Super Mario Party .BEA(Bezel Engine)

Extraction and unpacking of game archives and compression, encryption, obfuscation, decoding of unknown files
EpicLPer
Posts: 5
Joined: Sat Oct 06, 2018 7:22 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by EpicLPer »

aluigi wrote:In bdr001.nxonnx32.bea only one file has that problem.
Even if 10 archives would have that problem, it's very different than saying that you have to rename "thousand files".
In that case you will be prompted to rename only 10 files which is something that takes no time.

That's at least the first one it caught. Later it'll start to extract a ton of texture files (around 259 of them) and you'd have to rename all of them manually.
Tho you could get the XCI, extract the files and test it for yourself since sharing all of them here would be kinda, ya know, not legal lol

Still tho, you could make the script ask "Is there a . between the path?" and then make a folder out of it and "Is there a . at the end of the path?" then make it a file. Not sure what's so hard about this workaround when the Engine devs/Nintendo can't do stuff properly ;)
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by aluigi »

Before implementing a work-around it's ever necessary to know what's the real exact situation.
Anyway I added a work-around in the script that should bypass the problem of the colliding folder and file names.
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by CosmicDreams »

Code: Select all

- error in src\extra\xalloc.c line 618: xdbg_malloc()

Error: memory allocation problem
       No such file or directory

Getting this when extracting all the BEA files in the game's archive directory.

Happens around half way through the 117th file out of 456 regardless of if i use the 4GB exe or the standard one, so it's probably something with the script not being able to handle all the files im inputting. Not a huge issue, just a minor gripe.
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by aluigi »

I need more details like the archive (if it's not very big) or the final part (from "idstring") of the log visualized when runnin quickbms with the -V option.
EpicLPer
Posts: 5
Joined: Sat Oct 06, 2018 7:22 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by EpicLPer »

Got the same problem just now and it's due to QuickBMS completely filling up all RAM it can take as a 32bit application and maxing out at 2.058.504 K (on a second attempt it maxed at 2.104.396 K)

Code: Select all

  003b87d0 9704       chara/pc/pc51_kuribo/motion/pc51_jump00a.fskb
  003b9f20 1376       chara/pc/pc51_kuribo/motion/pc51_jump00a.ftsb
  003ba100 1160       chara/pc/pc51_kuribo/motion/pc51_jump00a.fvbb
  003ba2c0 6944       chara/pc/pc51_kuribo/motion/pc51_jump00b.fskb
  003bb050 968        chara/pc/pc51_kuribo/motion/pc51_jump00b.ftsb

- error in src\extra\xalloc.c line 618: xdbg_malloc()

Error: memory allocation problem
       No such file or directory

press ENTER to quit


Image

Here's a link to all the buffered lines from the CMD after the crash occured: https://pastebin.com/MDAsDDqU

Hm, wonder if a 64bit compile of QuickBMS would be nice for such a thing. So it indeed is a memory allocation problem :)
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by aluigi »

I don't see anything wrong in the log, for example there are no big fields like >= 0x1???????. It may be a different type of issue that must be fixed.
Can you provide the archive?
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by aluigi »

ok I think I can do the test even without other samples because there is clearly a memory leak tested with bdr001.nxonnx32.bea.
Investigating... :)
aluigi
Site Admin
Posts: 12984
Joined: Wed Jul 30, 2014 9:32 pm

Re: Super Mario Party .BEA(Bezel Engine)

Post by aluigi »

The source code in the CMD_Set_func function was really a mess and it will be better in quickbms 0.9.1 (fixed just now in my beta).
Thanks for the feedback.