Comments (44)
Any news about fixing this error?
Only this file is in trouble. The other files work fine.
from pulse.
Any news about fixing this error?
Only this file is in trouble. The other files work fine.
Hello, I also have the same issue. I am translating this game into russian and only this file causes crash.
from pulse.
Any news about fixing this error?
Only this file is in trouble. The other files work fine.Hello, I also have the same issue. I am translating this game into russian and only this file causes crash.
This auto_yus_us.bin crashes just using the Pulse tool. Without changing anything, just unpack and repack.
But Albeoris still no reply. Very sad for us. This is the only tool I know of for the FF13LR.
from pulse.
Any news about fixing this error?
Only this file is in trouble. The other files work fine.Hello, I also have the same issue. I am translating this game into russian and only this file causes crash.
This auto_yus_us.bin crashes just using the Pulse tool. Without changing anything, just unpack and repack.
But Albeoris still no reply. Very sad for us. This is the only tool I know of for the FF13LR.
I think it has to do with ZTR, the text is uncompressed when I pack it, in the original it is compressed. Do you maybe know how to pack ztr, so the text becomes compressed?
Also I wrote to Albeoris privately, let's just hope he responds too. We can try to figure it out together, if you want. Do you have discord?
from pulse.
But all ZTR files are decompressed.
Why just this file would issue to be unpacked?
Pulse does not compress any of the files.
from pulse.
But all ZTR files are decompressed.
Why just this file would issue to be unpacked?
Pulse does not compress any of the files.
Maybe it's some weird coding, you know Square enix.
If you look at hex of changed file, all of the text is decompressed.
In original it is totally compressed. Maybe if we can compress it the same way as in original, then the game will work.
I also noticed. If we take auto_wil_us. Packed ztr is compressed. So you dont see text in hex editor. This is not the case however for auto_yus_us.
from pulse.
But all the files after Pulse are uncompressed. Why would this file be a problem? The archives of other cities are uncompressed and work.
This is the only file that causes a problem.
from pulse.
But all the files after Pulse are uncompressed. Why would this file be a problem? The archives of other cities are uncompressed and work.
This is the only file that causes a problem.
https://ibb.co/3dgMLfS
This is auto_yus before we pack ztr
https://ibb.co/HF97Y2p
This is auto_yus after we pack ztr
Now to compare with other files
https://ibb.co/J5LbDpj
This is auto_wil AFTER we pack ztr
So you see, maybe this auto_yus file has another compression method that is not supported by pulse. or somehow it fails to put the text back, because there is different structure or it cant compress it back
I might be wrong here, I have no idea, but if we put files from other languages like spanish/italian/japanese and etc of the same file, they also work fine.
from pulse.
Maybe someone revert this ZtrFileTextUnpacker and make possible compress ZTR file.
from pulse.
Maybe someone revert this ZtrFileTextUnpacker and make possible compress ZTR file.
Actually, I tested it one more time, if I just pack it without changing, then it is ok.
But as soon as atleast one character changes, then game crashes. This is so weird...
from pulse.
Just using the file in the tool already crashes. You don't need to edit anything.
from pulse.
Just using the file in the tool already crashes. You don't need to edit anything.
Hm? The tool doesn't crash for me, it does unpack it/pack it,
from pulse.
Game crash if use this file on Pulse. You do not need to edit anything in the file. Just unpack and repack using this Pulse and the crash game
from pulse.
Game crash if use this file on Pulse. You do not need to edit anything in the file. Just unpack and repack using this Pulse and the crash game
For me if I just unpack/repack the game doesn't crash, only if I change 1 symbol inside ztr.
from pulse.
Now it crashes even if it is compressed when I open it with hex. So that is not the problem, I guess.
Interesting thing is, if you put any random file instead of auto_yus then game works. Like if I replace it with auto_wil, it is ok for a game. But as soon as pulse does something ,then it's crash.
My programming skills are not really good, so I don't know what can cause this...
Maybe it's during wpd packing process?
from pulse.
What I also noticed that after packing file thru pulse, those 00 bytes after header get removed
https://ibb.co/MZXbkfX
This is original auto_yus and after we pack it, those 00 bytes are gone.
https://ibb.co/MZXbkfX
Still game runs fine, if we don't change anything. But maybe it corrupts the structure of the file somehow?
from pulse.
You can insert ZTR into WPD manually via Hex. Albeoris needs to look at this. Why only this file causes a problem. When all other files work when using Pulse, it is strange that this file causes a problem.
from pulse.
You can insert ZTR into WPD manually via Hex. Albeoris needs to look at this. Why only this file causes a problem. When all other files work when using Pulse, it is strange that this file causes a problem.
He told me that files are inserted at the end of archive and it can map to a memory which is used by the game. So we need maybe some packer that can put game files in order and implement defragmentation, which will remove gaps in archives. (That’s what Albeoris said)
from pulse.
You could delete a few lines of text and leave the empty text keys. If you leave the text uncompressed with the same size as the original compressed and test whether the game gives crash. If the problem is the file size uncompressed and play memory buffer.
I don't have the game here to test.
from pulse.
You could delete a few lines of text and leave the empty text keys. If you leave the text uncompressed with the same size as the original compressed and test whether the game gives crash. If the problem is the file size uncompressed and play memory buffer.
I don't have the game here to test.
Okay I will try it. But I tried placing files from Spanish version or Italian version to English Version which have different sizes, then game runs fine, no crash.
from pulse.
But the uncompressed file is twice the size of the original archive.
from pulse.
But the uncompressed file is twice the size of the original archive.
Ah yeah you are right, maybe I can also try to remove all lines from Ztr and pack too? I will try when I get home
from pulse.
Using this 00000001_auto_yus_us.zip not crash.
WPD file auto_yus_us.zip.
Game not crash using this WPD smaller than original.
Files need compression to function properly on the FF13LR.
We need Albeoris' help.
from pulse.
Yeah you are right, it works. I wrote him about the issue and that we need compression.
from pulse.
He told me there is some CompressZTRContent method instead of FakeCompression, which greatly reduces ztr file size, thought not completely like the original file. I packed ztr with this, I determined that maximum file size is 256 kb. If you insert just one more line, it crashes. I used my Russian translation file and for me it is about 1176 lines. After 1177 it crashes.
from pulse.
256kb for this WPD and ZTR pack or 256kb for ZTR file?
1176 lines for strings files?
from pulse.
256kb for this WPD and ZTR pack or 256kb for ZTR file?
1176 lines for strings files?
256 kb for WPD with ZTR.
https://drive.google.com/file/d/1YerCZryZGS-y5NdhucaQ7l72GGuLam5B/view?usp=sharing
Here is working file.
from pulse.
Can you send me the method to use CompressZTR?
from pulse.
Can you send me the method to use CompressZTR?
It is already in Pulse, in file ZtrFileKeysPacker, change FakeCompression to CompressZTRContent.
As Albeoris said, this only compresses keys of ztr, as it was needed by Final Fantasy XIII-2 menus to work correctly, as I remember.
from pulse.
I didn't use this on the FF13-2.
The solution was to use something that already existed and I have the translation to finalize the files for so many years.
Did you make any modifications to use Pulse on the FF13LR or as I only use Pulse on ZTR?
from pulse.
I didn't use this on the FF13-2.
The solution was to use something that already existed and I have the translation to finalize the files for so many years.
Did you make any modifications to use Pulse on the FF13LR or as I only use Pulse on ZTR?
I know little about coding and only can read it.
I also use it only for ztr/file extraction and image previews. I did wpd unpacking with your GUI add-on.
from pulse.
ZtrFileKeysPacker use CompressZTRContent and ZtrFileTextPacker use FakeCompress.
Where should I change?
from pulse.
ZtrFileKeysPacker use CompressZTRContent and ZtrFileTextPacker use FakeCompress.
Where should I change?
Ah then change in TextPacker
from pulse.
auto_yus_us.zip
258kb. Should I reduce the text to be 256kb?
from pulse.
auto_yus_us.zip
258kb. Should I reduce the text to be 256kb?
Yes, otherwise it will crash. I tested with other files like auto_wil and it is the same.
Why auto_yus is special - it has many lines and that is why wdb file is so big 190 kb. that is like more than half of a file. There are some empty lines inside ztr, we can delete them and also delete corresponding script file, this may help shrink some kb.
Also 256 kb might be some standard block transfer which is imposed by the game somehow, and it tells the game to transfer it in one go, or give some memory overflow error otherwise, but that's just my assumption.
from pulse.
String = 110kb
ZTR = 69kb
WPD = 258kb
For tests game not crash with this yus 258kb.
But I was unable to verify the texts in the game. why am I using only the yus file.
If you extract this file with compressZTRContent the texts are wrong.
from pulse.
Can you send me the method to use CompressZTR?
It is already in Pulse, in file ZtrFileKeysPacker, change FakeCompression to CompressZTRContent.
As Albeoris said, this only compresses keys of ztr, as it was needed by Final Fantasy XIII-2 menus to work correctly, as I remember.
// WARNING BUG: Don't use it for text packing or fix BlockOffset first!
// It should be contains offset if the begining of the entry was mixed with a previous tail.
This warning needs to fix this BlockOffset.
Did you fix this BlockOffset?
Why if you unzip the compressed text appears problems in the strings file.
I did not test in the game if the text gets in trouble.
from pulse.
Can you send me the method to use CompressZTR?
It is already in Pulse, in file ZtrFileKeysPacker, change FakeCompression to CompressZTRContent.
As Albeoris said, this only compresses keys of ztr, as it was needed by Final Fantasy XIII-2 menus to work correctly, as I remember.// WARNING BUG: Don't use it for text packing or fix BlockOffset first!
// It should be contains offset if the begining of the entry was mixed with a previous tail.This warning needs to fix this BlockOffset.
Did you fix this BlockOffset?
Why if you unzip the compressed text appears problems in the strings file.
I did not test in the game if the text gets in trouble.
Yeah, some text gets corrupted with this, because of the tags. But auto yus has no tags and that’s why it works fine, I think. At least for me there is no problem. But don’t pack any other text with it.
from pulse.
Using the extraction of this compressed auto-yus the string file is missing text characters.
Are you somewhere in the game where I can test this file?
I tested it and it didn't crash but I couldn't find where the texts appear but walking around the city of Yusnan. I have save before facing Snow before opening the door with Sarah's necklace.
from pulse.
Using the extraction of this compressed auto-yus the string file is missing text characters.
Are you somewhere in the game where I can test this file?
I tested it and it didn't crash but I couldn't find where the texts appear but walking around the city of Yusnan. I have save before facing Snow before opening the door with Sarah's necklace.
Ah it’s because you also need to change encoding and how Pulse encodes text. For me I changed it from CreateEuro to CreateCyrillic, then text started to show. Maybe you can try to do that. But I don’t remember where is this method should be changed. In visual studio just search for CreateEuro and try to replace it.
from pulse.
Using the extraction of this compressed auto-yus the string file is missing text characters.
Are you somewhere in the game where I can test this file?
I tested it and it didn't crash but I couldn't find where the texts appear but walking around the city of Yusnan. I have save before facing Snow before opening the door with Sarah's necklace.
Ah it’s because you also need to change encoding and how Pulse encodes text. For me I changed it from CreateEuro to CreateCyrillic, then text started to show. Maybe you can try to do that. Because previously before changing I tried to unpack ztr and it was just ###### symbols, is it the same problem?
But I don’t remember where is this method should be changed. In visual studio just search for CreateEuro and try to replace it.
from pulse.
I'm using like this:
var unpacker = new ZtrFileUnpacker(fs, FFXIIITextEncodingFactory.CreateEuro());
change to?
var unpacker = new ZtrFileUnpacker(fs, FFXIIITextEncodingFactory.CreateCyrillic());
This works to extract or pack.
Should I use CreateCyrillic to pack this auto_yus?
from pulse.
Unpacked missing characteres:
"The Patron seems like his old self again. I'm gl";
".{End}{End}I hear the savior knocked over the statue.
".{End}{End}Inquisitors from Luxerion are coming here to investigate.
I have doubts if this happens during the game.
Can you send me your auto_yus file that you compressed?
from pulse.
Yeah it inserts those random tags during packing because of this compress method, but for my Russian text it worked for some reason. I don’t have that file available right now since I’m at another city. Try change the text around, maybe it will work. Or just use default method to compress but remove some parts of text where lines repeat and also remove those script files in web as well, that can help to shrink the size.
from pulse.
Related Issues (16)
- Unpack ZTR HOT 2
- Repack ZTR HOT 1
- Repack BIN file HOT 1
- Text Us but character Jp HOT 4
- compiler erro HOT 3
- formatting text with small errors HOT 1
- encoding table
- encoding keycode HOT 1
- Final Fantasy XIII-2
- Game don't load after packed new subtitle. HOT 21
- Patcher don't repack tutorial folder HOT 2
- Error warning after editing font sheet HOT 1
- Support to Lighting Returns HOT 7
- I have some advice, and I have done it. HOT 32
- ZTR Compression HOT 13
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