mcindus I hope you will also make the new texture version for the 2013 version etc ? ^^seconded, top top work everyone
I updated the zzzDeArchive. You might want to "Verify integrity of game files..." in the game's options of steam. Then give it another try. The new version has logging so you can copy the log.txt and send it if you still have issues. And a new hopefully bug free Windows GUI. So if the Command prompt interface was giving you trouble maybe the new UI will be easier to use.
Possible issue in Command prompt interface:
I had to change the order of the console ui to accept multiple file adds. So Mcindus's instructions might need updated, read the prompts. I highlighted them yellow to hopefully stick out. I've been working on updates all week. Sorry about that.
I'm gonna try again with a clean main.zzz and a fresh d/l of mod see if I messed something up.
I was able to install no issues. I recorded a video of it. Sorry for no vocals I don't have a mic.
https://www.youtube.com/watch?v=bCKF29iVi_c&feature=youtu.be
The way to make your own mod, or to manually merge. Extract the main.zzz to a folder. Change the files you want or extract another zzz into the same folder. And then Write a new zzz of that folder. Then replace the main.zzz in your FF8R directory. (The Replacing can be done automatically via the windows gui. Just click Set button next to main.zzz. Then execute.)
If it's crashing you might be a subfolder/file not being in correct path or something.
I think the game maybe case sensitive too. Unsure of that.
The sub folder structure must be 100% the same for any file used by the game or it'll crash.
Also remember to wait till it is done or it might not work. I copied the zzz out of the folder before it was done baking and I was like why is the file smaller and crashes. And I had got some prerelease mods for testing and they had the wrong folder structure in them so even the pros can do it wrong. :P
And if possible I use the most automated procedure possible to save me time and reduce the possible issues with doing things manually.
I wonder if you can still cause this to happen maybe you can grab the log.txt and post it somewhere like pastebin or something.
log.txt is created in the zzzdearchive folder. It will be started over every time you run the program. You must exit the program to make sure the log.txt has been finished writing to.
I need to try to cause this to happen on my computer. Sounds like there is a bug in zzzdearchive, if you are getting a file named null. Though It's hard to tell what that could be, if I cannot get the same bug to happen on my machine.
If main.zzz's path extraction is too long. You might try extracting to C:\foldername. I like to use D:\ext
sure, here is the log file https://www.sendspace.com/file/81zkci , so in short: i can use the marge option correctly to add the modded textures with the UI updated version of your program , and i can compress and decompress the base non modded archive with the original textures , but when i decompress the archive that was modified with the marge option to get the modded textures , i get that "null" png file , and the game crash on startup even if i recreate the main.zzz immediately and without do any change , it is like the main.zzz get corrupted during the extraction, and i can swear that i never dared to interrupt the process of extraction , infact i only start to do something when the program tell that the extraction is ended and the program switch to the folder of the main.zzz archive that got extracted ,still when i take a look at the log file , it suddenly stop to show the progress , before the end of the extraction , you watched the log file ? you now know where is the problem ? it is important because if this problem doesn't get solved then it will be impossible to recreate an updater main.zzz, for now the only thing that work is the merge option
I added the length checker it'll be in the next version. Per google the max path length is 260. Your folder you keep the main.zzz in is 176. And the longest path in main.zzz is 79. So 176+79+1 = 256. It's a limit of most windows things including the libraries in C# I use to code this.
The null.png is actually a real file. I dunno what it's used for, but it exists in main.zzz
Can you get a screenshot of the error box that ff8 gives you? I cannot get mine to crash. :P
What I did was I unpacked a main.zzz that I had previously merged to a folder and repacked it. *shrugs*
Also the log was incomplete mine is like 56039 lines heh though mine is unpacking and repacking. *shrugs*
Though mine also incomplete... I guess i need to fix that too. must not be writing everything before exit.
I feel like it isn't the biggest issue.
You could also download qt-zzz and try them out see if you get the same issue.
You can mod the game with merge so I'll consider that a win for now. :)
Verified (d:\ext\textures\null.png) sha1(831A30B039DE0EFBE25B695F980FD3061C4B30B1)
Just added the verification code I'll see about releasing tomorrow. But it came out fine for me.zzzDeArchive does a hash of the files and verifies they are a correct match on write and merge. But it currently doesn't on extract. So I'll add that to the next version to prove that a file extracted is the correct file.
If you open main.zzz in a hex editor and search for null.png you'll find the header entry for it.
In the original main.zzz entry for null.png:
The first 8 bytes after the filename are the offset to the file (1229669125 bytes from start) and the following 4 bytes are the size (169 bytes).
If you seek in the hex editor to that offset location. You can see what the null.png's hex looks like and compare it to the one that was extracted.
Sadly the error message you gave me doesn't tell us much. Most of the error's I've gotten give me a filename that is missing or something.
4 * byte: number of files
fileinfo * number of files.
Fileinfo:4 * byte: length of path
length of path * byte: path
8 * byte: offset to data from start of file.
4 * byte: size of file.
What I was saying is the 8 bytes could be used to find the location in the file of the null.png so you could compare what they look like in a hex editor.General
Complete name : D:\ext\textures\null.png
Format : PNG
Format/Info : Portable Network Graphic
File size : 169 Bytes
Image
Format : PNG
Format/Info : Portable Network Graphic
Format_Compression : LZ77
Width : 4 pixels
Height : 4 pixels
Bit depth : 32 bits
Compression mode : Lossless
Stream size : 169 Bytes (100%)
Png stand for portable network graphics. That's just spelling it out.
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I am at a loss. I think we should move on. You can use the mod and things work. We have flooded this post with slightly off topic material. So I am not going to reply anymore. Gotta work on other stuff. Thank you. Have a good day.
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I am at a loss. I think we should move on. You can use the mod and things work. We have flooded this post with slightly off topic material. So I am not going to reply anymore. Gotta work on other stuff. Thank you. Have a good day.
Sent from my Pixel XL using Tapatalk
at least tell me what's the post were everyone can tell you about all the problems related to your program and in general to the compression and extraction of the .zzz archivies...
Hey, I seem to get a memory leak when I play Triple Triad using this mod for too long on the REMASTER version.
If I play for too long, I get the following error message:
A program error has occured.
error: 3004232570:461
could not load file textures\cards\back_0.png
That file exists and is in the directory structure though. Do you know what I might be able to do in order to fix this issue?
Hello, I wanted to play this mod with your fabulous batle hd mod, but it looks like if I use Demaster patch, patch the main.zzz don't worth, is there any way to play with thoose 2 mods together?
Or better, do you have files that can be use with demaster patch for this mod?
Thx for your answer, and your nicely work.
Hey, I seem to get a memory leak when I play Triple Triad using this mod for too long on the REMASTER version.
If I play for too long, I get the following error message:
A program error has occured.
error: 3004232570:461
could not load file textures\cards\back_0.png
That file exists and is in the directory structure though. Do you know what I might be able to do in order to fix this issue?