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zlib.error Error -3 while decompressing data #9
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For the split archive decompression, I did not have any samples to test with, so like you said it's unsupported right now. If you are willing to share your original game's files (you can just email me [email protected]) I can take a look at fixing the split archive handling next week. I'm confused by your utf-8 question, whenever pylivemaker dumps anything as text it should be doing it as utf-8. All of the relevant command line tools have For the lsb editing question, yes that's definitely an issue. At the very least, you can dump lsb files to XML to make looking at them easier with
But there's currently no way to read an edited version of that xml back into pylivemaker. At some point, I would like to build support for reading actual livemaker XML and text lsc files into pylivemaker, (and I think there's a lot of commented out code still left in pylivemaker related to this) but doing so will require implementing a parser for livemaker's conditional expression syntax, which is why this never made it into the initial release. |
lsb > xml didn't work
As for utf8, pylivemaker doesn't extract japanese files/folders and the name is garbled when region is not set to japanese, but tinfoil irl does. For the other, i'll send you a mail shortly, thank you. |
I pushed a change just now that should fix the xml dump error. I also received your mail, thanks for the sample. I should have some free time next week to look into the split archive extraction issue as well as your filename encoding issue. |
Thank you a lot. I hope extracting these lsb will work and i can tl it :) lsb > xml works now, but i can see why it's difficult to use:
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Yeah, right now the XML dump just stores the script text as CDATA, since there isn't really any other practical way to do it and still maintain valid XML output. Although, those tag characters probably don't need to be escaped. As far as I can tell from playing around with my own test projects in LiveNovel, LiveMaker's actual XML-format .lsc project files don't contain the scenario scripts at all, they are stored as either the already converted binary (.lsb) data, or in their own .lns files, and I am trying to make pylivemaker's output align with LiveMaker's actual spec whenever possible. |
Wow, thanks. That's awesome. Would there be a way to add a function that allows to edit none line options such as:
In LiveMajer3 it defines how to handle text, font, color and so on. Most important, is to turn the last 1 to 0 to allow non japanese chars without letter spacing in メッセージボックス作成.lsb |
I did a dirty hex edit to fix it for this game, worked on 2 lsb files, but on the third it failed. Would really help to have this. |
I pushed some changes:
At the moment can only you can only edit simple numeric fields in a specific set of command types, but this should at least allow you to edit the non-japanese character spacing parameter. pylivemaker uses the actual property names to identify the command parameters and not the ARG_### values from IRL, so you will want to set the It will prompt you to enter a value for each editable parameter, just press enter to keep the current value. Ex (this is using the files you sent me, where I am assuming you had already patched that field to be 0?):
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The problem with プレビューメニュー処理.lsb was a windows specific issue with the numpy float type used in pylivemaker, it should also be fixed now. |
I can finally read the file ^_^ Inserting works, but it breaks the file because it adds " ___arg = ".
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The ___arg issue should be fixed now, you will probably have to revert to the original version (without inserted parameter) of the LSB file before running the most recent commits. I'm not sure what you mean by shifted options for the other file? The strings in the entries for things like
Basically for LiveMaker's .lsc project files, variable names are strings without quotes, and actual string values are anything inside |
Original line:
It doesn't have all options as you can see in the screenshot. |
Yes, PR_FONTHEIGHT is being set to the value stored in the system variable 履歴用フォントサイズ (historyfontsize). I still don't understand what you mean by "shifted" though? It looks to me like all of the default values for each field are lining up properly with what the original line contains. |
I totaly forgot about the historyfontsize, my mistake ^^''' Now i know where my hexedit for 初期化.lsb went off and didn't work. pmrowla you are great, thank you a lot!!! |
I should be able to add this, but might not be able to get to it until next week, been busy with some other work at the moment. |
Sorry for the delay, as I said I've been busy with some other work lately. I pushed a commit which allows editing specific Calc and Jump commands. For Calc:
For Jump:
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Yeah, I didn't update lmpatch to support split archives when I added the stuff for extracting them with lmar, but it's on my todo list. |
There is a weird bug in injecting lns when there is just the label. lns
But after injecting it is:
EDIT: |
The lns issue is an actual bug so I spun it off into it's own bug report. For comment regarding bokuyome, LMCompression type 3 is LiveMaker Pro encryption, and isn't currently supported in pylivemaker (see #3) because I have no samples to test against. Since the original problems w/unpacking split archives are fixed now, I'm going to close this issue. If you come across new issues specific to |
Thank you for the option to patch the lsb file. Is there a way to enter the value directly via command line arguments instead of waiting for the prompt? Currently this is the only hurdle to tackle in my workflow to fully automate the translation process. lmlsb edit メッセージボックス作成.lsb 36 --param PR_FONTCHANGEABLED 0 |
@pmrowla |
@Quartzbell split archive extraction should work automatically. Does your game have a |
Description
I want to decrypt game.ext / game.dat / game.001 's lsb files, currently it's
not supported to decrypt or patch splittet vff using pylivemaker.
What I Did
exvff works and i got my lsb files, is it possible to add the support for it
including utf-8 support like in tinfoil's irl honoring japanese?
Another question would be to add an easier way to edit lsb files. To work with hundreds
.lns is a lot extra work. It would be nice to have a way to lsb <> xml like lmcompiler.py allows.
lmcompiler.py doesn't work for this game :/
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