maro_hannover Posted September 11, 2014 Share Posted September 11, 2014 the file archive is called xsc. does it mean that GTA V Is Not Sco? it is xsc? oh SCM When will you be back? Link to comment Share on other sites More sharing options...
XeClutch Posted September 11, 2014 Share Posted September 11, 2014 the file archive is called xsc. does it mean that GTA V Is Not Sco? it is xsc? oh SCM When will you be back? No more SCO, now it's platform dependent. XSC - Xbox 360 CSC - Playstation 3 DSC - Xbox One OSC - Playstation 4 WSC - Windows Link to comment Share on other sites More sharing options...
NTAuthority Posted September 11, 2014 Share Posted September 11, 2014 WSC - Windowswe still don't know if the 64-bit pointer version for the Windows platform will still be called W Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
XeClutch Posted September 12, 2014 Share Posted September 12, 2014 WSC - Windowswe still don't know if the 64-bit pointer version for the Windows platform will still be called W I am aware, we don't know if the X1 and PS4 will be DSC and OSC either. We can only assume. Link to comment Share on other sites More sharing options...
sasuke78200 Posted September 12, 2014 Share Posted September 12, 2014 And we don't even know if there will be a 64-bit version of the game on PC. Link to comment Share on other sites More sharing options...
Silent Posted September 12, 2014 Share Posted September 12, 2014 And we don't even know if there will be a 64-bit version of the game on PC. But PS3 buildlogs Link to comment Share on other sites More sharing options...
sasuke78200 Posted September 12, 2014 Share Posted September 12, 2014 Well we'll have to wait till 2015 to start our researches on the PC version. Link to comment Share on other sites More sharing options...
XeClutch Posted September 12, 2014 Share Posted September 12, 2014 Well we'll have to wait till 2015 to start our researches on the PC version. Wasn't the game scheduled to come out by the end of the year? Link to comment Share on other sites More sharing options...
MulleDK19 Posted September 13, 2014 Share Posted September 13, 2014 Well we'll have to wait till 2015 to start our researches on the PC version. Wasn't the game scheduled to come out by the end of the year? Rockstar announced the release dates yesterday. The PlayStation 4 and Xbox One versions release November 18, 2014. PC version delayed to January 27, 2015. Link to comment Share on other sites More sharing options...
fOmey Posted September 13, 2014 Share Posted September 13, 2014 (edited) Here is setting RP: // enumerationenum CharRP{ char1 = 0x3E68C21F, // mp0_char_xp_fm char2 = 0x74693442, // mp1_char_xp_fm char3 = 0xFF09C2A9, // mp2_char_xp_fm char4 = 0x6272E33B, // mp3_char_xp_fm char5 = 0x494A75B3, // mp4_char_xp_fm}; // methodvoid SetRP(uint Char, int RP){ STAT_SET_INT(Char, RP);} // example callsSetRP(char1, 0);SetRP(0x3E68C21F, 0); EDIT: Here is setting rank (untested). // enumerationenum CharRank{ char1 = 0xA888343F, // mp0_char_rank_fm char2 = 0x22F6EB98, // mp1_char_rank_fm char3 = 0xD3342A23, // mp2_char_rank_fm char4 = 0xB2614471, // mp3_char_rank_fm char5 = 0x92F6FB54, // mp4_char_rank_fm};// methodvoid SetRank(uint Char, int Rank){ STAT_SET_INT(Char, Rank);}// example callsSetRank(char1, 0);SetRank(0xA888343F, 0); This is great, Any idea of any additional stats ? Or where to find them ? A mate of mine came across this list on pastebin, can anyone verify ? Edited September 13, 2014 by fOmey Link to comment Share on other sites More sharing options...
Tez2 Posted September 13, 2014 Share Posted September 13, 2014 Here is setting RP: // enumerationenum CharRP{ char1 = 0x3E68C21F, // mp0_char_xp_fm char2 = 0x74693442, // mp1_char_xp_fm char3 = 0xFF09C2A9, // mp2_char_xp_fm char4 = 0x6272E33B, // mp3_char_xp_fm char5 = 0x494A75B3, // mp4_char_xp_fm}; // methodvoid SetRP(uint Char, int RP){ STAT_SET_INT(Char, RP);} // example callsSetRP(char1, 0);SetRP(0x3E68C21F, 0); EDIT: Here is setting rank (untested). // enumerationenum CharRank{ char1 = 0xA888343F, // mp0_char_rank_fm char2 = 0x22F6EB98, // mp1_char_rank_fm char3 = 0xD3342A23, // mp2_char_rank_fm char4 = 0xB2614471, // mp3_char_rank_fm char5 = 0x92F6FB54, // mp4_char_rank_fm};// methodvoid SetRank(uint Char, int Rank){ STAT_SET_INT(Char, Rank);}// example callsSetRank(char1, 0);SetRank(0xA888343F, 0); This is great, Any idea of any additional stats ? Or where to find them ? A mate of mine came across this list on pastebin, can anyone verify ? Get stats from mpstatssetup.xml MP0_KILLS_PLAYERS = 2077765393 Link to comment Share on other sites More sharing options...
AdamSelene Posted September 14, 2014 Share Posted September 14, 2014 A mate of mine came across this list on pastebin, can anyone verify ? I can verify it is a bit ... short ... $ wc -l stats_found.txt 16954 stats_found.txt Link to comment Share on other sites More sharing options...
XeClutch Posted September 15, 2014 Share Posted September 15, 2014 (edited) Was thinking of stuff and figured a possible way to give someone a wanted level. void GiveWanted(int Player, int wanted){ int curped = PLAYER_PED_ID(); int tarped = GET_PLAYER_PED(Player); Vector3 curpos = GET_ENTITY_COORDS(curped, 1); Vector3 tarpos = GET_ENTITY_COORDS(tarped, 1); if (IS_PED_IN_ANY_VEHICLE(tarped, 0)) // unsure of the second arg { SET_ENTITY_COORDS(curped, tarpos.x, tarpos.y, tarpos.z, 0, 0, 0, 1); SET_PED_INTO_VEHICLE(curped, 0, -1); SET_PLAYER_WANTED_LEVEL(PLAYER_ID(), wanted); DELETE_VEHICLE(GET_VEHICLE_PED_IS_IN(curped)); SET_ENTITY_COORDS(curped, curpos.x, curpos.y, curpos.z, 0, 0, 0, 1); } else _PRINT_STRING("Player must be in vehicle", 2000); // credit to XBLToothpik for custom native} Edited September 15, 2014 by XeClutch Link to comment Share on other sites More sharing options...
proditaki Posted September 15, 2014 Share Posted September 15, 2014 const uint mp0_char_creator_stamina = 0x53c49a79, mp1_char_creator_stamina = 0xc56abf4a, mp2_char_creator_stamina = 0x435d8d03, mp3_char_creator_stamina = 0x5ecadc12, mp4_char_creator_stamina = 0x22d65166, mp5_char_creator_stamina = 0x48c46e8a, mp0_char_creator_shooting = 0x3363cc06, mp1_char_creator_shooting = 0x92130b82, mp2_char_creator_shooting = 0x4c18f3c4, mp3_char_creator_shooting = 0xa2c88d72, mp4_char_creator_shooting = 0xf54141c0, mp5_char_creator_shooting = 0x8e9895b2, mp0_char_creator_strength = 0x6a9721fb, mp1_char_creator_strength = 0x7d9a5285, mp2_char_creator_strength = 0x1e5a2fa2, mp3_char_creator_strength = 0xc45cd34c, mp4_char_creator_strength = 0xf6e826e4, mp5_char_creator_strength = 0x822c3a08, mp0_char_creator_stealth = 0x36b01f9, mp1_char_creator_stealth = 0x434e90e6, mp2_char_creator_stealth = 0xc4501370, mp3_char_creator_stealth = 0x9a5b4a07, mp4_char_creator_stealth = 0xa6ac5db3, mp5_char_creator_stealth = 0xc6d22ef4, mp0_char_creator_flying = 0x6c0fd0c6, mp1_char_creator_flying = 0x19338114, mp2_char_creator_flying = 0x323aaf73, mp3_char_creator_flying = 0x402e6dab, mp4_char_creator_flying = 0x4b68e3dc, mp5_char_creator_flying = 0x8d9107da, mp0_char_creator_bike = 0xd7d4b6ae, mp1_char_creator_bike = 0x577e93af, mp2_char_creator_bike = 0xded50ca1, mp3_char_creator_bike = 0x564c120, mp4_char_creator_bike = 0x2268c53a, mp5_char_creator_bike = 0x8bb2ebac, mp0_char_creator_lung = 0xf82220ed, mp1_char_creator_lung = 0xd0bb06d6, mp2_char_creator_lung = 0xf016e495, mp3_char_creator_lung = 0x94f3e59e, mp4_char_creator_lung = 0x36a565f1, mp5_char_creator_lung = 0xf442f10a; These are usefull STATS too probably XeClutch 1 Link to comment Share on other sites More sharing options...
Tez2 Posted September 15, 2014 Share Posted September 15, 2014 const uint mp0_char_creator_stamina = 0x53c49a79, mp1_char_creator_stamina = 0xc56abf4a, mp2_char_creator_stamina = 0x435d8d03, mp3_char_creator_stamina = 0x5ecadc12, mp4_char_creator_stamina = 0x22d65166, mp5_char_creator_stamina = 0x48c46e8a, mp0_char_creator_shooting = 0x3363cc06, mp1_char_creator_shooting = 0x92130b82, mp2_char_creator_shooting = 0x4c18f3c4, mp3_char_creator_shooting = 0xa2c88d72, mp4_char_creator_shooting = 0xf54141c0, mp5_char_creator_shooting = 0x8e9895b2, mp0_char_creator_strength = 0x6a9721fb, mp1_char_creator_strength = 0x7d9a5285, mp2_char_creator_strength = 0x1e5a2fa2, mp3_char_creator_strength = 0xc45cd34c, mp4_char_creator_strength = 0xf6e826e4, mp5_char_creator_strength = 0x822c3a08, mp0_char_creator_stealth = 0x36b01f9, mp1_char_creator_stealth = 0x434e90e6, mp2_char_creator_stealth = 0xc4501370, mp3_char_creator_stealth = 0x9a5b4a07, mp4_char_creator_stealth = 0xa6ac5db3, mp5_char_creator_stealth = 0xc6d22ef4, mp0_char_creator_flying = 0x6c0fd0c6, mp1_char_creator_flying = 0x19338114, mp2_char_creator_flying = 0x323aaf73, mp3_char_creator_flying = 0x402e6dab, mp4_char_creator_flying = 0x4b68e3dc, mp5_char_creator_flying = 0x8d9107da, mp0_char_creator_bike = 0xd7d4b6ae, mp1_char_creator_bike = 0x577e93af, mp2_char_creator_bike = 0xded50ca1, mp3_char_creator_bike = 0x564c120, mp4_char_creator_bike = 0x2268c53a, mp5_char_creator_bike = 0x8bb2ebac, mp0_char_creator_lung = 0xf82220ed, mp1_char_creator_lung = 0xd0bb06d6, mp2_char_creator_lung = 0xf016e495, mp3_char_creator_lung = 0x94f3e59e, mp4_char_creator_lung = 0x36a565f1, mp5_char_creator_lung = 0xf442f10a; These are usefull STATS too probably Great work ! But i'm sure mp5 doesn't exist ? You can find all stats hashed by checking mpstatsinit.xsc Your stats about shooting : mp0_char_creator_shooting = 0x3363cc06, mp1_char_creator_shooting = 0x92130b82, mp2_char_creator_shooting = 0x4c18f3c4, mp3_char_creator_shooting = 0xa2c88d72, mp4_char_creator_shooting = 0xf54141c0, mp5_char_creator_shooting = 0x8e9895b2, Mpstatsinit : setElem(0x3363CC06, 0, getElemPtr(1209, &g_2405085, 24), 4); // mp0_char_creator_shooting setElem(0x92130B82, 1, getElemPtr(1209, &g_2405085, 24), 4); // mp1_char_creator_shooting setElem(0x4C18F3C4, 2, getElemPtr(1209, &g_2405085, 24), 4); // mp2_char_creator_shooting setElem(0xA2C88D72, 3, getElemPtr(1209, &g_2405085, 24), 4); // mp3_char_creator_shooting setElem(0xF54141C0, 4, getElemPtr(1209, &g_2405085, 24), 4); // mp4_char_creator_shooting proditaki 1 Link to comment Share on other sites More sharing options...
fOmey Posted September 15, 2014 Share Posted September 15, 2014 Here is setting RP: // enumerationenum CharRP{ char1 = 0x3E68C21F, // mp0_char_xp_fm char2 = 0x74693442, // mp1_char_xp_fm char3 = 0xFF09C2A9, // mp2_char_xp_fm char4 = 0x6272E33B, // mp3_char_xp_fm char5 = 0x494A75B3, // mp4_char_xp_fm}; // methodvoid SetRP(uint Char, int RP){ STAT_SET_INT(Char, RP);} // example callsSetRP(char1, 0);SetRP(0x3E68C21F, 0); EDIT: Here is setting rank (untested). // enumerationenum CharRank{ char1 = 0xA888343F, // mp0_char_rank_fm char2 = 0x22F6EB98, // mp1_char_rank_fm char3 = 0xD3342A23, // mp2_char_rank_fm char4 = 0xB2614471, // mp3_char_rank_fm char5 = 0x92F6FB54, // mp4_char_rank_fm};// methodvoid SetRank(uint Char, int Rank){ STAT_SET_INT(Char, Rank);}// example callsSetRank(char1, 0);SetRank(0xA888343F, 0); This is great, Any idea of any additional stats ? Or where to find them ? A mate of mine came across this list on pastebin, can anyone verify ? Get stats from mpstatssetup.xml MP0_KILLS_PLAYERS = 2077765393 Thank you, ill sus it out. Link to comment Share on other sites More sharing options...
unknown modder Posted September 16, 2014 Share Posted September 16, 2014 (edited) But i'm sure mp5 doesn't exist ? Great work ! You can find all stats hashed by checking mpstatsinit.xsc Your stats about shooting : mp0_char_creator_shooting = 0x3363cc06, mp1_char_creator_shooting = 0x92130b82, mp2_char_creator_shooting = 0x4c18f3c4, mp3_char_creator_shooting = 0xa2c88d72, mp4_char_creator_shooting = 0xf54141c0, mp5_char_creator_shooting = 0x8e9895b2, Mpstatsinit : setElem(0x3363CC06, 0, getElemPtr(1209, &g_2405085, 24), 4); // mp0_char_creator_shooting setElem(0x92130B82, 1, getElemPtr(1209, &g_2405085, 24), 4); // mp1_char_creator_shooting setElem(0x4C18F3C4, 2, getElemPtr(1209, &g_2405085, 24), 4); // mp2_char_creator_shooting setElem(0xA2C88D72, 3, getElemPtr(1209, &g_2405085, 24), 4); // mp3_char_creator_shooting setElem(0xF54141C0, 4, getElemPtr(1209, &g_2405085, 24), 4); // mp4_char_creator_shooting I dont understand alexander blades decompiler. Also the size of the array is only 5 items, so that is only support for mp0 -> mp4, however as you can only access the first 2 characters atm, you only really need to worry about mp0 and mp1. g_2405085[1209 <6>][0] = 862178310; g_2405085[1209 <6>][1] = 2450721666; g_2405085[1209 <6>][2] = 1276703684; g_2405085[1209 <6>][3] = 2731052402; g_2405085[1209 <6>][4] = 4114694592; Edited September 16, 2014 by unknown modder Link to comment Share on other sites More sharing options...
sasuke78200 Posted September 19, 2014 Share Posted September 19, 2014 (edited) Hi guys, I'm trying to reverse engineer the Scripting Mechanism of the game. Actually I reversed the function that Add Natives, to the "native pool". Does it actually looks like this ? Because I'm really confused about the part where it computes the index. (c.f the code) // size 0x40struct Native{ struct Native* __unk_00; // + 0x00 unsigned int uiNativeFunction; // + 0x04 unsigned int __unk_08; // + 0x08 unsigned int __unk_0C; // + 0x0C unsigned int __unk_10; // + 0x10 unsigned int __unk_14; // + 0x14 unsigned int __unk_18; // + 0x18 unsigned int __unk_1C; // + 0x1C unsigned int uiNextNativeIndex; // + 0x20 unsigned int uiNativeHash; // + 0x24 unsigned int __unk_28; // + 0x28 unsigned int __unk_2C; // + 0x2C unsigned int __unk_30; // + 0x30 unsigned int __unk_34; // + 0x34 unsigned int __unk_38; // + 0x38 unsigned int __unk_3C; // + 0x3C };// Address : 0x1DB8230 (PS3 v1.16)struct Native* g_Natives[256]; // <-- the mask to the index is 0xFF (256)void AddNative(unsigned int a_uiNativeHash, unsigned int a_uiNativeFunction){ unsigned int l_uiIndex; struct Native* l_pNative; if(a_uiNativeHash < 2) { a_uiNativeHash += 2; } l_uiIndex = a_uiNativeHash & 0xFF; // Is this part good ? I'm really confused about this one l_pNative = g_Natives[l_uiIndex]; //l_pNative = (Native*)(0x1DB8230 + Index); if(l_pNative == NULL || l_pNative->uiNextNativeIndex == 7) { //l_pNative = sub_10230(0x40); l_pNative = malloc(sizeof(struct Native)); memset(l_pNative, 0x00, sizeof(struct Native)); l_pNative->__unk_00 = (struct Native*)g_Natives[l_uiIndex]; l_pNative->uiNextNativeIndex = 0; g_Natives[l_uiIndex] = l_pNative; } l_uiIndex = l_pNative->uiNextNativeIndex; l_pNative[l_uiIndex].uiNativeHash = a_uiNativeHash; l_pNative[l_uiIndex].uiNativeFunction = a_uiNativeFunction; l_pNative->uiNextNativeIndex++;} EDIT : Made a mistake on the computing of 'l_uiIndex' Edited September 20, 2014 by sasuke78200 outlier 1 Link to comment Share on other sites More sharing options...
XeClutch Posted September 19, 2014 Share Posted September 19, 2014 Hi guys, I'm trying to reverse engineer the Scripting Mechanism of the game. Actually I reversed the function that Add Natives, to the "native pool". Does it actually looks like this ? Because I'm really confused about the part where it computes the index. (c.f the code) // size 0x40struct Native{ struct Native* __unk_00; // + 0x00 unsigned int uiNativeFunction; // + 0x04 unsigned int __unk_08; // + 0x08 unsigned int __unk_0C; // + 0x0C unsigned int __unk_10; // + 0x10 unsigned int __unk_14; // + 0x14 unsigned int __unk_18; // + 0x18 unsigned int __unk_1C; // + 0x1C unsigned int uiNextNativeIndex; // + 0x20 unsigned int uiNativeHash; // + 0x24 unsigned int __unk_28; // + 0x28 unsigned int __unk_2C; // + 0x2C unsigned int __unk_30; // + 0x30 unsigned int __unk_34; // + 0x34 unsigned int __unk_38; // + 0x38 unsigned int __unk_3C; // + 0x3C };// Address : 0x1DB8230 (PS3 v1.16)struct Native* g_Natives[1021]; // <-- the mask to the index is 0x3FC (1020)void AddNative(unsigned int a_uiNativeHash, unsigned int a_uiNativeFunction){ unsigned int l_uiIndex; struct Native* l_pNative; if(a_uiNativeHash < 2) { a_uiNativeHash += 2; } l_uiIndex = (a_uiNativeHash * 4) & 0x3FC; // Is this part good ? I'm really confused about this one l_pNative = g_Natives[l_uiIndex]; //l_pNative = (Native*)(0x1DB8230 + Index); if(l_pNative == NULL || l_pNative->uiNextNativeIndex == 7) { //l_pNative = sub_10230(0x40); l_pNative = malloc(sizeof(struct Native)); memset(l_pNative, 0x00, sizeof(struct Native)); l_pNative->__unk_00 = (struct Native*)g_Natives[l_uiIndex]; l_pNative->uiNextNativeIndex = 0; g_Natives[l_uiIndex] = l_pNative; } l_uiIndex = l_pNative->uiNextNativeIndex; l_pNative[l_uiIndex].uiNativeHash = a_uiNativeHash; l_pNative[l_uiIndex].uiNativeFunction = a_uiNativeFunction; l_pNative->uiNextNativeIndex++;} Looks pretty close to what I am using for 360. Seems like you hit the nail on the head outlier 1 Link to comment Share on other sites More sharing options...
sasuke78200 Posted September 19, 2014 Share Posted September 19, 2014 Erf .., is there any way to load code on PS3 ? I'm not really a PS3 modder so I don't really know how to. I really want to try on live if my researches are good. (I Jailbroken my PS3 two weeks ago, that's why) Link to comment Share on other sites More sharing options...
outlier Posted September 20, 2014 Share Posted September 20, 2014 (edited) Hi guys, I'm trying to reverse engineer the Scripting Mechanism of the game. Actually I reversed the function that Add Natives, to the "native pool". Does it actually looks like this ? Because I'm really confused about the part where it computes the index. (c.f the code) // size 0x40struct Native{ struct Native* __unk_00; // + 0x00 unsigned int uiNativeFunction; // + 0x04 unsigned int __unk_08; // + 0x08 unsigned int __unk_0C; // + 0x0C unsigned int __unk_10; // + 0x10 unsigned int __unk_14; // + 0x14 unsigned int __unk_18; // + 0x18 unsigned int __unk_1C; // + 0x1C unsigned int uiNextNativeIndex; // + 0x20 unsigned int uiNativeHash; // + 0x24 unsigned int __unk_28; // + 0x28 unsigned int __unk_2C; // + 0x2C unsigned int __unk_30; // + 0x30 unsigned int __unk_34; // + 0x34 unsigned int __unk_38; // + 0x38 unsigned int __unk_3C; // + 0x3C };// Address : 0x1DB8230 (PS3 v1.16)struct Native* g_Natives[1021]; // <-- the mask to the index is 0x3FC (1020)void AddNative(unsigned int a_uiNativeHash, unsigned int a_uiNativeFunction){ unsigned int l_uiIndex; struct Native* l_pNative; if(a_uiNativeHash < 2) { a_uiNativeHash += 2; } l_uiIndex = (a_uiNativeHash * 4) & 0x3FC; // Is this part good ? I'm really confused about this one l_pNative = g_Natives[l_uiIndex]; //l_pNative = (Native*)(0x1DB8230 + Index); if(l_pNative == NULL || l_pNative->uiNextNativeIndex == 7) { //l_pNative = sub_10230(0x40); l_pNative = malloc(sizeof(struct Native)); memset(l_pNative, 0x00, sizeof(struct Native)); l_pNative->__unk_00 = (struct Native*)g_Natives[l_uiIndex]; l_pNative->uiNextNativeIndex = 0; g_Natives[l_uiIndex] = l_pNative; } l_uiIndex = l_pNative->uiNextNativeIndex; l_pNative[l_uiIndex].uiNativeHash = a_uiNativeHash; l_pNative[l_uiIndex].uiNativeFunction = a_uiNativeFunction; l_pNative->uiNextNativeIndex++;} Looks pretty close to what I am using for 360. Seems like you hit the nail on the head Ha! Well,I've a long way to go before I reach those standards. Thanks for posting, it will help me a lot! Here's a snippet of where I'm up to (yes, it's as raw as blue steak). Looks familiar though (nowhere near as nice or detailed as both of yours). I have a fair idea what I'm going to find in arr when I dump the RT values. I'm still going to pretend that I have no idea but at least I can check my answers now. Thanks again both of you Edited September 20, 2014 by outlier Link to comment Share on other sites More sharing options...
XeClutch Posted September 20, 2014 Share Posted September 20, 2014 Ha! Well,I've a long way to go before I reach those standards. Thanks for posting, it will help me a lot! Here's a snippet of where I'm up to (yes, it's as raw as blue steak). Looks familiar though (nowhere near as nice or detailed as both of yours). I have a fair idea what I'm going to find in arr when I dump the RT values. I'm still going to pretend that I have no idea but at least I can check my answers now. Thanks again both of you Looks good but that isn't something your supposed to call manually, that is the destination of one of your 3 hooks. Link to comment Share on other sites More sharing options...
outlier Posted September 20, 2014 Share Posted September 20, 2014 (edited) Ha! Well,I've a long way to go before I reach those standards. Thanks for posting, it will help me a lot! Here's a snippet of where I'm up to (yes, it's as raw as blue steak). Looks familiar though (nowhere near as nice or detailed as both of yours). I have a fair idea what I'm going to find in arr when I dump the RT values. I'm still going to pretend that I have no idea but at least I can check my answers now. Thanks again both of you Looks good but that isn't something your supposed to call manually, that is the destination of one of your 3 hooks. Yea I know mate. It is just my direct reverse attempt on that function/procedure. The function which stood out like dogs balls in that suspiciously looking Init type of function where a lot (if not all) of the natives are pre-loaded/tabled. Still a way to go yet, but I'm on the road that I want to be on I've only got you to blame for this anyway Clutch. In my thread you gave me some great hints. I didn't need them as I was quite happy working without any TU's. But I thought, and thought, and thought. And something finally clicked. I knew exactly where and what you meant, for the most part anyway. I knew where to find the gateway in order to solve your riddle. So yeah, curiosity killed the cat and I started reversing. I come here next morning and coincidentally find you and sasuke having a very interesting conversation. Edited September 20, 2014 by outlier Link to comment Share on other sites More sharing options...
XeClutch Posted September 20, 2014 Share Posted September 20, 2014 Yea I know mate. It is just my direct reverse attempt on that function/procedure. The function which stood out like dogs balls in that suspiciously looking Init type of function where a lot (if not all) of the natives are pre-loaded/tabled. Still a way to go yet, but I'm on the road that I want to be on I've only got you to blame for this anyway Clutch. In my thread you gave me some great hints. I didn't need them as I was quite happy working without any TU's. But I thought, and thought, and thought. And something finally clicked. I knew exactly where and what you meant, for the most part anyway. I knew where to find the gateway in order to solve your riddle. So yeah, curiosity killed the cat and I started reversing. I come here next morning and coincidentally find you and sasuke having a very interesting conversation. Haha thanks, I like giving people hints so people can learn on their own. A big reason I stopped releasing on 7S is because everyone on their has become so obsessed with leeching it's unreal. Link to comment Share on other sites More sharing options...
outlier Posted September 20, 2014 Share Posted September 20, 2014 Haha thanks, I like giving people hints so people can learn on their own. A big reason I stopped releasing on 7S is because everyone on their has become so obsessed with leeching it's unreal. Yeah there seems to be a lot of fire over there, or there was. I'm too old for all of that crap. I'm here to learn (well more than learn, understand) and hopefully I can contribute where I can. My RGH does not go online (and never will) so I'm restricted on what I can do. The part I'm most excited about is now I know how to interpret the debugger. That asm jargon it spews when you screw up is actually quite handy... if you know what you're looking for lol Link to comment Share on other sites More sharing options...
Alexander Blade Posted September 20, 2014 Author Share Posted September 20, 2014 Wow so console , much offtopic Link2012 1 Link to comment Share on other sites More sharing options...
XeClutch Posted September 21, 2014 Share Posted September 21, 2014 Wow so console , much offtopic I don't see how it is off-topic. Are you suggesting we only research the non-existent PC version of this game before it comes out? outlier 1 Link to comment Share on other sites More sharing options...
outlier Posted September 21, 2014 Share Posted September 21, 2014 Wow so console , much offtopic I thought the thread was about research too... That's all we were discussing. Link to comment Share on other sites More sharing options...
Alexander Blade Posted September 21, 2014 Author Share Posted September 21, 2014 (edited) Some of the posts I see are all about console modding , not the research The forum rules are very straight regarding pirated stuff including consoles , you will get such topics/posts removed very fast if posted in the popular forum sections above , mods just don't look at what's happening here . Edited September 21, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
XeClutch Posted September 21, 2014 Share Posted September 21, 2014 Some of the posts I see are all about console modding , not the research The forum rules are very straight regarding pirated stuff including consoles , you will get such topics/posts removed very fast if posted in the popular forum sections above , mods just don't look at what's happening here . Who's to say we didn't legally purchase the game and extract the contents ourselves? I see what you mean though but it isn't promoting piracy in any way, shape, or form. Link to comment Share on other sites More sharing options...
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