Hello aluigi
i have a new suggestion for reimport mode
it's for reimport2, well
how reimport2 works?
if raw file was bigger than original (not matter compressed raw or decompressed raw), then add a new offset and update size and offset!
and if raw file not was bigger, or even with bigger file but with smaller compressed size. then update size (updating size, right? but if offset available?) and fill rest of bytes with \x00
but i have a better plan, (reimport is good! but im just talking about reimport2 in this time!)
its could be better to change compression level to set real size same as original raw without filling with \x00! because some games will give error for that! (games! not quickbms!)
and use maximum compression level if not have enough space (i think this one are available but want to be make sure quickbms have it or not)
i know, some compression types like lzo1x has a different story for their limited sectional. but filling with zero is not a good thing at all and give error in those engines that taking full of binary file and calculating and if not was match with decompressed size, then cant run because calculated zero bytes will add to end of binary (or will calculate zero bytes with them, why? because in this engines, program will not calculating by compress or decompress size and just read raw binary and will calculate compressed bytes and will translating or decoding them, and reading size is just for knowing compression level or just making sure for matching by uncompressed size) and if file will be bigger in real mode, so its going to bigger than original raw and game will crash and mismatch and zero bytes is the main reason! (maybe its looks like a wrong suggestion but its true because most of android games or console games using real calculating! not just calculating by size fields!
what is the main request?
dont fill with zero in reimport2 and change compressed level to set raw file same as original without using zero! iknow two zero byte or more cant make problem, but in this calculating method, its a big problem! and this work can be do with changing compression level!
here a good thing
ORiginalCode: Select all
2B 8A 59 EA BC 43 96 99 5E 77 EC ED A8 5D A9 94
16 8C D6 31 3D EA FA 27 C3 ED 5D CC A7 95 48 0A
FC AB AE 89 D2 2B DA B4 9A 56 CB 29 7F 1C 47 C7
E5 8F EF 0E 2B 32 C5 C2 5A 2C 71 30 19 3B 2B 29
74 92 D1 AA 70 9C DC 45 2A 31 AE C2 12 4C EF CB
18 07 7B EA 70 1B F7 BC 33 D3 3B 1A 28 74 5D 44
2F 6D 34 B9 0E 2F 87 AF CE B0 3E 3C 6C C3 4F 7F
with quick bmsCode: Select all
2A DB 56 AF 43 F6 CC 45 A3 1D 6D D2 D4 52 6A 70
D4 AC 85 ED 73 A5 20 CF 6C 76 A5 76 D7 8B 77 CA
7A FB 0B F3 DB 0A EB 1D 78 91 55 13 EE 74 DA 62
DF AB 64 DD FE ED 02 BD 1A D8 9C 27 28 38 A6 5A
C6 6E 30 C4 A5 54 5D F0 [color=#FF0000]00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00[/color]
edited with changing compressed levelbut should be like thisCode: Select all
D4 AC 85 ED 73 A5 20 CF 6C 76 A5 76 D7 8B 77 CA
7A FB 0B F3 DB 0A EB 1D 78 91 55 13 EE 74 DA 62
DF AB 64 DD FE ED 02 BD 1A D8 9C 27 28 38 A6 5A
16 6E 30 C4 A5 54 5D F0 C4 E9 F6 EB 1B E0 20 8F
4C E1 9F D5 1E 7D EC E1 E7 99 7E 34 EA 7B 43 ED
20 8C 91 B2 BC 78 9B A4 52 FE 9E B2 3D 4E AC BB
B6 8D BF 37 7B E5 61 2C FC 3B 83 B2 B7 4B FB E5