Halo 3 Retail Game Research
- JacksonCougAr
- Posts: 2333
- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
I know this is of little relevance but this whole it doesn't matter attitude should not be allowed to much of a free reign. Finding out why something is the way it is could help in some unknown way. I mean... some of the past tools have had obvious glitches/things that didn't work 100%. Now I know that this won't be due to an extra Spanish language inside the map, but its all about the attitude people
- JacksonCougAr
- Posts: 2333
- Joined: Fri Jan 12, 2007 1:56 pm
- Location: Canada
- Contact:
Read them into a tag view is about the extent of what has been publicly shown. I know that model extraction should be semi-working, and bitmaps are working very well, but bitmaps are fairly independent of the maps. If you can get the offset and size of the raw, that's all you need. After that, it goes away from the maps and into the matters of headers and unswizzling.
Huh?
Huh? You must have either fallen asleep in algebra, or just mistyped that. You basically have there a roundabout way of saying that index magic is magic times two.shade45 wrote:The index magic is calculated like thisThis magic is also used in meta'sCode: Select all
index_magic = ((index_header_offset + magic) - (index_header_offset - magic));
- grimdoomer
- Posts: 1440
- Joined: Mon Oct 09, 2006 4:36 pm
dam if only i had a modded 360 i would would help as much as i could.
AI Zones in MP | Ambiance | Gravemind Beta v1.1
Aumaan Anubis wrote:Grimdoomer. The first person ever to mod Halo 2 Vista.
Re: Huh?
Please Ignore my post I fixed it. Honestly I couldn't even tell you what I must of been thinking I had another way of calculating it but I obviously messed up my explanation of it and now I cant remember it.Hush wrote:Huh? You must have either fallen asleep in algebra, or just mistyped that. You basically have there a roundabout way of saying that index magic is magic times two.shade45 wrote:The index magic is calculated like thisThis magic is also used in meta'sCode: Select all
index_magic = ((index_header_offset + magic) - (index_header_offset - magic));
- LuxuriousMeat
- Posts: 824
- Joined: Thu Nov 03, 2005 6:43 pm
- Location: zzzzzzzzzzzzzzzz
- Contact:
How can that be? In the beta, the magics were calculated with the index offset, so how can we figure out the index offset with a magic if we need it to calculate the magic?Iron_Forge wrote:0x10 is the index offset (magic'd of course)...From first glance, the maps seem pretty straight forward...More or less the same as H2...
- LuxuriousMeat
- Posts: 824
- Joined: Thu Nov 03, 2005 6:43 pm
- Location: zzzzzzzzzzzzzzzz
- Contact:
just a btw, the 2nd spanish is "Latin America Spanish" its mentioned on the LE disc Making of Halo 3 Audio video
Halo 2 Plugins | Lock-on To Just About Anything | My Sites | Snow Hog
Old Plugins you have, upgrade you must...
Always Maintain a High Quality-To-Crap Ratio.
Here's what I've got so far. A few things aren't on his list:
Code: Select all
Halo 3 Map Files
---------------------------------------------------------
MagicCalculator: 3218235392
Divisor: 16384
---------------------------------------------------------
Magic = MagicCalculator - MapFileSize
Divide the map's file size by the divisor. If the point
is higher than .5, round up. Multiply the size back up
with the divisor.
---------------------------------------------------------
Map Header:
---------------------------------------------------------
Name Offset Size
---------------------------------------------------------
Head 0 4
HaloVersion 4 4
MapFileSize 8 4
u1 12 4
TagIndexOffset (mag) 16 4
TagMetaTableSize 20 4
CombinedSize 24 4
MapOriginalLocation 28 256
MapBuildInfo 284 32
MapType 316 4
u2 320 24
PrimaryGeometryCacheSize 344 4
SecondaryGeometryCacheSize 348 4
PrimaryGeometryCacheOffset 352 4
SecondaryGeometryCacheOffset 356 4
u3 (string index info?) 360 36
MapName 396 32
u4 428 4
ScenarioName 432 256
u5 688 4
FileCount 692 4
FileNameTableOffset (mag) 696 4
FileNameTableSize 700 4
FileNameIndexOffset (mag) 704 4
Signature 708 4
u6 712 11572
Foot 12284 4
---------------------------------------------------------
Tag Index Header:
---------------------------------------------------------
Name Offset Size
---------------------------------------------------------
TagGroupCount 0 4
TagHeirarchyTableOffset (mag) 4 4
TagCount 8 4
RequiredTagTableCount 12 4
PrimaryRequiredTagTableOffset 16 4
u1 20 4
SecondaryRequiredTagTableOffset 24 4
u2 28 4
Tags 32 4
---------------------------------------------------------
Alright I've got my first mod ready to test but I cant do it because I my xbox360's firmware isn't flashed and I don't have any DVD-DL media. So if someone will be kind enough to do it for me that would be great
Its only a simple projectile swap, the shotgun should now shoot rockets, but thats not what I want to know. I need to know if I resigned the map properly.
Here is the link to the PFF
http://www.sendspace.com/file/qadx68
How do you use it?
- First apply the ppf to zanzibar.map with ppf-o-matic
- Now download the program XDVDMulleter Beta 10
- Use it to rebuild your Halo 3 ISO with the patched zanzibar.map in place of the old.
- Burn and test then report back here with the results and if possible some screenshots or a vid
Its only a simple projectile swap, the shotgun should now shoot rockets, but thats not what I want to know. I need to know if I resigned the map properly.
Here is the link to the PFF
http://www.sendspace.com/file/qadx68
How do you use it?
- First apply the ppf to zanzibar.map with ppf-o-matic
- Now download the program XDVDMulleter Beta 10
- Use it to rebuild your Halo 3 ISO with the patched zanzibar.map in place of the old.
- Burn and test then report back here with the results and if possible some screenshots or a vid
Shade, 0x2C8 is where the checksum is at, and it's calculated the same way as before: Every byte xor'ed together after the header.
Although there could also be a hash of some sort in the header, as is clear in my first post. But then again CLuis for example could run beta map modifications...So perhaps it is not a hash..
I guess we will only know then from the results of someone playing your patch...If Bungie do ban modifications that is..
Edit: Nice work Metal on the header.
Although there could also be a hash of some sort in the header, as is clear in my first post. But then again CLuis for example could run beta map modifications...So perhaps it is not a hash..
I guess we will only know then from the results of someone playing your patch...If Bungie do ban modifications that is..
Edit: Nice work Metal on the header.
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Yeah Metal is right the checksum is at 2C4 I haven't seen anything in the header that suggest any of the common hash types MD5, SHA, ect and with Cluis being able to test mods in the beta it leads me more to believe that there isn't one. Bungie could of went as far as to hard code a hash in to .xex though, and if thats the case we wont be testing our mods awhile.
Oops yeah, I was 0x4 out there in my last post.. thats what you get when you base your info off messed up structs, lulz...shade45 wrote:Yeah Metal is right the checksum is at 2C4 I haven't seen anything in the header that suggest any of the common hash types MD5, SHA, ect and with Cluis being able to test mods in the beta it leads me more to believe that there isn't one. Bungie could of went as far as to hard code a hash in to .xex though, and if thats the case we wont be testing our mods awhile.
I guess they could put the hashes in the xex, hope not
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.
-
- Posts: 50
- Joined: Mon Dec 27, 2004 7:02 am
I think there is a somewhat easier way of doing this. =DMagicCalculator: 3218235392
Divisor: 16384
---------------------------------------------------------
Magic = MagicCalculator - MapFileSize
Divide the map's file size by the divisor. If the point
is higher than .5, round up. Multiply the size back up
with the divisor.
(Thanks to you I got this girl out of my head for a few minutes )
Code: Select all
Int64 iMagic = 3218235392 - iFileSize;
iMagic += iMagic % 8192;
Last edited by Digital Marine on Sat Sep 29, 2007 4:40 pm, edited 1 time in total.
I'm going to bed.Anthony wrote:*every 4 bytesPrey wrote: Every byte xor'ed together after the header.
Halo 2 Prophet - Skin with ease with the simple 3D point and click interface.
Halo 3 Research Thread - Contribute to the research into Halo 3.
Halo 3 Research Thread - Contribute to the research into Halo 3.