Homebrew RELEASE Ryjin: A NSZ Converter Mod

GnK23

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I just merged your pull request. Thanks a lot for your contribution!
@nicoboss may I request for another compile nsz.exe with the remove source function? I cannot compile it because I could not get c++ to compile without visual studio.

I tried compiling it with one directory using autopy but the exe generaed does not work. I don't know what is missing. I added all the folders and files inside.
 
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nicoboss

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@nicoboss may I request for another compile nsz.exe with the remove source function? I cannot compile it because I could not get c++ to compile without visual studio.
You don't need Visual Studio and it would be useless to build nsz.exe anyways. Just download and install http://sourceforge.net/projects/mingw-w64/files/Toolchains targetting Win32/Personal Builds/mingw-builds/installer/mingw-w64-install.exe/download
Build using "nuitka nsz.py --standalone" with python 3.7.5 x86_x64 and mingw-w64 installed on your system and everything should work fine. If you can't get it to work, I will make you a build tomorrow. If you need any help feel free to ask.
 
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GnK23

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You don't need Visual Studio and it would be useless to build nsz.exe anyways. Just download and install http://sourceforge.net/projects/mingw-w64/files/Toolchains targetting Win32/Personal Builds/mingw-builds/installer/mingw-w64-install.exe/download
Build using "nuitka nsz.py --standalone" with python 3.7.5 x86_x64 and mingw-w64 installed on your system and everything should work fine. If you can't get it to work, I will make you a build tomorrow. If you need any help feel free to ask.
Hi @nicoboss I would like ask also if it is possible to disable the extract titleid/version? This is causing delay with the execution of script. This is noticable because I have more than 800+nsp inside a folder
 

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Hi @nicoboss I would like ask also if it is possible to disable the extract titleid/version? This is causing delay with the execution of script. This is noticable because I have more than 800+nsp inside a folder
titleid/version extraction should only take time if the files aren’t named according to conventions so the data needs to be phrased and extracted from Cnmt instead. Multiple features require knowing what titleid/versions files in the destination folder have to know if this file should be skipped, overwritten or deleted (--rm-old-version). I plan implementing an option that only checks filenames and just skips/overwrites if the name is equals but I don't think I should make this the default as if you don't use the official naming convention it's likely you don't name your games consistently what makes this approach quite bad. In the end I might drop version extraction by default and just get the titleid from the tickets filename and only extract the version if the ticket is missing or --rm-old-version is enabled which would be much faster. Another way to avoid this whole issue would be to just implement a game rename tool and ask the user if he would like to get his games properly named and none of this would ever be needed.
 
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GnK23

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titleid/version extraction should only take time if the files aren’t named according to conventions so the data needs to be phrased and extracted from Cnmt instead. Multiple features require knowing what titleid/versions files in the destination folder have to know if this file should be skipped, overwritten or deleted (--rm-old-version). I plan implementing an option that only checks filenames and just skips/overwrites if the name is equals but I don't think I should make this the default as if you don't use the official naming convention it's likely you don't name your games consistently what makes this approach quite bad. In the end I might drop version extraction by default and just get the titleid from the tickets filename and only extract the version if the ticket is missing or --rm-old-version is enabled which would be much faster. Another way to avoid this whole issue would be to just implement a game rename tool and ask the user if he would like to get his games properly named and none of this would ever be needed.
Thanks for the info. For now i simply moved all my converted nsz into a folder separate from my nsp this should make things go faster because it only scan nsz within the same directory. I would also try to experiment separating the source and the output folder to see if this would still occure.
 

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Thanks for the info. For now i simply moved all my converted nsz into a folder separate from my nsp this should make things go faster because it only scan nsz within the same directory. I would also try to experiment separating the source and the output folder to see if this would still occure.
It only checks the output folder. Jut renaming your files to Gamename_[TitleId]_[vVersionNumber].nsp should fix that issue. You can use NUT OG (The old one and not the new one currently on blawar's GitHub) https://github.com/00mn00/nut and https://github.com/blawar/titledb as database to rename all your games to fit the official naming conventions.
 

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@nicoboss I was finally able to compile the nsz to exe. However upon testing the latest commit has error everytime I run the block compress

python.exe: error: unrecognized arguments: --multiprocessing-fork
nut exception: 2

Edit: This only happens if I convert nsz.py to exe. It seems that the multiprocess import does not go into the compiled build. running it with py seems ok
 
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GnK23

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New update on the first page.
I now allow the auto settings to also select the input/output folder.

By the way @nicoboss I dont know why it seems that the decompression hangs after it progress to 100% I waited around 5 minutes for a 500mb file to decompress but still nothing.
 

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I added a new feature:
Solid to Block NSZ conversion. This will automatically do a batch convert Solid-decompress-Block. The script assumes the source file only contains solid nsz.


@nicoboss I reverted using the decompressor from NSZ 2.0 because the latest one is not working properly.
 
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nicoboss

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@nicoboss I was finally able to compile the nsz to exe. However upon testing the latest commit has error everytime I run the block compress

python.exe: error: unrecognized arguments: --multiprocessing-fork
nut exception: 2

Edit: This only happens if I convert nsz.py to exe. It seems that the multiprocess import does not go into the compiled build. running it with py seems ok
Use "nuitka nsz.py --standalone --plugin-enable=multiprocessing" and Nuitka will work. I also didn't read the "Nuitka:WARNING:Use '--plugin-enable=multiprocessing' for: Multiprocessing workarounds for compiled code on Windows." warning when compiling but figured it out in while testing https://github.com/nicoboss/nsz/issues/26

New update on the first page.
I now allow the auto settings to also select the input/output folder.

By the way @nicoboss I dont know why it seems that the decompression hangs after it progress to 100% I waited around 5 minutes for a 500mb file to decompress but still nothing.
I'm looking into it. Please report all games where this issue occurs on https://github.com/nicoboss/nsz/issues/25 as I was only able to reproduce it with block compressed Noire_0100830004FB6800_[v131072] so far which sucks for testing due to its size. I assume this issue only occurs on block compressed games but nothing is confirmed yet.

I added a new feature:
Solid to Block NSZ conversion. This will automatically do a batch convert Solid-decompress-Block. The script assumes the source file only contains solid nsz.


@nicoboss I reverted using the decompressor from NSZ 2.0 because the latest one is not working properly.
Thanks for the great feature you added to your tool. I think you’re wrong and version 2.0 most likely won't help you with that issue.
 
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GnK23

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Use "nuitka nsz.py --standalone --plugin-enable=multiprocessing" and Nuitka will work. I also didn't read the "Nuitka:WARNING:Use '--plugin-enable=multiprocessing' for: Multiprocessing workarounds for compiled code on Windows." warning when compiling but figured it out in while testing https://github.com/nicoboss/nsz/issues/26


I'm looking into it. Please report all games where this issue occurs on https://github.com/nicoboss/nsz/issues/25 as I was only able to reproduce it with block compressed Noire_0100830004FB6800_[v131072] so far which sucks for testing due to its size. I assume this issue only occurs on block compressed games but nothing is confirmed yet.


Thanks for the great feature you added to your tool. I think you’re wrong and version 2.0 most likely won't help you with that issue.

@nicoboss I beg to disagree. The decompressor I used for the latest release is from 2.0. I was able to make the solid to block nsz because of ver 2.0
 
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GnK23

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So far I tested decompressing my block games and everything seems to be working fine except for two games. Re 6 and vampyr. I don't know why the block compression somehow corrupted my games and even if I decompress it still shows corruption after installation. I saw a workaround with this after I installed the blocked nsz with crypto.
 
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nicoboss

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So far I tested decompressing my block games and everything seems to be working fine except for two games. Re 6 and vampyr. I don't know why the block compression somehow corrupted my games and even if I decompress it still shows corruption after installation. I saw a workaround with this after I installed the blocked nsz with crypto.
With corruption do you just mean the two games you reported to crash when decompressing or is there a sevear problem with block compression also affecting other games (if yes please name some as excample)?
 

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With corruption do you just mean the two games you reported to crash when decompressing or is there a sevear problem with block compression also affecting other games (if yes please name some as excample)?
The two games installed fine but when launch it will return to the home screen with the dialogue box an error has occured. I tried installing it with crypto on and it works.
 

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With corruption do you just mean the two games you reported to crash when decompressing or is there a sevear problem with block compression also affecting other games (if yes please name some as excample)?

I spoke with blawar regarding crypto install. I made a mistake before. The games were not corrupted. Rather crypto is needed to make these games work on higher firmware.
 

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I spoke with blawar regarding crypto install. I made a mistake before. The games were not corrupted. Rather crypto is needed to make these games work on higher firmware.
Great to hear that your issue was resolved.

In case somebody needs it:
Latest NSZ commit as python independently portable exe created using "nuitka nsz.py --standalone --plugin-enable=multiprocessing":
http://www.nicobosshard.ch/nsz/nsz_nuitka_ab76c8e_portable.zip
 
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GnK23

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New update
RYJIN 2.5 11-13-19

-added pop-up folder location finder for easier navigation.
- sets automatic to use number of cores minus 1 as default. I figure using 1 less core makes things run smooth even if your converting nsp.
 

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@GnK23 New NSZ release: https://github.com/nicoboss/nsz/releases - see all this new features - I guess you should update RYJIN too. With nsz 2.1 the project got pip support so if you like you can fully separate NSZ and RYJIN by using NSZ as a library. Just enter "pip install nsz" to get NSZ. Also note NSZ 2.1.1 now finally officially includes a portable build for windows so the user no longer requires python.
 
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