RadioShadow said:
Okay, I know what's causing the images to blurry, the 'banner.brlyt' (even official ones that have not been edited).
Now I did the following tests (basically unpacked and packed (no LZ77) the banner.bin file):
ALESTE = Images were blurry.
Super Mario RPG (PAL with message about 60Hz) - Displayed fine.
Super Mario Picross (PAL with message about 60Hz) - Images were blurry.
Now this is where I decided to use the banner.brlyt file from Mario RPG into Mario Picross.
Super Mario Picross with Mario RPG banner.brlyt file - Displayed fine.
There is something inside certain banner.brlyt file that is causing the images to go blurry, even ones that have not be edited by the 'brlyt Editor'. I reckon it could be something to with the image offsets.
EDIT: If it helps, I can upload the ALESTE and EGGY banner.brlyt files. ALESTE is the one that's blurring the images while EGGY displays them fine.
It may help in tracking what's going on.
Unless you are seeing something I'm missing, all your examples prove the opposite is true.
Think about it.... all the images are the same size, even if you edit them. If it's a stock brlyt then obviously it isn't the brlyt causing the issue. What is causing the issue, at least from what you are saying, is the SIZE of the brlyt or the combination of the brlyt size and the size of the other images. Your two examples you uploaded confirm this. The ONLY difference between the two is 4 extra bytes on the netherlands year entry. The other differences represent header size values changed to reflect this fact.
Afaik there aren't any image offsets contained in the brlyt or anywhere else except the u8 file itself. It thought this might be the cause when we ran into the issue early on so I compared SEVERAL brlyts of the same system, just with different length texts. The image sections were always identical. If there were image offests anywhere in the files then this section would have varied depending upon the text length.
So if mario rpg and mario piccross have the extact same size brlyt file AND you are having these results when you swap them then it very well could be an issue with the headers inside the brlyt itself, otherwise, it sounds like a packing issue to me.
We need to also keep in mind that none of the official banner files have a banner.bin without lz77 compression as well. That very well could be our issue in that the structure is SUPPOSED to support uncompressed archives, but nintendo never tested it.
Aleste and Eggy aren't going to be much help because half of the text is in japanese and I can't properly edit it with the editor.
Now mario rpg and mario picross might be more helpful, but I'm going to need the entire banner.bin as it's obviously not the brlyt but it's size that is causing the issue.... maybe there is a hiccup with the u8tool.
Also, for the record, I couldn't replicate the error you found with the genesis banner. Every time I save a file it makes the netherlands year entry "Release: "
It could be that I've done some tweaks since the last official release and forgot about them. I'll release a version with the latest exe shortly.
Now one thing I DID notice is entire file-wise, the corrupted brlyt isn't a multiple of 16 but the uncorrupted one is. I think I might put a little function into the save routine that adds junk at the end of the file, but I honestly don't know how that should make a difference.