Talk:Benzin

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Questions

Sounds promising. I assume this doesn't use any nintendo code? What exactly are you looking for in the whole "Banner Protection" for testers? Have I missed some type of application feature to protect against such bricks? Pinball wizard 16:00, 16 February 2009 (UTC)

I think he means something like Preloader ;) oops_ur_dead 17:25, 16 February 2009 (UTC)
No Nintendo code. All reverse engineered by us. And yeah, you can use Starfall, Preloader, or even a SaveMii (if you have a modchip) for banner-brick protection. Come join the channel and ask there (just don't act like a retard, kthx) --SquidMan 19:57, 16 February 2009 (UTC)
I guess that if I install an .wad that was created with this but also have Preloader installed I can just boot into HBC and remove the .wad using the appropriate tools? Pinball wizard 02:02, 17 February 2009 (UTC)
Benzin does not create wads. It only creates banners. But yes, if a banner it created bricks (shouldn't happen) then preloader will allow you to boot into HBC to remove it. --SquidMan 02:24, 17 February 2009 (UTC)
Ohhh. I see what the tool does. Yeah great job. This makes so much more sense now. Pinball wizard 00:13, 18 February 2009 (UTC)

Binaries

I'm not asking for a binary, but I'm curious as to why you're so intent on not distributing one. Any particular reason? SMR Kurosan 13:08, 18 February 2009 (UTC)

At this point in it's development cycle, it isn't really ready for public consumption, and also, the nature of the tool is such that anyone who can use it should be able to compile binaries. Also, we don't want to hear the Windows lusers complain why there is no binary for them. --SquidMan 22:36, 18 February 2009 (UTC)

Identification of unknown color

{From a "texref": sections of the icon.brlyt from the openoing.bnr extracted from WiiPlay disc.

       "uaa":
         [0x77, 0x0, 0x0, 0x0],
       "uab": None,
       "unk_bit_5": 0x0,
       "unk_bits_0_3": 0x0L,
       "unk_color":
         [0xff, 0x7f, 0x0, 0xff],
       "unk_color_2":
         [0xff, 0xff, 0xff, 0xff],

} This colour [0xff, 0x7f, 0x0, 0xff] is used in the Wii Play icon.brlyt, the logo image is white, but when it is shown on screen it is orange, this colour appears to be a filter. Transparent areas are still transparent, black areas are still black, but almost everything else is orange. The full texture section is pasted at Talk:Wii_Animations

Padded .brlyt files

When editing banners and icons I've found that the images sometimes come out corrupted, it looks like bad interlacing where it looks like every fourth line is staggered left and right by a few pixels. A solution to this is to pad the file with 16 or 32 bytes of 00 at the end of the .brlyt file. This fixes the image, but the benzin can't parse it. Obviously you can remove these, use benzin, and then add them back in, however it's not always easy to tell if a file has been padded, and by how much. As more an more people start to edit animated banners there will likely be more and more padded brlyt files. Is there anyway Benzin could detect this and try to work around it? If you try to parse a padded brlyt if stays at the comand promt, with a flashing cursor for about 10 minutes, and then displays the following error message:

File:Memerror.png