Super Mario Party .BEA(Bezel Engine)
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Super Mario Party .BEA(Bezel Engine)
So, Super Mario Party leaked and we can now browse the games files.
All the game files for models, sound effects etc etc are all in the Archive folder stored in .BEA files, which i think means Bezel Engine Archive?
(Interestingly the boot.lua file isn't even compiled and lists things like pool sizes and screen resolutions. NRO is a switch executable format from what i know as well.)
But as i mentioned before, the real meat of the data is in the Archive folder.
There is 456 of these .BEA files in this folder with the biggest one being just over 67MB.
https://cdn.discordapp.com/attachments/419711036837330956/497095262347591680/charapcpc01_mario.nxonnx32.bea
Here is the BEA file for Mario, which is around 10MB.
Hope someone can help extract these
All the game files for models, sound effects etc etc are all in the Archive folder stored in .BEA files, which i think means Bezel Engine Archive?
(Interestingly the boot.lua file isn't even compiled and lists things like pool sizes and screen resolutions. NRO is a switch executable format from what i know as well.)
But as i mentioned before, the real meat of the data is in the Archive folder.
There is 456 of these .BEA files in this folder with the biggest one being just over 67MB.
https://cdn.discordapp.com/attachments/419711036837330956/497095262347591680/charapcpc01_mario.nxonnx32.bea
Here is the BEA file for Mario, which is around 10MB.
Hope someone can help extract these
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Re: Super Mario Party .BEA(Bezel Engine)
Just tried the BMS script for vroom in the night sky.
It works...kinda.
It works...kinda.
Code: Select all
Error: incomplete input file 0: C:\Users\faint\Documents\SwitchDumps\SuperMarioParty\romfs\Archive\chara~pc~pc01_mario.nxonnx32.bea
Can't read 154302 bytes from offset 00a89922.
Anyway don't worry, it's possible that the BMS script has been written
to exit in this way if it's reached the end of the archive so check it
or contact its author or verify that all the files have been extracted.
Please check the following coverage information to know if it's ok.
coverage file 0 202% 22379419 11049250 . offset 00a89922
Last script line before the error or that produced the error:
77 log NAME OFFSET SIZE
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Re: Super Mario Party .BEA(Bezel Engine)
Finally the compressed samples I need to complete my script
New version:
http://aluigi.org/bms/vroom_scne.bms
New version:
http://aluigi.org/bms/vroom_scne.bms
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Re: Super Mario Party .BEA(Bezel Engine)
Some files get this.
No matter how many times i make a new file name it never stops(I held enter for like a minute just to see)
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Re: Super Mario Party .BEA(Bezel Engine)
I'm getting this with any BEA file I try to extract with that script
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Re: Super Mario Party .BEA(Bezel Engine)
Updated script or old script?
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Re: Super Mario Party .BEA(Bezel Engine)
Updated, but I think it's because my quickbms was outdated. Working now, false alarm. Great work guys!
Would love to see a way to repack the BEA files for modding purposes
Would love to see a way to repack the BEA files for modding purposes
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Re: Super Mario Party .BEA(Bezel Engine)
Me too.
But extracting without error is probably needed before recreating a BEA
But extracting without error is probably needed before recreating a BEA
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Re: Super Mario Party .BEA(Bezel Engine)
@ShrineFox and @CosmicDreams
Upload your 2 samples that give those 2 separate problems.
Upload your 2 samples that give those 2 separate problems.
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Re: Super Mario Party .BEA(Bezel Engine)
The script has no problems with that sample.
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Re: Super Mario Party .BEA(Bezel Engine)
Interesting.
It does manage to dump everything successfully just with that weird oddity.
It does manage to dump everything successfully just with that weird oddity.
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Re: Super Mario Party .BEA(Bezel Engine)
Ah sorry, I tought it was the compression error reported by the other user.
I checked the archive and yes, it has a filename stored in that way: path/name/name.
It's not an error of the script but it's just the original filename and the size of the name (16bit field) confirms it.
For the record the following are the technical info about the 2 files with colliding name/path:
I checked the archive and yes, it has a filename stored in that way: path/name/name.
It's not an error of the script but it's just the original filename and the size of the name (16bit field) confirms it.
For the record the following are the technical info about the 2 files with colliding name/path:
Code: Select all
. 00000380
. 00000000 getarr OFFSET 0x00018920 0:896
. 00018920 idstr "ASST" 4
41 53 53 54 ASST
. 00018924 get SIZE 0x00000030 4
. 00018928 get ZERO 0x00000030 4
. 0001892c get ZERO 0x00000000 4
. 00018930 get DUMMY 0x000c0002 4
. 00018934 get ZSIZE 0x0005c655 4
. 00018938 get SIZE 0x0043d6ec 4
. 0001893c get ZERO 0x00000000 4
. 00018940 get OFFSET 0x03ea3ea0 8
. 00018948 get NAME_OFF 0x0001aea0 8
.
. 0001aea0 get NAMESZ 0x0000001a 2
. 0001aea2 getdstr NAME "mainmode/bdr001/layout.lyt" 26
6d 61 69 6e 6d 6f 64 65 2f 62 64 72 30 30 31 2f mainmode/bdr001/
6c 61 79 6f 75 74 2e 6c 79 74 layout.lyt
03ea3ea0 4445932 mainmode/bdr001/layout.lyt
.
...
.
. 00000382
. 00000000 getarr OFFSET 0x00018980 0:898
. 00018980 idstr "ASST" 4
41 53 53 54 ASST
. 00018984 get SIZE 0x00000030 4
. 00018988 get ZERO 0x00000030 4
. 0001898c get ZERO 0x00000000 4
. 00018990 get DUMMY 0x000c0002 4
. 00018994 get ZSIZE 0x00003873 4
. 00018998 get SIZE 0x000393cc 4
. 0001899c get ZERO 0x00000000 4
. 000189a0 get OFFSET 0x041d8e50 8
. 000189a8 get NAME_OFF 0x0001ae74 8
.
. 0001ae74 get NAMESZ 0x00000029 2
. 0001ae76 getdstr NAME "mainmode/bdr001/layout.lyt/bdr001_tlp.lyt" 41
6d 61 69 6e 6d 6f 64 65 2f 62 64 72 30 30 31 2f mainmode/bdr001/
6c 61 79 6f 75 74 2e 6c 79 74 2f 62 64 72 30 30 layout.lyt/bdr00
31 5f 74 6c 70 2e 6c 79 74 1_tlp.lyt
041d8e50 234444 mainmode/bdr001/layout.lyt/bdr001_tlp.lyt
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Re: Super Mario Party .BEA(Bezel Engine)
CosmicDreams wrote:
Some files get this.
No matter how many times i make a new file name it never stops(I held enter for like a minute just to see)
Also got the same error for multiple files. I saw that the script tries to create files instead of folders when the extracted file has a "." in its path. When you delete the "layout.lyt" file and then manually make that folder and press Enter the script will happily continue to run.
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Re: Super Mario Party .BEA(Bezel Engine)
Don't press return, give it a different new name like asdf.txt.
As you can see the "folder" is the same name of the file extracted before, it's a bug of the archive, not related to the script.
As you can see the "folder" is the same name of the file extracted before, it's a bug of the archive, not related to the script.
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Re: Super Mario Party .BEA(Bezel Engine)
aluigi wrote:Don't press return, give it a different new name like asdf.txt.
As you can see the "folder" is the same name of the file extracted before, it's a bug of the archive, not related to the script.
Well, a workaround for that would be nice if possible, as example a choice like "This is a workaround, should I create folders instead of files?" or something but it's annoying, don't think Nintendo or the Engine devs will fix this anytime soon Also, no, giving it another name won't work except when you remove the "layout.lyt" part out of it but you'd manually have to do that for over a few thousand files.
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Re: Super Mario Party .BEA(Bezel Engine)
How many bea archives have this same problem?
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Re: Super Mario Party .BEA(Bezel Engine)
aluigi wrote:How many bea archives have this same problem?
Well, one of those is "bdr001.nxonnx32.bea (https://mega.nz/#!ushHkKpR!861PMhEv2OprLF3i4c_qI_WeXRKcxKY2WdhpnK08GHY)", I could test more but then I'd have to manually make the folders again...
Going thru the files I've extracted and created the folder manually for already it's around 10 bea files having that problem or so, could be more tho.
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Re: Super Mario Party .BEA(Bezel Engine)
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.
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.