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Error converting save file.

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Anonymous
2012-07-24
2013-05-08
  • Anonymous

    Anonymous - 2012-07-24

    I click convert to>PS3 and it comes up with an error message that says "This savegame contains raw data taht could not be parsed to it cannot be exported to a different machine byte order."

     
  • matt911

    matt911 - 2012-07-25

    Your savegame likely has some slight corruption.  If you want to email it to me at matt911@users.sf.net I can probably repair it and email it back to you.

    It is possible for a savegame to get partially corrupted such that the DLC area of a savegame reports a different size than the weapon and item data actually contained in it should take.  Since I wrote the code that reads the DLC data without complete understanding of all data that could possibly be contained in that area, I wrote it so that if one of the DLC data sections is longer than expected or if it has a section ID that is not recognized by WT# the extra data will still be saved in its raw format.  This enables WT# to save data that it can't even understand to avoid corrupting unknown data.  I have yet to see any actual unknown data that was not the result of corruption though and there probably won't be any unless they make another DLC for Borderlands.

    Unknown data only poses a problem when you want to convert a save from one machine byte-order to another.   The type of every byte of data has to be completely understood so the machine byte-order of words, double-words, strings, and so on can all be written in the correct format.  If WillowTree# does read any data in raw form (without regard to the machine byte-order of each data item) because it was longer than expected or was unrecognized it can only write that data back in the same byte-order.  It doesn't know how to reverse the byte-order of data it doesn't understand.  This means that a PS3 save with raw data could be written as an Xbox 360 save but not as a PC save.  To write it as a PC save the raw data has to be removed.

    Old versions of WillowTree# could corrupt the length of the DLC area so if you had a save that you used on a version of WillowTree# before 2.2.1 WT# might have actually corrupted the DLC area itself.  It could also happen if you repaired your savegame with WillowShrubbery since WillowShrubbery was based on a version of WT# that didn't understand the DLC data area as well as the current one.  I don't know if the latest version of WillowShubbery still uses the old code or if it has been updated.  Whatever the case, the data has somehow become partially corrupt unless you are using a mod to Borderlands that actually adds additional data areas to the savegame.  The extra data in it will have to be removed if you want to convert the savegame to PC format.  WT# has no built-in way to do that, but I could do it manually with the C# debugger.

    What I would do to fix your save is load it in WillowTree# while running it in the Visual C# Express debugger, make sure the data is not corrupt, then halt the program and manually set the length of all the raw data sections to 0 to discard the  raw data which is probably corrupt and unused.  Then I would save the game back to disk with WT# and the raw data sections would be gone and you could convert the resulting file again normally from PS3 to PC.

     
  • matt911

    matt911 - 2012-07-31

    I've got more information on this issue.  I got together with a user that was having this problem and found by looking at his saves that there was an additional dlc data section being created by his version of Borderlands.  He said he was using the Steam version of the game.  I play on a PC version myself (1.41, the latest update to the retail dvd version as far as I know) but it is not the Steam version.  This suggests to me that there may be a problem that makes it so no Steam user can export their game to Xbox or PS3 right now because of the unrecognized DLC data created by it.

    I don't know if this data section is something new added by Steam recently or if it has existed for a long time.  I haven't had reports of people being unable to export their savegames in the past but I received them from two different people recently so its possible this is something new.

    The additional data could be something like a GUID or some kind of integrity checksum.  It uses every bit of 16 bytes of data data and appears quite random and is completely different in different characters created by the same player on the same machine.   Ir is possible that Steam is trying to detect corrupt or modified savegames using this tag, but whatever the case WT# doesn't currently understand the data so it prevents conversion of such a savegame to PS3 or Xbox 360 currently.  I will release a new experimental revision within a few days that can deal with the issue for now by stripping out all the unknown data if the user chooses to in order to allow him/her to convert the savegame to a machine with a different machine byte order.

     
  • matt911

    matt911 - 2012-08-03

    The latest experimental revision (203) should be able to prompt you and strip extra raw data it finds in a savegame when you try to convert it now.  Deathhunt has been at work doing some reorganization and consolidation of some of the main weapon, item, and locker code that is probably not apparent to the end user.  It is possible this may have caused some new bugs, so be on the lookout and if you happen to find any please let us know and we'll try to repair it as soon as we can.

     
  • matt911

    matt911 - 2012-08-03

    The experimental revisions are in the experimental folder in the file area:

    http://sourceforge.net/projects/willowtree/files/experimental

     

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