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.)
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.
Updated, but I think it's because my quickbms was outdated.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
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:
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.
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.
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.
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.
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.