RadioShadow said:HowardC said:Thanks for the tool radio shadow. Because it gives the addresses where it finds stuff it should be fairly easy to reverse engineer. Also the language detection is nice and assuming we can get it working on other emus, it might make sense to do it this way instead of through the brlyt editor.
The language thing doesn't work with the VC Wads. I've tried myself and it didn't work but feel free to try anyway.
Your tpl_edit_fe isn't dumping the images 100%:
![]()
Note: The red area is the transparent area. The tool dumped it as plain black.
Now it doesn't match the official logo that is used. Also to have a transparent affect, an 'alpha' colour needs to be set. This tells the Wii this colour is the transparent colour. Only works if set to 'RGB5A3'.

HowardC said:RadioShadow said:HowardC said:Thanks for the tool radio shadow. Because it gives the addresses where it finds stuff it should be fairly easy to reverse engineer. Also the language detection is nice and assuming we can get it working on other emus, it might make sense to do it this way instead of through the brlyt editor.
The language thing doesn't work with the VC Wads. I've tried myself and it didn't work but feel free to try anyway.
Your tpl_edit_fe isn't dumping the images 100%:
![]()
Note: The red area is the transparent area. The tool dumped it as plain black.
Now it doesn't match the official logo that is used. Also to have a transparent affect, an 'alpha' colour needs to be set. This tells the Wii this colour is the transparent colour. Only works if set to 'RGB5A3'.
The alpha channel doesn't work, and it probably never will, tpl edit fe was never meant to replace the other tpl viewer, I just made it to be able to access the odd-ball tpls like neogeo and nes save tpls. Vb picture boxes don't support transparencies.![]()
http://gbatemp.net/index.php?showtopic=95042&st=480
sr_corsario said:To compress/decompress the rom are you using the correct tool? gbalzss?
stev418 said:http://www.megaupload.com/?d=8GTLDV80sr_corsario said:To compress/decompress the rom are you using the correct tool? gbalzss?
Yes, have tried gbalzss, doesnt seem to work out. When you say add LZ77, do you mean just LZ77 at start of hex? this didnt work, I also tried adding IMD5 + LZ77 to start of hex (used correct unheadered filesize and MD5)
I know how to make a IMD5 header, but maybe im not sure what makes up a LZ77 header![]()
With that gbalzss version works. You dont need to remove or add any header... just use the encode and decode option thats all. Then replace the old game file for the new one.
CODE
loesjoel said:Donno if the issue has been closed, but I just made a banner.brlyt with your tools and the first one (NES) was 9.73 KB and corrupt. Then I made the same brlyt with the size output set to 12288 and it worked brilliantly.
Did you make sure the padding was set to '12000'?
sr_corsario said:http://www.megaupload.com/?d=8GTLDV80stev418 said:sr_corsario said:To compress/decompress the rom are you using the correct tool? gbalzss?
Yes, have tried gbalzss, doesnt seem to work out. When you say add LZ77, do you mean just LZ77 at start of hex? this didnt work, I also tried adding IMD5 + LZ77 to start of hex (used correct unheadered filesize and MD5)
I know how to make a IMD5 header, but maybe im not sure what makes up a LZ77 header![]()
With that gbalzss version works. You dont need to remove or add any header... just use the encode and decode option thats all. Then replace the old game file for the new one.
CODE
HowardC said:hmm.... there's something wrong with this file alright. Have you installed this wad and confirmed it to work?
Here's the deal, those few bytes before the start of the u8 header are supposed to be the size of the file once it's decompressed. The problem is this value is wrong. The value given is actually a few thousand bytes LESS than the size of the current file, which is impossible. Unfortunately gbalzss (and pretty much any other decompessor) needs the correct output size to properly decompress the file.
**edit**
I take that back.... normally even if the header is a bit screwed up gbalzss will figure it out. This is obviously using some form of lz77 compression or it wouldn't be named like that, but the normal decompressors aren't working.

Oh, sorry. I think the first time the padding was set to +64. Not sure why I chose to do that, though. Sort of a stupid thing to do.RadioShadow said:loesjoel said:Donno if the issue has been closed, but I just made a banner.brlyt with your tools and the first one (NES) was 9.73 KB and corrupt. Then I made the same brlyt with the size output set to 12288 and it worked brilliantly.
Did you make sure the padding was set to '12000'?
stev418 said:HowardC said:hmm.... there's something wrong with this file alright. Have you installed this wad and confirmed it to work?
Here's the deal, those few bytes before the start of the u8 header are supposed to be the size of the file once it's decompressed. The problem is this value is wrong. The value given is actually a few thousand bytes LESS than the size of the current file, which is impossible. Unfortunately gbalzss (and pretty much any other decompessor) needs the correct output size to properly decompress the file.
**edit**
I take that back.... normally even if the header is a bit screwed up gbalzss will figure it out. This is obviously using some form of lz77 compression or it wouldn't be named like that, but the normal decompressors aren't working.
Have tested wad on my PAL system (set to ntsc video with any region changer) it is working, I even had a browse though the emanualso looks like a derivative of ? LZ77 :\![]()
Blue-K said:Would it be possible to create Banners with this, and then Inject instead a ROM an Emulator-File (.dol .elf), so that an Emulator will start?
Oh, and I get this message always:
Component comdlg32.ocx is not registered or something like that...Ideas?

