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21 posts in this topic

im looking for more people to try and help me with this. however even though having the files im unsure on how to properly use them. as they arent used in the main game. however due to the discovery of snipestyle where their names are in the mainmenu it may assist me to finding out some things on how to use these and if it is possible to make them work with custom maps by us.

although im unsure how these work. it make make it possible to put a usermap into a patch of a map so when you are on the mainmenu loading up a .map mod from someone else you can see their usermap for the mod as well.

from what i can tell from these mvar files is they may use the same format for items as the normal usermaps so if we get them to work it doesnt mean we can load any ident like we could in halo 3.

so far all i can tell from these files without much looking atm is:

0x0 - Map header

5F626C660000003000010002FFFE000000000000000000000000000000000000000000000000000000000000000000006D7661720000

_blf...0........................................mvar..

0x54 - Map Description

0x1A7 - Map for the variant?. 0x46 long

last 815 bytes appears to be the footer. other than that not too much can be told from them.

00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

................................................................................................................................................................................................................................................................

heres the mvar files if you wish to look yourself to find anything

http://www.megaupload.com/?d=TZH8Q86K

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how can i view the content of a data block when the data is too long for the reader? the second tagdata block in vgtl seems to have the right size for the file.

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this is what i achieved so far:

hemodescmod1.png

was that in the .mvar file? like did you mod that in the main menu or find a way to load the .mvar files for a console

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nope, vtgl. first ill analyse the structure of the .map and then ill concentrate on .mvar or sandbox.map. currently im still trying to figure out what the last two remaining data blocks in the description are.

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nope, vtgl. first ill analyse the structure of the .map and then ill concentrate on .mvar or sandbox.map. currently im still trying to figure out what the last two remaining data blocks in the description are.

well, if you ever got onto msn it would help. cause then you could get me your plugin and we could see what we could find form there

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I figured out the string encryption that mvar files are using and wrote some C# code for Jordan. It's really simple...just shift every character 1 bit to the right.

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I figured out the string encryption that mvar files are using and wrote some C# code for Jordan. It's really simple...just shift every character 1 bit to the right.

edit; nvm, got it.

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I need someone with an XDK to do me a favor. Open up forge, place a few pieces, and then set an execution breakpoint at 0x821D9CD4 and save the map. When (if) the breakpoint hits, there should be a memory address stored in r10. Dump 0x7000 bytes from there and send me the file. Also send me the saved map file as well.

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I need someone with an XDK to do me a favor. Open up forge, place a few pieces, and then set an execution breakpoint at 0x824D4858 and save the map. When (if) the breakpoint hits, there should be a memory address stored in register 29. Dump 0x7000 bytes from there and send me the file. Also send me the saved map file as well.

amd, do to no other replies im figuring noone has gone up on this. ill do this when i get home in about 2 hours if you still need it.

as well dont forget tj has the xbdm plugin, he is able to use visual studio and use breakpoints in visual studio. as well as dumping your memory is enabled in the basic memedit plugin.

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amd, do to no other replies im figuring noone has gone up on this. ill do this when i get home in about 2 hours if you still need it.

as well dont forget tj has the xbdm plugin, he is able to use visual studio and use breakpoints in visual studio. as well as dumping your memory is enabled in the basic memedit plugin.

I talked to TJ, and the way he was sounding he hadn't even used the plugin's breakpoint feature yet so had no idea how, and he wasn't at home either.

Thanks, I do still need it.

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amd, do to no other replies im figuring noone has gone up on this. ill do this when i get home in about 2 hours if you still need it.

as well dont forget tj has the xbdm plugin, he is able to use visual studio and use breakpoints in visual studio. as well as dumping your memory is enabled in the basic memedit plugin.

sounds interesting.how do you dump the memory? could be useful to know.

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sounds interesting.how do you dump the memory? could be useful to know.

you would use a program, call the freeze command which was implemented in v2 so it could freeze the console when taking screenshots so it wouldnt blur, then simply right the ram that you can see to a file.

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you would use a program, call the freeze command which was implemented in v2 so it could freeze the console when taking screenshots so it wouldnt blur, then simply right the ram that you can see to a file.

is there an already existing program that i could use for this, or would i have to write one myself?

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is there an already existing program that i could use for this, or would i have to write one myself?

XEXDK memory dumer, ill send you it later when im on msn. or you can search for it. however if you do get he source that way you can demp specific stuff. only my edited one put in an UI so you can do it without source.

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well, upon the release of HCEA i have noticed that when your playing the maps from the normal disk you have two variants to choose from. one for the anniversary "classic" edition of the map and one for the new version. however know that we know the variants are stored in the mainmenu whats going to happen when you trasfer the maps to reach and use its mainmenu.

personally being i have transfered the maps i can see that the other variants arent there. however in the dlc will they contain the variants for the maps. which leads me to beleive if we ever make our own variants that is how we will do it.

it is likely we will be able to make a fake live file containting them to load. but i will need to check later once i get the dlc

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well, upon the release of HCEA i have noticed that when your playing the maps from the normal disk you have two variants to choose from. one for the anniversary "classic" edition of the map and one for the new version. however know that we know the variants are stored in the mainmenu whats going to happen when you trasfer the maps to reach and use its mainmenu.

personally being i have transfered the maps i can see that the other variants arent there. however in the dlc will they contain the variants for the maps. which leads me to beleive if we ever make our own variants that is how we will do it.

it is likely we will be able to make a fake live file containting them to load. but i will need to check later once i get the dlc

I would try it with TU1 patched in. TU1 may have made it possible to have mvars in individual maps

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I would try it with TU1 patched in. TU1 may have made it possible to have mvars in individual maps

its still based on the mainmenu. there isnt the mvar in individual maps.

ive loaded teh TU on my normal reach maps and it simply loads from the mainmenu like it did befor. no anniversary mvar files

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