You may also drag and drop the .scs file onto the SCS Extractor to extract the files. Dragging the base.scs file onto the SCS Extractor will extract all the containing files into the current location of SCS Extractor. To keep extracted content out of the game's original directory, you should create a separate folder where you place a copy of the SCS Extractor. Then just drag the game file onto the extractor. The console window will close once all files have been extracted.
I was wondering if there already exists a script or other program that can open or extract any type of archive file. Since there are many types of archives, each with their own program for creating or extracting, and each program making use of different options for listing, extracting, changing to a specific directory, etc. I thought it would be useful to have one tool which simply determines the archive type, then invokes the correct program with the correct parameters automatically. I searched but could not find one.
;std:tar.pipeToFileSystem
i am not sure the performance seems to be so bad for some reason, am i doing something wrong? does the zig compiler use the same implementation to extract tar archives of dependency modules while building?
Edit 2: aside from the suggestion above on the build mode (and the fact that the current std.compress.xz implementation may not be as optimized as it could be), a couple more suggestions for your test code:
With some help from the file format information jamesster found on Xentax I have made a JAM extractor. For the amount of information it has to process, it's rather fast, but it will hang there for a bit as it processes all the files (so have patience). Without further ado, here it is:
JAM Extractor
Usage
You can run it by the command line or, on Windows, simply drag-and-drop the LEGO.JAM file onto the main executable and wait for it to finish creating a folder next to the original file. To recompile, simply drop a folder onto the main executable and it will create a JAM file. >If you have the 1999 version of the game, it is unnecessary to rebuild a JAM archive. It is possible to have the program also print the files being processed as the program runs if you add an "--verbose" to the arguments.
>Still need a GUI? Check out this topic.
Important Notes
The LJAM file format does not allow file or folder names to contain more than 12 characters. As of version 1.0.2, the program will skip over file and folder whose names are longer than 12 characters. Thus, any files and folders you create within the JAM archive's folders that have names longer than 12 characters will automatically be excluded when creating a new JAM archive. Older versions would only use the first 12 characters of the name as the file name and would include them.
Alternately, you can use the source code from the GitHub repository with a Python interpreter. As of version 1.0.2, JAM Extractor is compatible with Python 2.7 and newer, older versions are compatible with 3.0 and newer.
Well, like you said, it does the same thing as GameExtractor. Didn't Cyrem once say what exactly was wrong with how the xentax thingy said to extract the files? Also, we've gotta figure out how to modify stuff like the collision and 3D models... I wanna make custom tracks and open up those removed shortcuts eventually.
If you start looking through the header, you'll see filenames which it do not extract with game extractor(particularly the strings file which I modified to do the screenshot in my gallery). Strider told me quite some time ago that:
I see what you mean. There are some more files listed. The only thing is, how are they referenced. From my understanding, it only knows it's dealing with folders when "numFiles == 0". If numFiles does equal 0, and there are files there, how does it know where they begin?
So, now we need to figure out how to open and modify these extracted files and rebuild them... It's times like this when I wish I didn't stink at programming anything more advanced then a LEGO Mindstorms robot. :
So, now we need to figure out how to open and modify these extracted files and rebuild them... It's times like this when I wish I didn't stink at programming anything more advanced then a LEGO Mindstorms robot.
Don't know much about Mindstorms I'm affraid. (The used 1.5 RCX I got on the cheap doesn't seem to want to let me download the firmware [plus that aweful Shockwave CD tutorial walktrough thing is so frustratingly "user friendly" to the point where you just want to smash it].)
But for learning coding, all I can say is start easy and keep at it. I sucked bad once. There's really only 3 major coding language types that they're all derived from (ones really a mark-up language). ECMACcript (my personal favorite), Basic style (don't much care for it but it's alright), and HTML type languages (the mark-up language which is just formatting and data storage, you can't really make software with it). They all have the same basic logic and reaction idea with variables, if statements, loops, arrays, and functions. The only real difference being how you write it and the APIs.
New version available. See topic post. This version has the same functionality of 1.1 with a simplified extraction process no 2 button process) and some further optimization (so I hope it's faster). It also has the ability to create JAM files that meet the file format specifications as I currently understand them. Unfortunately, I extracted and re-built the archive for LEGO Racers and found that while my tool is completely compatible with the JAM files it creates, LEGO Racers is not (I get a "fatal error" about an "emitter.wdb" file). I'm still investigating why this is, but no doubt it's related to the fact that after rearchiving the JAM file, the LEGO.JAM file became approximately 11 times bigger. I believe that there may be duplicate files in multiple folders that are optimized out or something. If anyone can knows or can figure out anything about this, that would be great!
A note to users, the JAM file format does not allow file names (including file extension) and folder names to exceed 12 characters in length and also does not permit spaces to appear in the file name.
The new version is available in the topic post. The issue with the last version and the reason the file size exploded was that because of the way the writeBytes AIR function works, zero byte files would write all the bytes from the offset to the end of the file resulting in very large files where there should be blank ones. That issue is now fixed and LEGO Racers will now use the JAM files it creates! My tool actually creates a slightly smaller file size than the original JAM as there are no extra bytes at all in the JAM files it creates.
The sound clip where i'm talking about is BOULDOOR.pcm, which could stand for "Boulder door", which is maybe the sound which would have played when you shot at the boulder door shortcut in the Lego Racers beta track Knightmare-athon. Who knows? :)
Has anyone found a way to restore Blackboard archives without a live instance of Blackboard? Our Blackboard contract is expiring and we have student submission data in the archives that needs to be retrieved. There is/was a free program called Bfree but it apparently is no longer available for download. Supposedly it allowed you to open an archive and get the data you need. We need to move student submission data to Canvas. Please answer if you have any relevant information. Thank you!
Have you considered trying to restore your Bb file in a free Bb account over at coursesites.com? It's similar to Instructure's free "light" version of Canvas over at canvas.instructure.com. Creating a coursesites account there and creating your first blank course couldn't be easier. It has been years since I've used my coursesites account but when I did I was able to access Export/Import in the course control panel. If you try this route drop me a reply as you're able to let me know if you were able to bring in your Bb course archive into your blank still or if they took that feature away.
We did try to restore an archive into Coursesites but were unsuccessful. We can import a BB export file, but are not able to restore an archived file. Plus, we have several hundred files to restore, so we were hoping to find a solution more amenable to this. If you know any more about Coursesites and multiple courses and archived files, please let me know. Thanks!
I wouldn't know much more than that, plus, since it's a free service I'm not sure how many features or file space it would allow. Have you checked to see if your access to your stg server is available?
We stumbled upon a script in GitHub, 'bba-scan' that will recompile the grade book in report format. It reassembles the student, grade, assignment submission, and comments. The script is no longer maintained, but it will meet our basic needs for when a grade appeal arises. Hope this helps!
It's been a while since I used Perl. I'm trying to run it in XAMPP in cgi-bin, but it's not clear to me which file to run (I tried them all but none ran). Also, where do the course files go so the script can find them? I'll look through the files, but if you could help it would save me some time.
Our IT unit developed a script that compiles the grade center from the archive file into a formatted HTML page. It includes student submissions to their grade entry and any instructor comments provided in the feedback. It is written in PowerShell Core, and as such, works on Windows, Mac, and some versions of Linux. The developer named it bbaExtractor. We're happy to share this with the Canvas community. Documentation is included in the zip file.
Hi Susan, I wondered if or how you determined a solution for viewing student work/grades from a Bb archive? As you mentioned, CourseSites is not an option as it only retains the course content (not grades). The bba-scan in GitHub sounds like it would meet our needs for when a grade is challenged, but I am not familiar with using scripts.
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