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  1. CabooseSayzWTF liked a blog entry by Lord Zedd, Update For August 8, 2015   
    The latest plugin update under Assembly's Updater has been pushed. It should be available shortly on both update channels.
    The Github Commit can be found at:
    The changelog for this update is as follows:
    updated all bitm plugins to help with custom injection
    fixed typos in h4 cnmp
    fixed name error in h4 bipd
    added pulse grenade to h4 squad enum
    fixed offset error in h4 eqip
    fixed early mover block size in reach
    named reach/beta ligh value thanks to JJIJR
    fixed typos in odst items
    moved comment in odst/h3 weap
    fixed offset error in odst vehi
    updated some chdt input names
    fixed size of symmetry enum in h3/odst scnr
    fixed odst scnr decal palette block size
    various updates discovered in halo online

    It's been a bunch of months since the last plugin update, which is in part due to Halo Online, but working on that helped find some errors/new things in current plugins, which this update contains. This update also includes the updated bitms from the Custom Bitmap Injection Tutorial.
    The main new thing to know is that weap has a tagref for "Crate Projectile" now, which along with the Speed value below it, is actually used for shooting out objects properly. This discovery makes spawning through firing effects obsolete. Speed changes the force of which the object is spawned with.
    On the general Assembly side, Halo 3 Beta now has valid scripting definitions, though you will need to move the .xml to an older build if you want to make use of it.
  2. CabooseSayzWTF liked a blog entry by The404Spartan, Mod Compilation Progress   
    If you haven't voted yet here's the link to the survey:
    No more shitty I think I can do better this time since a lot has changed since that map mod was made when injection first came out.
    I've been distracted too much so millions of thingswon't be in here. More will be added in
    the future.
    Version One:
    Experimental Version:
    Version 1
    I've cleared up problems with everything that you see in the pallet list except the shade turrets. Don't spawn them. Also the AA Turret on unsc vehicles. Man I really did forget out those. It did work but decided to break on me. I'll look into fixing it.
    Future Updates:
    - Enabling turrets for pillar of autumn, frigates. - Adding more civilian vehicles. - Attempt to get the shade turrets to work. - Look into weapons for cruiser, frigate mac cannon. - Add Super Carrier, Corvette.
    Target Locator:
    The height of the map impact the ability of the missiles dropping onto the map properly... FIXED

    A better view of the smaller vehicles

    Forgot the seraph:
    Here's the frigate

    The frigate with its engines working

    Covenant Cruiser

    Pillar of Autumn, with the engines on

    Civilian Transport Ship

    The Skybox.

    Added a couple of new vehicles to the spawn list:

  3. CabooseSayzWTF liked a blog entry by Gamecheat13, What the fuck did you just fucking say about me, you little "cheater"? [TRIGGER WARNING]   
    What the fuck did you just fucking say about me, you little "cheater"? I’ll have you know I graduated top of my class on, and I’ve been involved in numerous secret hacks on, and I have over 300 confirmed mods. I am trained in doxxing warfare and I’m the top hacker in the entire anonymous forces. You are nothing to me but just another scrub. I will wipe you the fuck out with precision the likes of which has never been seen before on this website, mark my fucking mods. You think you can get away with saying that shit to me over the Internet? Think again, "cheater". As we speak I am contacting my secret network of modders across Skype and your CPU key is being traced right now so you better prepare for the storm, "cheater". The storm that wipes out the pathetic little thing you call your mods. You’re fucking banned, scrub. I can be anywhere, anytime, and I can hack you in over seven hundred ways, and that’s just with my scripts. Not only am I extensively trained in scripts, but I have access to the entire source of Assembly and I will use it to its full extent to wipe your miserable ass off the face of the website, you little "cheater". If only you could have known what unholy retribution your little online mod was about to bring down upon you, maybe you would have held your fucking key vault. But you couldn't, you didn’t, and now you’re paying XBLSE, you goddamn "cheater". I will shit projectile swaps all over you and you will drown in them. You’re fucking banned, scrub.
  4. CabooseSayzWTF liked a blog entry by Lord Zedd, Deadly Premonition Director's Cut (Pc) Stuffs   
    So I'd been playing around with the Xbox version for a while, and now that there's a PC version more people can actually follow along. So here you go:
    If you do a 4-byte search for "007747D4", you should get one result, which will be the information for the current player. Here's a quick labeling of cool things:

    You can assign a hotkey that adds to that Z float and you can essentially have a Jump button.
    Those scale floats, well,
    Update: The new value up there is better to search for and works both indoors and outdoors, and any character.
    Then in the savefile, located in the game's \savedata folder, has 2 things to point out:
    Offset x5CA is the character, your choices are:
    0 York
    1 Emily
    2 Child York
    3 Raincoat Killer
    I should note that anything not York will probably not be able to open doors, among other things. But for a good amount of cutscenes they work add some silliness;
    Then at xCBF9 would be your current room, though many times your current coords will start you under the world and you'll fall to your death. Don't really have a list of good rooms, sorry.
    The .DLC files in \addon are textfiles and the "bonuses" each suit/whatever brings can be tweaked. (PARAM0-PARAM5)
  5. CabooseSayzWTF liked a blog entry by OrangeMohawk, Injecting Space Into The Stringid And Tag Name Portions Of A .map File   
    Edit: The info here is outdated, for more updated and comprehensive info, visit this blog post from AMD.
    If you followed or even read my tutorial on adding stringid and tag name entries, you may have realized that there isn't a whole lot of room to work with, as the padding ends on the nearest 0x1000 offset. Space can be injected into the meta portion of the map, so why can't it be done here too?
    A personal Story to Start Out...
    When I set out to test this, I went about it using the offsets in AMD's meta injection blog post. My initial tests involved modifying the stringid/tagname magic, which I later found out was incorrect to do (thanks AMD), so we'll just act like that never happened. Anyways, the values I edited were File Size, Asset Data Offset, Locale Address Mask, Asset Offset Relative to the Header's End, and StringID Data Offset, Tag Name Data Offset, and Tag Name Table Offset, depending on what was modified. Hopeful, I sent the map to my xbox to test it, but was disappointed when I found it loaded to 100% in the lobby, but froze immediately on the loading screen. I was still determined to get this to work. Since I had just modified the values in the header, the map was still open in my hex editor. I noticed a strange value at 0x474. I decided to try and add the total size I injected to this value. What do you know... the map loaded!
    Now I was going to wait to post about this until I understood programming enough to make a program to automate this; but that's taking longer than expected, and I didn't want to hold out on this for too long. However, I still do plan on making that, you'll just have to go about it manually in the meantime.
    I recently found a calculation that 0x474 fits into:
    0x474 + String Mask + Partition 0 Size = Locales Starting Offset
    Where do I inject?
    Well, since we're injecting space into the the stringid and tag name portion of the map, you're going to need to know where to inject that space. We can reference the files in our "Formats" folder in Assembly pretty easily to get the starting offsets of these, but unlike meta injecting, we're actually going to be injecting to the end of that data. Since the end of one section in the map has the same offset as the start of another, we can take advantage of this to find the end of the section easier.
    End of StringID table padding = StringID Data Offset (0x164)
    End of StringID data padding = Tag Name Data Offset (0x2B8)
    End of Tag Name data padding = Tag Name Table Offset (0x2C0)
    End of Tag Name table padding = Asset Data Offset (0x470 in Halo 3 - Reach, 0x480 in Halo 4)
    Don't forget, these aren't direct file offset pointers (Except Asset Data Offset, don't worry about that one). You'll have to do a little math to get the file offset. This can be found by adding the Size of the Header to the value, and subtracting the stringid/tagname magic.
    Here are the header sizes to help you out:
    Halo 3/ODST: 0x3000
    Halo Reach: 0xA000
    Halo 4: 0x1E000
    And the stringid/tagname magic can be found at 0x47C in Halo 3 - Reach, and at 0x48C in Halo 4.
    The alignment is also different from the meta portion of the map. Unlike the meta, these areas have an alignment of 0x1000, so the amount you inject will have to be a multiple of that.
    If you want to inject to more than one of these in a single go, I recommend starting with the last, and moving backwards towards the first, so these values in the header don't confuse you when you go back to look at them as you're injecting. After you've got the data injected, time to fix the values in the header.
    Values to Modify
    File Size - add total size injected
    StringID Data Offset - Add size injected to string table
    Tag Name Data Offset - Add size injected to string table + data
    Tag Name Table Offset - Add size injected to string table + data, and tagname data
    Asset Data Offset - add total size injected
    0x474 - add total size injected
    Locale Address Mask - add total size injected
    Asset Offset Relative to the Header's End - add total size injected
    In Halo 3/Reach
    0x8 - Add total size injected
    0x164 - Add size injected to string table
    0x2B8 - Add size injected to string table + data
    0x2C0 - Add size injected to string table + data, and tagname data
    0x470 - Add total size injected
    0x474 - Add total size injected
    0x478 - Add total size injected
    0x480 - Add total size injected
    In Halo 4
    0x8 - Add total size injected
    0x164 - Add size injected to string table
    0x2B8 - Add size injected to string table + data
    0x2C0 - Add size injected to string table + data, and tagname data
    0x480 - Add total size injected
    0x484 - Add total size injected
    0x488 - Add total size injected
    0x490 - Add total size injected
    If you did everything correctly, you should have successfully injected space into the area you chose to inject to. Congrats!
    Things to Note
    When I did this with Halo 4, the map loaded in-game, but Assembly refused to open it.

    Major thanks to AMD, for both originally sparking my research on this, and for lots of help along the way.
    A big thanks to everyone who helped work on mapexpand, and anyone who helped map the header's values. This wouldn't be possible without you guys.
    If you have any questions, comments, or need clarification, please don't be afraid to post here or PM me!
  6. CabooseSayzWTF liked a blog entry by Lord Zedd, Halo Xex Offsets To Note (Now With TU7)   
    Dumping these in the meantime until Assembly can use them. All bytes, poke x1 to them.
    To get pan cam, you have to enable normal first, then poke pancam.
    Don't be a jerk and repost these everywhere, not that notes like this have ever stopped jerks anyway.
    Speaking of jerks, don't be a jerk and use these for evil. Though it hasn't seemed to stop people making stupid ass cheating tools. It's too late now but I have removed anything that could be used maliciously, which is a shame because revert checkpoint has a legitimate use when testing things.
    Halo 3 Builds:
    Halo Reach Builds:
    Halo 4 Builds: