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Lord Zedd

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Everything posted by Lord Zedd

  1. Reach Beta Poker

    Version 1.0.0

    62 downloads

    A program I made a while back and forgot about. Lets you poke a variety of gametypes to the Halo Reach Pre/Beta. You normally had to use the "Atlas" build of Assembly but it kinda died and it's a hassle to boot up just for gametypes anyway. Dev kernel/xbdm will be necessary for things to work, as well as a copy of xdevkit.dll in the program directory. Find it in your 360 sdk installation or probably some other modding program that included it when it shouldn't have.
  2. File Name: Halo Reach "Blue Flames" XEX PPF patches File Submitter: Lord Zedd File Submitted: 07 Apr 2012 File Updated: 04 Jul 2014 File Category: .MAP Mods Download the archive(s) you wish to use and copy the necessary files to the extracted directory. READ THE README. Versions: nonTU TU1 Anniversary TU1 Each patch features: - Checks removed - Full armory unlock, including DLC and "Eternal" Blue Flames - No CEA map prioritizing on map list (TU1/Anniversary Only) - AI is enabled MP, courtesy of AMD - Nightvision enabled in MP - Allows net debug text to display - No local player limits on campaign and theater - Campaign missions and rally points always unlocked - You can now spawn any AI through effects instead of just creatures Click here to download this file
  3. File Name: Offline Spartan Ops File Submitter: Lord Zedd File Submitted: 01 Apr 2015 File Category: Halo 4 So I finally managed to get it working. So in development, 343 used a special lobby, "pve_development_only_custom", in order to test Spartan Ops locally. As seen in the Halo 4 Beta, pve_dev was a slightly modified Reach firefight lobby. By injecting the level select and gametype select UIs and modifying them, I managed to get only so far, because assigning pve_dev a screen and trying to visit it crashes the game. I tried a few things, such as not assigning pve_dev and simply "backing out" to it, which kept me in the same lobby I backed out from, but presumably as pve_dev. It always kicked me back to the lobby after the countdown I gave up for a bit. Recently I thought to crash it with Visual Studio attached. Luckily enough, it told me about an exception getting thrown. Investigating that exception, I found a switch case that doesn't catch values past 0xC (theater). pve_dev happens to be 0xE, which means it was reading an instruction as an address, and therefore crashing. At the expense of some matchmaking lobby code (you guys don't need it, right?) I wrote up some code to catch 0xD/0xE and send them to the campaign code. It worked! Because it's using the campaign lobby code, it isn't perfect but that cannot be helped with the original code missing like it is. That said, I researched CUI a bit and cleaned everything up to be more presentable, including a custom lobby, "final" strings for FFGT missions and mapinfos, injected the 1.5 missions, and added proper blfs for every map. As a last-minute addition, I figured out how pck files are loaded and added paths so that all spops/dlc sounds will work, granted you have the pck files for them (not included). Here is a screengrab of my English(US) folder to use as a guide http://i.imgur.com/yFyZpxc.png What this rar has: the mainmenu patch the xex patch for TU7 (which works just like my other xex patches) modified mapinfos and blfs for all 15 maps. What you need to supply yourself: clean disc xex tu7 patch files the spops maps from disc 2 the 1.5 spops maps from XBL (or wherever, but its free so why not get it from the source?) If you know what to do with them and don't want to go through patching, here are the xex changes (TU7) At x826777B8, x826777C0, and x826777C8 - Change each to x826778C8, which will set up a change to the matchmaking lobby code, giving us free space At x826778C8 - Change to x397F00075563003A, this is is to finish the above, just a copy of the other lobbies' code At x8267778C - Change to x48000084, this is the "hook" for the switch case so we can catch pve_dev's value At x82677810 - Change to x2B1E000C57C0103A4199FFC84BFFFF74, this applies the shift that we overwrote to branch here, then checks values greater than xC, and sends them to the campaign code, anything else returns to the original switch All done! This mod has been tested over system link and appears to work fine. I do not guarantee the accuracy of these internal FFGT Spartan Ops gametypes. The missions I've played appear to work fine. When starting the game, make sure the map matches the name in parenthesis in the mission name. If they do not match the game will load but nothing will happen and you won't be able to spawn. Bugs/Issues: This mod does not cooperate with mainmenu_patch.map. While it is possible to fix, the _patch map has its own strings so every gametype is blank. To work around this, simply add rename "mainmenu_patch.map" in the games root. onyx_patch and onyx_spops_patch should work fine. The lobby resets on every instance, which is due to it using the campaign lobby code. Every time you back out or finish a game the gametype will clear and the map will get set to Prologue The gametype list is limited to 32 items, whereas there are 50 spops missions, therefore only episodes 1-5 show by default and 6-10 need to be poked. Poke 0xBE54ED1C to the offset 0xBE54CA78. Or in Assembly, change the address of the "Spartan Ops Variants" block in multiplayer\game_engine_settings_new.wezr to 0xBE54ED1C. As mentioned above, there will be no sounds unless you have the corresponding .pck files, which again look like this http://i.imgur.com/yFyZpxc.png Not all gametype options may work, which is an engine thing. Usage: Patch mainmenu.map with Assembly patch default.xex with the included batch file backup your spops mapinfos copy the info and images folder to your maps folder, it will overwrite your existing mapinfos copy your .pck files to your "\sounds\English(US)" folder or equivalent rename "mainmenu_patch.map" in the root if you have it Ingame, simply chose Spartan Ops from the Infinity Menu and you'll be in. Choose a mission, then select the matching map found in the gametype's name, and enjoy some offline Spartan Ops! Mirror: http://www.mediafire.com/download/5iwi0tl57is5vjj/offline_spops.rar Screenshots: http://i.imgur.com/UXgYnub.jpg http://i.imgur.com/Cu03Bab.jpg http://i.imgur.com/KHukM4N.jpg Click here to download this file
  4. .MAP

    This tutorial can also be applied to injecting sounds from another map, which I'll touch on when the time comes, but tldr its all this but with more ugh blocks to keep track of. This tutorial can also apply to every other game that is not named Halo 4. Use some common sense to adapt any changes. Stuff needed: A sound(s) you want to inject, most any format should do xma2encode.exe from your SDK installation (Program Files\Microsoft Xbox 360 SDK\bin\win32) This build of rawpage Assembly that doesn't ignore sounds http://www.mediafire.com/download/lcxt4sp4n2flv7j/Assembly-rawpage_tag_container_no_sounds_blocked_zedd_edition.rar Updated plugins if you are reading this in the distant future and there's been an update since today, August 26th 2014 http://www.xboxchaos.com/files/file/115-manual-assembly-plugin-update-august-26-2014/ OrangeMohawk's convenient Raw Page Hash Checker Tool http://www.xboxchaos.com/topic/4445-raw-page-hash-checker/ A hex editor (I use Hex Workshop) A sound editor (I use Audacity http://audacity.sourceforge.net/ ) 1. Preparing your sound Before we begin we need to make sure your sound is all good and ready for conversion. But we also need to make sure your Audacity is good to go as well. Head to Edit>Preferences, and under Import/Export make sure "Use Custom Mix" is selected like this. You can also uncheck "Show Metadata Editor" if you'd like. Open it up in Audacity and you should see something like this Preferably you will want the same setup as circled in red, if not stereo then mono, and if not 44100Hz then 32000Hz or 22000Hz. Anything else you will need to go to Tracks>Resample and set what you want. If you have more than 2 channels continue on as that will be fixed on export. When everything checks out and you've made any edits to the sound if you are into that, go up to File>Export and change the save as type to WAV. Give it a name and hit save it to your desktop. The following dialog should pop up Here is where you will combine channels if you have more than two. Change the bottom slider and click the boxes to link them however you wish. Hit OK when done. Your WAV will be made and you can close Audacity. Make sure to note down your sample rate and channel count as you will need that later. 2. Converting your sound Copy xma2encode to your desktop and with nothing selected hold Shift and right click. Select "Open Command Window Here" from the menu and you will get a command prompt window. You will want to type the following: xma2encode yoursound.wav /targetfile yoursound.xma If you want to get experimental you can also use xma2encode yoursound.wav /blocksize # /targetfile yoursound.xma With # being the size in kb you want each block to be, which will translate to permutation chunks. By default it is x10000 bytes or 64kb which is also what will be used in this tutorial. A bigger number may save you some work but it may also not work since nothing past 64kb has been tried. Multiply your choice by 1024 in windows calculator and note the result as decimal and hex for later. This is the block size. xma2encode does not display any progress and just spits out your file and exits, so verify your new .xma file is on your desktop and close the command window. 3. Preparing your converted sound You can't use the .xma as it stands. You must strip the header. Open the .xma in a hex editor and find the string "data", skip 4 bytes past that, then select from there backwards to the beginning and delete. File>Save As whatever name and extension, or save over your xma I dont care. Ctrl+A to get the overall byte count of your file (as hex) and make note of that. And while we are here, open up a fresh calculator and divide the overall size by the hex block size. That will get you the number of full blocks in your sound (programmer mode rounds the result which is what you want) so note it, but you also need the size of the final block that tends to be smaller. So multiply the count by the block size then subtract it from the overall size. The result is your final block size. For me that looks like this: block size: x10000 overall size: x39800 ---------- full-block count: 3 ---------- final block size: x9800 ---------- total block count: 4 (3 full plus the final) Note the total block count and final block size and close everything down. 4. Injecting donor sound Open the above Assembly and set up your H3/whatever game's shared path in settings. Now you need to find a donor sound that you will be overwriting the injected raw of. I like to use a smaller/shorter sound. The smallest sounds are going to be campaign dialogue, with "sound\dialog\130_epilogue\letterbox\130lb_100_arb" from epilogue being my favorite (Arbiter saying "Were It So Easy"). So open up whatever map and extract. (This tutorial will use the Epilogue sound and if you don't your results may vary.) While you could manually expand the raw table and update everything that way, we are gonna be hardcore and edit the tagc. Open the tagc in a hex editor and do a text search for "ersp". Go xD bytes after it and select everything before it and paste it into a new document then save it as a new .tagc. Time to make some fixes to the tagc. The 4 bytes following "ersp" is the size of the ersp block, and that must be updated to the overall size (hex) of your headerless xma + x11. The last 4 bytes in your document right now is the size of the raw itself, so replace it with the overall size (hex) of your headerless xma. Open your headerless xma and paste its contents at the end of your custom tagc document. Do another search for ersp in the original tagc, this should take you to a second, empty page that all sounds seem to have. Copy everything from there (including the ersp text) to the end of the file and paste at the end of your custom document. Search for rspg. x11 bytes past that is size. Replace those 4 bytes with the headerless size again. Skip another byte forward and you'll be at another size, replace for a final time and save. (See image if confused. The 4 underlined bytes in both instances need to be replaced, notice the one byte between them not underlined) One last fix is needed. Select All on your custom tagc and note the hex size of the entire document. Enter this over the 4 bytes after "tagc" at the beginning of the file. Save once more and try injecting your custom tagc. It should go through fine. If you get an error you messed up somewhere in the tagc so try it again. If it injected you can close the hex editor for now. 5. Fixing the raw pages block entry We only modified the tagc as necessary, and there are still some things we need to fix further. Since you only injected one thing, we can just go to the second to last Raw Pages index (the last should have a size of 0). This is where OrangeMohawk's tool comes into play. Open that and drag your headerless file over it to get the CRC/hash info for it and replace the ones in the tag. Save Changes. Take this time to make a backup and make sure that the map still loads ingame. If it doesn't check your CRC, Hashes, and TAGC. 6/7/8. Expansion This tutorial was made before you were able to add entries to tag blocks (reflexives) from inside Assembly using the + button. The original end of the tutorial is spoilered, but the updated version is: Open up play and add 2 entries to the "Sizes" block. For the first entry convert your headerless size to decimal and paste it in the first field. Then in that first entry you added, add 1 entry for "Parts". Paste the decimal size in the second field, leaving the first field 0. Note the index of the 2 added Raw Sizes chunks and go to the last Segments chunk below Raw Sizes. Replace the "Size Datumindex" values with both Raw Sizes indexes. The first being the one you filled in and the second being the empty one. Save. PLAY is now finished. Onward to UGH! Scroll down to Pitch Ranges and add 1 entry. Note the Index of the new chunk. Check other indexes to find the name index for "default". In your new chunk give "Import Name Index" that name index. "Pitch Range Parameter Index" refers to the block above, so give it the index of whichever chunk looks like this: Make "Encoded Permutation Data Index" 0 Make "Encoded Runtime Permutation Flag Index" -1 Make "Encoded Permutation Count" 1040 Make "First Permutation Index" the index of the chunk you are about to add to Permutations. - Add 1 entry to Permutations. Give "Import Name Index" the default import name too. Make "Encoded Skip Fraction" 0 Make "Sample Size" the decimal size of the headerless xma. Make "First Permutation Chunk" the index of the first chunk you are about to add to Permutation Chunks. Make the "Permutation Chunk Count" the number of blocks your sound is made up of. (Remember when we did that?) Leave the rest of the block empty - Add the same number of sound blocks you found to Permutation Chunks. Make the first chunk look like this, with both Chunk Size values differing if you chose not to use 64kb block size. Also make "Unknown Size" the size of your headerless sound. If you only had one chunk skip ahead, the following is only for filling out further chunks. Save and move on. Here is what each further chunk should look like, where only the "File Offset" will change each time, besides the final chunk. You can get the File Offset by starting at 0 and adding the decimal block size each time. 64kb is 64 times 1024 which equals 65536 so the second chunk is offset 65536. Third will be 131072, and so on and so forth. At the final chunk make it look like this: (offset and sizes may vary) The Chunk Size has now changed to the smaller one and a flag was added. When everything is filled out Save Changes. ~Single-Chunkies may continue following now. All we need now is to touch up the SND! tag. So open that up. Keep UGH! open. Starting from the top; Leave the "Flags" alone (Only bit 3 checked) Set the "Sound Class" to whatever you want. Keeping it somewhat accurate to your intended application will benefit you. (Music gets music, etc.) For "Platform Codec Index" head back to UGH! at the top and find the Platform Codec block index that matches your sound (Which is likely 44kHz Stereo). Give it that index. For "Pitch Range Index" give it the index of the chunk you added. Make "Language B Index" -1 Keep the "Unknown" 0 For "Playback Parameter Index" find an existing index that is either empty besides the 2 angles (Distance Flags checked), or one mostly empty besides the angles and Distance C and D. Distance A and B have not worked well in my testing. You for sure want Gain Variance, and both Random Pitch Bounds at 0 however. Gain Base is okay if it's only like -3 or something. Look for higher/lower gains if you want it louder/quieter. For "Scale Index" find the chunk that looks like this and give it its index: Promotion Index, Custom Playback Index, and Extra Info Index should be -1 Leave the rest of the tag alone. Save Changes. Your sound is now injected! Rename the tag as you see fit and have fun!
  5. Halo 3 Epsilon Unlock PPF

    Version 7

    322 downloads

    Extract the archive, copy your clean default.xex to the extracted folder, and run the batch file. Follow any instructions it gives you and it will spit out an unlocked XEX! READ THE README. Features: - Epsilon unlocked - Checks removed - All armor unlocked - All skulls unlocked - AI is enabled MP - You can now spawn any AI through effects instead of just creatures - BLF image size limit increased from xC000 to x10C000
  6. .MAP

    File Name: Better Pelican on Spire File Submitter: Lord Zedd File Submitted: 15 Mar 2012 File Updated: 29 May 2012 File Category: .MAP Mods Landing gears and cargo door are down/open with no driver, up/closed otherwise (no collision on closed door however)* All but 2 seats work (but you probably didn't know they even existed anyway) Gunner is first person. (try it out!)* Seat animations are the best Spire has to offer. Enter Pilot/Gun from the inside. (Left side is Gunner, Right is Pilot)* Falcon Menu in Forge: Block 1x1: Default Pelican with Turret Block 2x2: Default Pelican without Turret Block 3x3: Damaged Pelican with Turret Block 4x4: Damaged Pelican without Turret *Personal Touches that didn't normally exist for a Pelican. Click here to download this file
  7. Version 2

    466 downloads

    Retail-Friendly Save created using the mod from this patch. Resign Device ID (I think?) and sign into the "Zeddikins" profile. You can't do too much aside from explore, but that's where all the fun is anyway. ;D
  8. File Name: Outbreak (ODST) File Submitter: Lord Zedd File Submitted: 06 Feb 2015 File Updated: 09 Feb 2015 File Category: .MAP Mods The Flood have touched down in New Mombasa, and your team is all that is left. Requires the Map ID 8188 to be added to your game's .campaign file, as well as the latest ODST xex that unlock all missions. Final filename should be "outbreak.map". This mod includes every flood form from Halo 3, including the cut banger infection, as well as a more-powerful human form for infected players and an infected engineer. Third Person can be turned on and off with d-pad down and d-pad up, respectively. Only real issue is that the Infection Forms tend to count towards the wave ai counter, so if a wave isn't ending you will need to go hunting for them. Mirror: http://www.mediafire.com/download/ju9valdz9np1xms/outbreak.rar Click here to download this file
  9. Support

    Yeah Reach chdt is very ugly. If you pull up a weapon hud that keeps the crosshair, you can try and copy over all the "compiled states" for that crosshair element(s) in the "compiled widget data" (along with the starting value enums) to match.
  10. File Name: Halo 3 "Ultimate" XEX PPF Patches File Submitter: Lord Zedd File Submitted: 16 Mar 2013 File Updated: 10 Oct 2014 File Category: .MAP Mods Download the archive(s) you wish to use and copy the necessary files to the extracted directory. READ THE README. Version: NoTU Mythic TU3 TU3 Each patch features: - No RSA checks - All armor unlocked - AI is enabled MP, courtesy of AMD - No local player limits on campaign and theater - Campaign missions and rally points always unlocked - All skulls unlocked - You can now spawn any AI through effects instead of just creatures - BLF size limit increased from xC000 to x1C000 Click here to download this file
  11. Tank Turret As Head

    Version

    161 downloads

    Based off the doll mod, except the doll is now a working tank turret. Sword has been modified so you can be "weaponless" and has been set as the default secondary spawn weapon.
  12. Modding

    That is a limitation of the forge map format itself. Roughly 650 objects total for forge.
  13. Glitch

    Download this and replace the file in Formats\ReachMCC\ https://raw.githubusercontent.com/XboxChaos/Assembly/dev_mcc/src/Blamite/Formats/ReachMCC/ReachMCC_Poking.xml
  14. You no longer need to compile. It is available at https://www.nexusmods.com/halothemasterchiefcollection/mods/1
  15. Tags can share blocks to save on space, resulting in stuff like you guys are experiencing. A workaround would need to be added to Assembly to make a unique copy.
  16. Modding

    With Cheat Engine go to haloreach.dll+DC9DA and haloreach.dll+DC9E7, right click them and select "replace with code that does nothing" With Cheat Engine go to haloreach.dll+DCA8A and haloreach.dll+DCA97, right click them and select "replace with code that does nothing"
  17. You can send plugins to me directly, or create a pull request on github.
  18. It isn't quite finished or I would have uploaded it myself.
  19. I'd rather you not upload.
  20. now with campaign and better stability thanks to more research
  21. Version 9

    5,253 downloads

    Download the archive(s) you wish to use and copy the necessary files to the extracted directory. READ THE README. Versions: nonTU TU1 Anniversary TU1 Each patch features: - Checks removed - Full armory unlock, including DLC and "Eternal" Blue Flames - No CEA map prioritizing on map list (TU1/Anniversary Only) - AI is enabled MP, courtesy of AMD - Nightvision enabled in MP - Allows net debug text to display - No local player limits on campaign and theater - Campaign missions and rally points always unlocked - You can now spawn any AI through effects instead of just creatures
  22. Modding

    You don't need to spam old threads, keep everything in this one. This is your warning. Extracting without raw will give you that error.
  23. Modding

    If you are getting that error then the resource cache folder is incorrect. It should be the path to your maps folder, which should have shared.map, campaign.map, and mainmenu.map inside.
  24. Modding

    Make sure the map files aren't read-only.
  25. You must patch and use an english version of the game.