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<blockquote data-quote="ubergeek77" data-source="post: 5476616" data-attributes="member: 357426"><p>Have you had any trouble getting the game to load when a .xbb file gets too big? I'm having that problem right now. An .xbb I'm trying to load is literally 3KB larger than the original, and the game will boot to a black screen if I try to load it up. Have you had this problem yet? I don't know if it is a file size issue or if I messed up the formatting somewhere, and I really don't have a way to check :/</p><p> </p><p>Also, you may be interested in something I came across.</p><p> </p><p>Take another look at <a href="https://gist.github.com/andibadra/c23afa4625921d087cc7" target="_blank">the documentation for .xbb files</a>. Do you see <em>'0x04 4 File Count'</em> under <em>'Header Format</em>?<em>' </em>Apparently that's the number of files the .xbb is supposed to have. Take a look at offsets 0x04 through 0x07 in your Msg.xbb. What numbers do you see? You should find <strong>75 01 00 00.</strong> What happens if we convert that back to decimal numbers? It's read backwards, so grab a calculator and convert 175 from hex to decimal. What do you get? You should get 373, the exact number of files in the extracted .xbb.</p><p> </p><p>Do you think you could add files by changing those bytes? It's worth a try, and even if it doesn't work, it's a start.</p><p> </p><p>The only problem I seem to be having is that a .xbb looks like it is fixed to a certain maximum size. I tested my "new" modified Msg.xbb by extracting it and repacking it, and sure enough, the last bits of the file were trimmed to match the size of the original Msg.xbb. This must mean that the expected (or maximum) size is stored somewhere inside the .xbb, otherwise the repacker won't know how to repack it.</p><p> </p><p>There's this in the documentation:</p><p>[code=]</p><p>//Offset Table Format</p><p> </p><p> </p><p>0x00 4 File StartOffset</p><p>0x04 4 File Lenght</p><p>0x08 4 FileName StartOffset</p><p>0x0c 4 InformationID[/code]</p><p> </p><p>But I can't find where that data is.</p><p> </p><p>You may have also seen <a href="https://www.dropbox.com/s/56ertxekzzkqwdn/xbb_documentation.txt?dl=0" target="_blank">this documentation</a>, which gives a bit more info on the number of files. But if the total file size of the .xbb is fixed, we need to figure out how to increase that before we start adding files; when I first successfully edited Msg.xbb, my changes decreased the total file size by 7 bytes, and it worked in-game. So it looks like you can make it smaller, but not larger. That's what we should figure out first.</p><p> </p><p>Edit: More stuff.</p><p> </p><p>Total filesize of the .xbb is definitely dependent on the bytes that control the declared size of each individual PP file. When I extracted my (improperly) modified .xbb, I noticed that a lot of the files were missing their headers, meaning that data got "pushed" to the incorrect location. This means that the extractor/repacker might be looking for the file size of each PP file when it is extracting, and ignores anything that exceeds that size. I'll keep looking into this.</p></blockquote><p></p>
[QUOTE="ubergeek77, post: 5476616, member: 357426"] Have you had any trouble getting the game to load when a .xbb file gets too big? I'm having that problem right now. An .xbb I'm trying to load is literally 3KB larger than the original, and the game will boot to a black screen if I try to load it up. Have you had this problem yet? I don't know if it is a file size issue or if I messed up the formatting somewhere, and I really don't have a way to check :/ Also, you may be interested in something I came across. Take another look at [URL='https://gist.github.com/andibadra/c23afa4625921d087cc7']the documentation for .xbb files[/URL]. Do you see [I]'0x04 4 File Count'[/I] under [I]'Header Format[/I]?[I]' [/I]Apparently that's the number of files the .xbb is supposed to have. Take a look at offsets 0x04 through 0x07 in your Msg.xbb. What numbers do you see? You should find [B]75 01 00 00.[/B] What happens if we convert that back to decimal numbers? It's read backwards, so grab a calculator and convert 175 from hex to decimal. What do you get? You should get 373, the exact number of files in the extracted .xbb. Do you think you could add files by changing those bytes? It's worth a try, and even if it doesn't work, it's a start. The only problem I seem to be having is that a .xbb looks like it is fixed to a certain maximum size. I tested my "new" modified Msg.xbb by extracting it and repacking it, and sure enough, the last bits of the file were trimmed to match the size of the original Msg.xbb. This must mean that the expected (or maximum) size is stored somewhere inside the .xbb, otherwise the repacker won't know how to repack it. There's this in the documentation: [code=] //Offset Table Format 0x00 4 File StartOffset 0x04 4 File Lenght 0x08 4 FileName StartOffset 0x0c 4 InformationID[/code] But I can't find where that data is. You may have also seen [URL='https://www.dropbox.com/s/56ertxekzzkqwdn/xbb_documentation.txt?dl=0']this documentation[/URL], which gives a bit more info on the number of files. But if the total file size of the .xbb is fixed, we need to figure out how to increase that before we start adding files; when I first successfully edited Msg.xbb, my changes decreased the total file size by 7 bytes, and it worked in-game. So it looks like you can make it smaller, but not larger. That's what we should figure out first. Edit: More stuff. Total filesize of the .xbb is definitely dependent on the bytes that control the declared size of each individual PP file. When I extracted my (improperly) modified .xbb, I noticed that a lot of the files were missing their headers, meaning that data got "pushed" to the incorrect location. This means that the extractor/repacker might be looking for the file size of each PP file when it is extracting, and ignores anything that exceeds that size. I'll keep looking into this. [/QUOTE]
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