Yelo: Halo 2 (Xbox)

Utilities designed primarily for the xbox version of Halo 2.
slayer410





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Post by slayer410 »

latinomodder wrote:xbox7887 has any research been done in making bigger bsps in a map, or execding the 70 megs limit? Just wanted to know. 8)
It's a 79.9 meg limit... and I guess you could say there has been...
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Post by Shalted »

latinomodder wrote:
latinomodder wrote:xbox7887 has any research been done in making bigger bsps in a map, or execding the 70 megs limit? Just wanted to know. 8)
has there been?
One Theory:
http://www.haloplugins.com/forums/index ... wtopic=417
Awaiting connection...
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scynide




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Post by scynide »

There is a WIP in the Picture section that xheadshotmastax posted. It was about him breaking the BSP size limit. http://files.halomods.com/viewtopic.php?t=58145
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Post by xbox7887 »

latinomodder wrote:
latinomodder wrote:xbox7887 has any research been done in making bigger bsps in a map, or execding the 70 megs limit? Just wanted to know. 8)
has there been?
Not by me...I'm busy researching something else much more important ;)
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Post by baseball1332 »

xbox7887 wrote:
latinomodder wrote:
latinomodder wrote:xbox7887 has any research been done in making bigger bsps in a map, or execding the 70 megs limit? Just wanted to know. 8)
has there been?
Not by me...I'm busy researching something else much more important ;)
w00000t! :wink:
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Post by xbox7887 »

Meh, did a quick followup on mapsizes...

Code: Select all

.text:001228A3                 mov     ax, [esi+140h]  ; gets maptype
.text:001228AA                 test    ax, ax          ; checks maptype
.text:001228AD                 jl      short fail_to_load
.text:001228AF                 cmp     ax, 5           ; checks for any other value
.text:001228B3                 jge     short fail_to_load
.text:001228B5                 movsx   ecx, ax
.text:001228B8                 call    get_map_type_size ; switch case to set maximum map size
.text:001228BD                 cmp     edx, eax        ; checks mapsize
.text:001228BF                 jg      short fail_to_load

Code: Select all

.text:00214ED0 get_map_type_size proc near             ; CODE XREF: sub_122870+48p
.text:00214ED0                 xor     eax, eax
.text:00214ED2                 cmp     ecx, 4          ; switch 5 cases
.text:00214ED5                 ja      short locret_214EF5 ; default
.text:00214ED7                 jmp     ds:off_214EF8[ecx*4] ; switch jump
.text:00214EDE
.text:00214EDE loc_214EDE:                             ; DATA XREF: .text:off_214EF8o
.text:00214EDE                 mov     eax, 5000000h   ; limit mapsize to 80MB
.text:00214EE3                 retn
.text:00214EE4 ; ---------------------------------------------------------------------------
.text:00214EE4
.text:00214EE4 loc_214EE4:                             ; CODE XREF: get_map_type_size+7j
.text:00214EE4                                         ; DATA XREF: .text:off_214EF8o
.text:00214EE4                 mov     eax, 11800000h  ; limit mapsize to 280MB
.text:00214EE9                 retn
.text:00214EEA ; ---------------------------------------------------------------------------
.text:00214EEA
.text:00214EEA loc_214EEA:                             ; CODE XREF: get_map_type_size+7j
.text:00214EEA                                         ; DATA XREF: .text:off_214EF8o
.text:00214EEA                 mov     eax, 0B400000h  ; limit mapsize to 180MB
.text:00214EEF                 retn
.text:00214EF0 ; ---------------------------------------------------------------------------
.text:00214EF0
.text:00214EF0 loc_214EF0:                             ; CODE XREF: get_map_type_size+7j
.text:00214EF0                                         ; DATA XREF: .text:off_214EF8o
.text:00214EF0                 mov     eax, 20800000h  ; limit mapsize to 520MB
.text:00214EF5
.text:00214EF5 locret_214EF5:                          ; CODE XREF: get_map_type_size+5j
.text:00214EF5                 retn                    ; default
.text:00214EF5 get_map_type_size endp
You can see that 0x140 in the map header indicates a maps type...in coag it's 0100 which indicates a max size of 80MB. Try changing the value at 0x140 to 0400 which 'should' increase the max size to 520MB ;)
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latinomodder





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Post by latinomodder »

so we have got bigger map sizes?
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xbox7887




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Post by xbox7887 »

Test and find out...
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Post by Monkey Terd »

Mike is so cool 8)
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Post by StalkingGrunt911 »

Monkey Terd wrote:Mike is so cool 8)
I agree.
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xbox7887




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Post by xbox7887 »

What do you all think about a small xbe patch which would enable the execution of code embedded in your map files...would it be more or less demanding than a trainer? I'm thinking specifically about enabling ai in mp through the maps themselves but until I can find a buffer overflow exploit in the mapcode, it will require a patched xbe to function.
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Post by DoorM4n »

That would be awesome! No more trainer to load AI in MP. It is already there!
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Post by scynide »

xbox7887 wrote:What do you all think about a small xbe patch which would enable the execution of code embedded in your map files...would it be more or less demanding than a trainer? I'm thinking specifically about enabling ai in mp through the maps themselves but until I can find a buffer overflow exploit in the mapcode, it will require a patched xbe to function.
Sounds like a plan! DO IT! I am sure lots of people here would appreciate a patch like this. :D
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Post by xbox7887 »

Well, the patch itself wouldn't enable ai in mp...it would just provide me a loader template to use when executing code from mapfiles.
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Post by OwnZ joO »

Damn you're good at what you do... Wonders what the bigger more important thing he's working on are.
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Post by xbox7887 »

The important thing would be the ability to execute code embedded in mapfiles, without any sort of patch or trainer ;)
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Post by r0tten »

this is a great idea, i mentioned the same thing about 15 pages back
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Post by LuxuriousMeat »

by executing code within the map file do you mean trainer like functions without a trainer
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xbox7887




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Post by xbox7887 »

Yes, it's a complicated process finding exploitable code but if/when it does happen, you won't need a trainer or patch to run custom code.
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Post by LuxuriousMeat »

cool when/if you find it will the code we run be assembly
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