aluigi wrote:
Use this script to dump all the paf files from that hod.paf container:
http://aluigi.org/bms/hod_paf_splitter.bmsSorry I'm not the original requester but I'm so thankful to you for making this. Wonderful way to start the year off.
I don't think the PAF decoder has ever worked (at least on Windows) as I've been trying to use it without success for years now.
I'm having issues with that script though. Not sure if it's a problem on my end, but for certain PAF files like for the demos I'm getting an "Error: impossible to write 0xffc0df38 bytes (total 0xffx0df38) Check your disk space
Last script line before the error or that produced the error: 55 log NAME OFFSET SIZE"
It would seem I don't have enough disk space, except I have it in spades. But your version of paf_decoder.exe does seem to handle them, I'm just getting an error and it's not getting all of them. Like it thinks it ran out of disc space and only gets three PAFs from the demo version.
It does rip the individual PAF files out of the container for the full game just fine from what I can tell though, however the version of the PAF decoder you created with gcc doesn't like these PAF files and gives me this error, sometimes with a garbage 1kb WAV file that doesn't work. For certain paf files it manages to produce two or three frames that are all black before "terminating in an unusual way." Other files it will have varying degrees of success. It doesn't like the PAFs of any full version of the game I've put it through, but it will actually successfully get PNGs and audio from the demo files after I've gotten some (but not all for whatever reason) of them separate using your paf splitter, but like I said, the frames and audio aren't complete.
Still, it's better than the PAF decoder has ever worked before and I'll be messing around a lot with it now.
Any help would be very much appreciated.