Ralph Versteegen | 7 Apr 2012 06:40
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Re: dealing with a corrupted palettes.bin file

On 6 April 2012 10:46, James Paige <Bob <at> hamsterrepublic.com> wrote:
> I was sent a corrupted rpg file. I believ it was damaged by a bad hard
> drive. After inputting the password in custom, it would just show a
> blank screen. After some experimentation, I found that the palettes.bin
> file was corrupted, and if I copied in a palettes.bin from some other
> game, everything else appeared to be okay. I think it was just a lucky
> break that the corruption only destroyed that one lump (that I know of)
>
> I was wondering if it seems like a good idea to make custom able to
> detect and warn about a master palette that has the same color for
> background and text, causing an invisible main menu.
>
> ---
> James Paige

Recently when I was fixing some faded-palette annoyances I was
thinking of doing the same (but switched to default palette instead).

But long term I think Custom shouldn't be using the game's palette or
fonts in most places. For example what if the default font is too
large causing some menu item text to be cropped?
James Paige | 7 Apr 2012 07:24
Favicon

Re: dealing with a corrupted palettes.bin file

On Sat, Apr 07, 2012 at 04:40:52PM +1200, Ralph Versteegen wrote:
> On 6 April 2012 10:46, James Paige <Bob <at> hamsterrepublic.com> wrote:
> > I was sent a corrupted rpg file. I believ it was damaged by a bad hard
> > drive. After inputting the password in custom, it would just show a
> > blank screen. After some experimentation, I found that the palettes.bin
> > file was corrupted, and if I copied in a palettes.bin from some other
> > game, everything else appeared to be okay. I think it was just a lucky
> > break that the corruption only destroyed that one lump (that I know of)
> >
> > I was wondering if it seems like a good idea to make custom able to
> > detect and warn about a master palette that has the same color for
> > background and text, causing an invisible main menu.
> >
> > ---
> > James Paige
> 
> Recently when I was fixing some faded-palette annoyances I was
> thinking of doing the same (but switched to default palette instead).
> 
> But long term I think Custom shouldn't be using the game's palette or
> fonts in most places. For example what if the default font is too
> large causing some menu item text to be cropped?

Yes, you are right. The game's font should be used only in certain 
places, like the text box editor, menu editor, and slice editors.

Regarding that corrupted game, I realized that the palette.bin and 
uicolor.bin lumps were just completely missing, not 
corrupted-to-be-blank (luckily almost nothing else was corrupted, so the 
game was recoverable)
(Continue reading)

Ralph Versteegen | 8 Apr 2012 07:08
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Re: dealing with a corrupted palettes.bin file

On 7 April 2012 17:24, James Paige <Bob <at> hamsterrepublic.com> wrote:
> On Sat, Apr 07, 2012 at 04:40:52PM +1200, Ralph Versteegen wrote:
>> On 6 April 2012 10:46, James Paige <Bob <at> hamsterrepublic.com> wrote:
>> > I was sent a corrupted rpg file. I believ it was damaged by a bad hard
>> > drive. After inputting the password in custom, it would just show a
>> > blank screen. After some experimentation, I found that the palettes.bin
>> > file was corrupted, and if I copied in a palettes.bin from some other
>> > game, everything else appeared to be okay. I think it was just a lucky
>> > break that the corruption only destroyed that one lump (that I know of)
>> >
>> > I was wondering if it seems like a good idea to make custom able to
>> > detect and warn about a master palette that has the same color for
>> > background and text, causing an invisible main menu.
>> >
>> > ---
>> > James Paige
>>
>> Recently when I was fixing some faded-palette annoyances I was
>> thinking of doing the same (but switched to default palette instead).
>>
>> But long term I think Custom shouldn't be using the game's palette or
>> fonts in most places. For example what if the default font is too
>> large causing some menu item text to be cropped?
>
> Yes, you are right. The game's font should be used only in certain
> places, like the text box editor, menu editor, and slice editors.
>
> Regarding that corrupted game, I realized that the palette.bin and
> uicolor.bin lumps were just completely missing, not
> corrupted-to-be-blank (luckily almost nothing else was corrupted, so the
(Continue reading)

David Gowers (kampu | 8 Apr 2012 08:19
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Re: dealing with a corrupted palettes.bin file

On Sun, Apr 8, 2012 at 2:38 PM, Ralph Versteegen <teeemcee <at> gmail.com> wrote:
> Anyway, while I was looking at the relumping code I realised it was
> quite delicate. If something goes wrong, you'll probably just get a
> silently corrupted RPG file. It should be possible to add some safety
> checks. Of course I have trouble coming up with examples of something
> going wrong other than 'you started deleting working.tmp while trying
> to relump it'

* 'the filesystem that working.tmp is on was unmounted before or
during relumping'
  (functionally equivalent to your example)

* 'The filesystem that the relumped file is supposed to be written to
has been remounted read-only due to IO errors' aka 'destination
location is read-only'

* 'Read permissions have been removed from working.tmp (or >=1 of the
files in it)'
Ralph Versteegen | 11 Apr 2012 10:43
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Re: dealing with a corrupted palettes.bin file

On 7 April 2012 17:24, James Paige <Bob <at> hamsterrepublic.com> wrote:
> On Sat, Apr 07, 2012 at 04:40:52PM +1200, Ralph Versteegen wrote:
>> On 6 April 2012 10:46, James Paige <Bob <at> hamsterrepublic.com> wrote:
>> > I was sent a corrupted rpg file. I believ it was damaged by a bad hard
>> > drive. After inputting the password in custom, it would just show a
>> > blank screen. After some experimentation, I found that the palettes.bin
>> > file was corrupted, and if I copied in a palettes.bin from some other
>> > game, everything else appeared to be okay. I think it was just a lucky
>> > break that the corruption only destroyed that one lump (that I know of)
>> >
>> > I was wondering if it seems like a good idea to make custom able to
>> > detect and warn about a master palette that has the same color for
>> > background and text, causing an invisible main menu.
>> >
>> > ---
>> > James Paige
>>
>> Recently when I was fixing some faded-palette annoyances I was
>> thinking of doing the same (but switched to default palette instead).
>>
>> But long term I think Custom shouldn't be using the game's palette or
>> fonts in most places. For example what if the default font is too
>> large causing some menu item text to be cropped?
>
> Yes, you are right. The game's font should be used only in certain
> places, like the text box editor, menu editor, and slice editors.
>
> Regarding that corrupted game, I realized that the palette.bin and
> uicolor.bin lumps were just completely missing, not
> corrupted-to-be-blank (luckily almost nothing else was corrupted, so the
(Continue reading)


Gmane