16_t index; // Ordered NPC Index No.
char header[32]; // 32 Bytes of ????
char name[8][18]; // Name in UTF16 in 8 regions
char phrase[10][22]; // Phrase in UTF16 in 10 languages
uint8_t race; // Race ENUM, 0 = cat, etc.
uint8_t month; // Birth month, Jan = 0x01, etc.
uint8_t day; // Birth day.
char footer[5]; // five unknown bytes
uint8_t personality : 4; // Personality enum
uint8_t unk_nibble : 4; // Unknown nibble: always 0x5, 0x6, 0x9 or 0xA.
char unknown; // Always 0x00 or 0x80.
} __attribute__ ((packed));
I was wondering if you had any information on the unknown (to me) portions of the struct --
In particular, the 32 bytes in the header, the 5 bytes after the birthday, the byte at the end, and the nibble after the personality.
Observations:
footer[0] is a number 0x00 - 0x27, excluding 0x15.
footer[1] and footer[2] are always 0x00 through 0x09.
footer[3] is 0x01 through 0x0e
footer[4] is 0x00 through 0x0b.
unk_nibble is always 0x5, 0x6, 0x9 or 0xA.
unknown byte is always 0x00 or 0x80. Is this a binary flag on the high bit for something?
I don't have any particular end goal, I just decided on a whim to start browsing through AC:CF files to see what I could learn in case any decrypted dump of AC:NL ever existed ...
(Maybe this would be good practice. I've never reverse engineered anything before.)
i havent been on here in years.. has anyone managed to save most of the bitmaps that were uploaded. my old drive crashed and i cant get any of the stuff i made and posted. and a lot of it seems to be no longer on the site... anyone archive a lot of this?