Oh, I think that reply will be quite useful, HC. I've always tried using template banner.brlyt files, which would explain why everything is bricking. I'll extract some clean banner.brlyt files then and try again.
marioxb said:Is there any way to extract a 00000001.app from an NES game? I get an error with any u8 tool and the program exits.
marioxb said:Is there any way to extract a 00000001.app from an NES game? I get an error with any u8 tool and the program exits.
dritz said:HowardC
When using the U8 Tool,
If I decompress all files and then compress all files without closing the program everthing works correctly. But if I decompress files, close program then try to compress files. I get a runtime error '76' path not found. Then it deletes the whole directory and I have to start again.
Not sure if this is a problem with everyone but happens everytime with me on 2 different computers.
on a side note:
Thanks these programs are making things alot easier to make new wads. Keep up the good work.
loesjoel said:Donno if this will help with your attempt to fix the corrupt banner image from using the Brlyt Editor, but I just changed Comix Zone from
1995 -> 1992
1 -> 2 players
Comix Zone -> Teenage Mutant Ninja Turtles^Hyperstone Heist
And got a corrupted image. At least this time the banner.brlyt didn't freeze the system!
EDIT: Don't know if this seemed like a reasonable thing to do, but I just tested changing the name to Teenage Mutant Ninja Turtles^Hyperstone Heist_ to see if changing the length of the name with an extra NULL might do the trick. It didn't.
HowardC said:marioxb said:Is there any way to extract a 00000001.app from an NES game? I get an error with any u8 tool and the program exits.
What he said...^^
I really need to change that error message. Consider that a "this is not a valid archive" error.
I'm not sure what you mean here. TMNT Hyperstone Heist is not an official VC game. It's an inject for the Genesis that I was trying. I have the original brlyt used and the brlyt that your VC Brlyt Editor outputted. Did you want those uploaded, or not?HowardC said:loesjoel said:Donno if this will help with your attempt to fix the corrupt banner image from using the Brlyt Editor, but I just changed Comix Zone from
1995 -> 1992
1 -> 2 players
Comix Zone -> Teenage Mutant Ninja Turtles^Hyperstone Heist
And got a corrupted image. At least this time the banner.brlyt didn't freeze the system!
EDIT: Don't know if this seemed like a reasonable thing to do, but I just tested changing the name to Teenage Mutant Ninja Turtles^Hyperstone Heist_ to see if changing the length of the name with an extra NULL might do the trick. It didn't.
Well it helps me in tmnt is an official release and you have the official brlyt for me to compare with the one you genrated AND there aren't any "empty" fields in the banner (when the text is just generic like "virtual console title_ger"). Otherwise no.
HowardC said:We want to take an official wad with a fairly long title and count the text length (actual text length once converted to readable text)
Now we want to take a wad of the same system, with the same type of banner (as we know they've recently changed the format) but with a shorter title and use the brlyt editor to change it's title to the title of the first wad, thus using the app to lengthen the text to the exact size. If we are very lucky, when we install this banner on the wii it'll be corrupted, then I can compare it with the official one to see the differences and hopefully determine a pattern.
RadioShadow said:^ He meant find an early release wad with a long name. Then find an early release wad with a shorter name. Use the tool to extend the second wads name to the first wads name.
That's what I understood from it anyway.
HowardC said:We want to take an official wad with a fairly long title and count the text length (actual text length once converted to readable text)
Now we want to take a wad of the same system, with the same type of banner (as we know they've recently changed the format) but with a shorter title and use the brlyt editor to change it's title to the title of the first wad, thus using the app to lengthen the text to the exact size. If we are very lucky, when we install this banner on the wii it'll be corrupted, then I can compare it with the official one to see the differences and hopefully determine a pattern.
Well I've used:
The Legend of Zelda - NES
Metroid - NES
I extend the name 'Metroid' to 'The Legend of Zelda' (using the All Set button) and the banner wasn't corrupted on the Wii. I even extended it to 'The Legend of Zelda^A very long title' and the banner wasn't corrupted.
EDIT: Thinking about this, VCbrlyt6.0 might not be the cause of sometimes making the images blurry. The tool is shortening /extending the text correct of all the tests I've done (the text is in fact displaying fine). It will need a few more tests on other wads but at least it's not freezing the wads now.
I reckon the banner.bin file isn't being packed correctly by the U8Tool. Looking at the file in the hex editor, why has the IMD5 Header changed when I've repacked the banner.bin file? Also the fact the compressed sound.bin file doesn't play means something isn't right when the file is being repacked.
gundalf said:Hello HowardC, i have here an problem with the C64 banner/lz77 compresion.
As you can see, the white Space get transparent.
It does not make any diferenc if i use your tools, if i do the tpl by hand or i just use the original tpl without modifying(simply unpack and repack).
Do you have an idea?
marioxb said:I just bought the Japanese version of Ninja Combat for the Neo Geo Virtual Console. Just for fun, and also since I only have 1 Neo game (Blue's Journey). Neo Geo is interesting in that it's the only system (I think) that is exactly the same (the actual game, that is) in all regions. Unlike Genesis/ Master System, where the language is determined by the config file inside the wad, the Neo's language is determined by the language settings of the Wii itself! So, if you have the game on a Japanese Wii, the game will be in Japanese. If you play on a US Wii (or change the region to US like I did), the game will play in English. Of course the wad also has to be "freed". The console name, "NEOGEO", is English on the banner, no matter what the settings are. The game name, players and year are blank in English mode, the same way all Japanese systems (except Japanese Mega Drive) are in US mode. Also, as with TG16/ PC Engine, the home button functions are in English now. (Return to game, quit, operations guide, whatever they say) Although the manual itself, in English mode, calls for /html/startup.html, where as in Japanese mode, it looks for the manual in html/index/frameset.html (something like that). Since the English manual is not present, an error message comes up when clicking "Operations Guide". Sega consoles also look for a non-existing English manual when the config file is changed.
HowardC said:The manual stuff is easy to fix. If you look at the main html file for the manual, it has an elaborate php script setup that tells it to look in different places depending upon the language. We could easily just replace this file with one that always looks in the same place.

