RadioShadow said:Both banner.brlyt files were 12KB. Download them here.
No they aren't.
RadioShadow said:Both banner.brlyt files were 12KB. Download them here.


HowardC said:maybe you don't have a common key ?
HowardC said:Well that definately helps to determine the problem, but we need to go further than that. I think it might be another "multiple of" deal.
Just from the ones I've been looking at, all the corrupted files aren't divisible by 8, and all the ones that work are.
I won't have access to my wii for quite a while, but if you want you can try just adding a few nulls to the end of the file (to make it a multiple of 8) and see if that works. I can easily pad the files to any length to ensure they work, but we want to get the padding as small as possible. Also making the file 12kb isn't practical if the title is REALLY long or REALLY short.
I found some other interesting differences between the two files though. The bfrna material header differs between the two files. The odd thing about that is, it should ALWAYS be the same. The bfrna header basically tells the group name offsets at the bottom. There isn't a value that tells where the group offsets start, its just relative offsets... thus it should always be the same on the consoles. The mario rpg brlyt is nice and ordered, with all 5 groups having the same size. The piccross banner has a cascading header, with each group gaining approx 16 bytes, which is insaine. My guess off the top of my head is that maybe the header is getting screwed up when gbalzss decompresses it? It doesn't really matter though as the header doesn't seem to actually do anything important. You can screw with that thing all you want and it doesn't change the banner afaik.
Long story short, adding 4 bytes or so to the end of the file should fix it, so try that as well.
So it is a packing issue AND a brlyt issue (sort of).![]()
We also need to find a banner with an uber-long brlyt so we can find a compatable brlyt that is OVER 12kb, to confirm.
A really short one that works would be nice as well, but I'm pretty sure all we need to so is add a bit of a buffer at the end of the file.... not a crazy big length, just 4-16 bytes.
We are on the right track guys, keep it up!
p.s. If you guys REALLY want unicode support so bady I can add it with forms 2.0 quite easily (always could have). The thing is, I'm not going to illegally distribute the forms2.0 dll, so we need to figure out an alternative. I could put a html file in with the apps that points to the download from m$ (which is perfectly legal, oddly enough) but m$ changes their urls all the time, so it might be confusing. Of course if you have any version of office, you don't have to even bother. Let me know what you think on that one.
EDIT:
actually it's NOT a multiple of 8 we are after.... it's a multiple of 12! That is wierd as hell as all hex files generally use bases of 4, or 8
The file might be able to be bigger, the estimate sizes I've seen for banner.bytyl files are 6KB, 10KB and 12KB.
How long can the titles be in the banner.bin files (40 letters per line is I remember correctly)? What do you mean by a multiple of 12?
The unicode support is a good idea. You will just have to mention about obtaining the file if necessary.
QUOTE(loesjoel @ Oct 22 2008, 03:22 AM) Well, that being said, I had previously made the same brlyt with 2 players using your old brlyt maker and Gally's tools to pack, but that left the banner corrupted in the past. But it's working now, so all is well.
Moving on, though, I tried my had at an old Master System inject again, and wasn't able to get it working right. Has it been brought up before that using your Icon Generator on a SMS WAD leaves the IconVCPic.tpl corrupted? It displays the image, but distorted, much like a corrupted brlyt would do. I guess I've made the IconVCPic with Gally's tools and had the same problem, too, though. I've packed with your new U8 Tool and Gally's U8 Packer, and both leave me with a messed up banner. Thoughts on that?
dritz said:Not sure if this will help but it seems to be something with the U8tool.
Because I unpacked and packed king of fighters 94 00000000.app. Then repacked it with no changes and the banner was corrupt.
I then went back and did the same thing with the 5.0 version of the tool and there was no corruption. I then proceeded to change the files with multiple different name lengths and years. Also changed from 1 and 2 players. Every file worked with no corruption. I even used compression with the banner.bin.
All changes were also done with the brlyt editor.
I can upload the 00000000.app files, the original,7.1 version and 5.0 version tommorrow if you want to see them.
RadioShadow said:The file might be able to be bigger, the estimate sizes I've seen for banner.bytyl files are 6KB, 10KB and 12KB.
How long can the titles be in the banner.bin files (40 letters per line is I remember correctly)? What do you mean by a multiple of 12?
The unicode support is a good idea. You will just have to mention about obtaining the file if necessary.
HowardC said:A typical year entry looks like this: (Taken from Aleste)
???????
As you can see, that one is fairly obvious, the exception being the 1988 is on the left, as asians read from right to left.
Now the player entry entry looks like this:
?????
1?
Yes, there is actually a second line! As you can see, there is indeed a "1" in there, but it's followed by another character and sadly I don't have any two player japanese games to compare it to.
So if anyone can help, I'd appreciate it, otherwise the text would have to be manually edited for these games via the hardcore text function.
**EDIT**
Actually I DO have a two-player Japanese banner so I can probably muddle through it, but I'd still like to know out of curiosity.

I had this problem too. It wouldn't unpack properly but would pack just fine. I tried unpacking at a friends house and it worked fine.stev418 said:just popped in to say thanks for the great set of tools, just wondering if anyone has a theory to my latest problem though.
I can no longer pack a 'working' wad on my PC, I needed to copy my bfgr_wadtools_v039a folder to my other PC to unpack/pack the wad. This has got me really stumped, as it appears something on my first PC in getting between the unpack and pack procedure.
EDIT: I just had a quick look and on my NON-working PC, the extracted .trailer file is always 1kb larger then the 00.app :\, whereas the working PC extracts them at the CORRECT same size.
EDIT2: I have found that i need to UNPACK on 2nd PC, I can PACK fine on my first PC, very weird. So for some reason the UNPACKING is not working on first pc

