good luck finding the raw thoughDigital Marine wrote:Yeah, I know what the shared is for. But it doesn't need a magic for anything? I would assume there is something in there that needs a magic. Hrm, oh wells...
But, we should be able to at least extract local images from the maps...
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- Shadow LAG
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We have no leads, We cannot even figure out the location of the signatures, We have more theory then solid ground. The community is at its smallest. Not much is going anywhere. I'm beginning to doubt the power of moding when it comes to halo 3. I hope someone can show me otherwise.
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Sticking it to the man since 16 Jun 2005
Long live leo
Long live the trust.
Sticking it to the man since 16 Jun 2005
0x14 - HeaderMagic: Points to after the FileTableIndex, I don't know what this is though, possibly raw?..
And I researched Locale Tables as well today, heres the txt I made on'em. I'll update first post some other time..
And I researched Locale Tables as well today, heres the txt I made on'em. I'll update first post some other time..
Code: Select all
Locale Tables
---------------
int BaseAddress at 0x478
Layout (Starting From Matg MetaOffset + 0x1C4)
-------
int Count
int Size
int Table Index Offset + Base Address
int Table Offset + Base Address
byte[] Unk_Len52
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Heh alright found how to calc. the map magic, 'tis 0x2E8 - (0x470 + 0x488), which is similar-ish to how the beta maps did it, so thanks poke for findin' that one out =P ..also 0x2E8 seems to be part of some sort of table, not really sure yet but there seems to be other 'magic' there, and the other two values were next to the Locale Table's base address, so perhaps more addresses around there? IDK. Anyway, enjoy.
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Alright first post has been updated.. alot =P ..one thing you may have noticed is that I've started adding Tag Meta structures in, so if people could find the one's I'm missing that would be appreciated. I only added in the one's I've seen so far, but StringID's should be in there somewhere, and all the bitmasks/flags, enums etc.. and also datum indices as well?..
Oh, and finding where the pointers to the assets are is also an area of interest remember ;p
Oh, and finding where the pointers to the assets are is also an area of interest remember ;p
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Heres some of info i think its pretty accurate so far. I still haven't found the actual pointer to the raw data yet
RawID: A Raw ID helps us find the location of the tags raw information within the raw table.
The location in the raw table can be found either by scanning the table for the Raw Indent or simply going to the Index within the table.
Raw Table: Is a list or information about the raw data for tags within the map. To reach, you must first go to the "zone - there they are all standing in a row" tag meta offset then take the reflex at 0x58 - map_magic
On a side note I've also noticed reflexives seem to always have a 4byte block of unused data following them.
RawID: A Raw ID helps us find the location of the tags raw information within the raw table.
Code: Select all
public struct RawID
{
short Raw_Indent
short Raw_Table_Index
}
Raw Table: Is a list or information about the raw data for tags within the map. To reach, you must first go to the "zone - there they are all standing in a row" tag meta offset then take the reflex at 0x58 - map_magic
Code: Select all
public struct Raw Table
{
tagref Tag;
int Raw Ident
int Unknown;
int Unknown;
int Unknown;
int Unknown;
int Unknown;
reflex Unknown; //size 8
int unused;
reflex Unknown; //size 8
int unused;
}
Code: Select all
public struct Reflexive
{
int ChunkCount;
int Pointer; // Address
int unused;
}
I've already said this but maybe you missed it the 0's between the tag class and id will either be for longer tag classes or half for longer tag classes and half as part of the id, most likely the latter, therefore
TagRef: A reference to another tag.
TagRef: A reference to another tag.
Code: Select all
public struct TagRef
{
string Class; // Len8
int64 Identifier;
}
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If the Tag Classes had changed size then this would be reflected in the TagClassIndex, which it isn't. And if the Ident's had as well, it would be reflected in the TagInfo.. which again it isn't. No, the space is there for memory purposes, meaning it's only used once it's loaded into memory, as is the purpose of all the other "space" too ^_^xzodia wrote:I've already said this but maybe you missed it the 0's between the tag class and id will either be for longer tag classes or half for longer tag classes and half as part of the id, most likely the latter, therefore
[...]
Edit: Oops, had in the first post IDs being ints, fixed now..
@Shade: Nice, I'll look into that too when I get the time tomorrow.
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I'm pretty sure they have figured out the tag structure. You would be better off getting engineer and writing some plug-ins for the tags.
Speaking of that: I, with help from Digital Marine (Who Helped me get up to speed with plug-in writing :O) Have managed to pound one out for the mode tag. I think I'll post it soon, but what forum should I put it in?
Speaking of that: I, with help from Digital Marine (Who Helped me get up to speed with plug-in writing :O) Have managed to pound one out for the mode tag. I think I'll post it soon, but what forum should I put it in?
Mine.Tanasoo wrote:I think I'll post it soon, but what forum should I put it in?
Once I start it
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