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 Forum index » Modding Central » Red Alert 2 Editing Forum
Corrupted mixes
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RIAKTOR
Cyborg Soldier


Joined: 23 Nov 2013

PostPosted: Sat Sep 15, 2018 4:45 pm    Post subject:  Corrupted mixes Reply with quote

I have some mix archieves. It can be readed by game, but XCC mixer not read it. How unpack it?

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MRMIdAS
Cyborg Cannon


Joined: 17 Jul 2008

PostPosted: Sat Sep 15, 2018 6:07 pm    Post subject: Reply with quote

Would they be from Mental Omega perchance?
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 15, 2018 6:15 pm    Post subject: Reply with quote

They're not corrupted, they are copy protected to stop people like you from ripping the files.
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cxtian39
Commander


Joined: 11 Feb 2016
Location: United States

PostPosted: Sun Sep 16, 2018 12:38 am    Post subject: Reply with quote

The header is corrupted. But the game never reads the header (only your tools do). Donno why WW did that.
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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 16, 2018 5:35 am    Post subject: Reply with quote

I'd give you the link to that MIX cracker I found and still have, but I never used it on MO for the assets, just the code...

So no.
The most I could do is give you the MO INIs.
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MRMIdAS
Cyborg Cannon


Joined: 17 Jul 2008

PostPosted: Sun Sep 16, 2018 11:06 pm    Post subject: Reply with quote

Give him the source code, that'd be funnier.
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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 17, 2018 9:53 am    Post subject: Reply with quote

MRMIdAS wrote:
Give him the source code, that'd be funnier.

https://www.modenc.renegadeprojects.com/Unprotecting_a_protected_MIX

Enjoy #Tongue

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Sep 17, 2018 10:20 am    Post subject: Reply with quote

The game doesn't validate the header, it does read it though and uses the size for allocating a buffer for cached mixes so the corrupt mixes may result in greater memory usage by the game.

XCC validates a header against the size of the mix file against the value stored in the header and decides its not a mix file if the size doesn't match which is what these "protection" tools exploit to create subtley corrupted files.

Its a bit of hyperbole to call these "protected" IMO, there is nothing protecting them but a bit of obfuscation by making the primary tool people would use not read them properly.

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 17, 2018 12:58 pm    Post subject: Reply with quote

Blade wrote:
The game doesn't validate the header, it does read it though and uses the size for allocating a buffer for cached mixes so the corrupt mixes may result in greater memory usage by the game.

XCC validates a header against the size of the mix file against the value stored in the header and decides its not a mix file if the size doesn't match which is what these "protection" tools exploit to create subtley corrupted files.

Its a bit of hyperbole to call these "protected" IMO, there is nothing protecting them but a bit of obfuscation by making the primary tool people would use not read them properly.

If that is indeed the case, then why is it being done by MO (and I don't know who else)?
To prevent potential cheaters from breaking the game too easily?

Is it possible to use the buffer allocation to go in reverse?
Like the header pointing to a smaller size than the MIX actually is? If so, are there any perfomance benefits? How big would those be?

Forgive me, I am a curious one Smile

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4StarGeneral
Commander


Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Mon Sep 17, 2018 2:33 pm    Post subject: Reply with quote

TAK02 wrote:
If that is indeed the case, then why is it being done by MO (and I don't know who else)?

For threads like this to happen because it's clearly stopping some people from ripping.
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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Tue Sep 18, 2018 12:53 pm    Post subject: Reply with quote

TAK02 wrote:

If that is indeed the case, then why is it being done by MO (and I don't know who else)?
To prevent potential cheaters from breaking the game too easily?

Is it possible to use the buffer allocation to go in reverse?
Like the header pointing to a smaller size than the MIX actually is? If so, are there any perfomance benefits? How big would those be?

Forgive me, I am a curious one Smile


If you specified a smaller size, the game would under read the data in the mix so you would't have all the data you needed leading to all kinds of issues when the game tried to access a file that was beyond what was read.

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cxtian39
Commander


Joined: 11 Feb 2016
Location: United States

PostPosted: Tue Sep 18, 2018 10:34 pm    Post subject: Reply with quote

Can lead to invalid read and bomb! Segfault
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Wed Sep 19, 2018 1:09 am    Post subject: Reply with quote

My posts are gone.  Laughing
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MRMIdAS
Cyborg Cannon


Joined: 17 Jul 2008

PostPosted: Wed Sep 19, 2018 2:04 am    Post subject: Reply with quote

MadHQ wrote:
My posts are gone.  Laughing


BOO-URNS!
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RIAKTOR
Cyborg Soldier


Joined: 23 Nov 2013

PostPosted: Thu Oct 04, 2018 5:38 pm    Post subject: Reply with quote

TAK02 wrote:
I'd give you the link to that MIX cracker I found and still have, but I never used it on MO for the assets, just the code...

So no.
The most I could do is give you the MO INIs.

If you have only INIs, I want aimo and artmo.

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 04, 2018 6:24 pm    Post subject: Reply with quote

RIAKTOR wrote:
TAK02 wrote:
I'd give you the link to that MIX cracker I found and still have, but I never used it on MO for the assets, just the code...

So no.
The most I could do is give you the MO INIs.

If you have only INIs, I want aimo and artmo.

Ask nicely, mister.
What's the magic word?

Also, there's a tool on ModDB. Zlixine uploaded it on ModDB. Not gonna say anything else.
What do you need from those two INIs anyway? The real juice is in rulesmo...
Also, I don't have 2.0. Only 3.0 and beyond.

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RIAKTOR
Cyborg Soldier


Joined: 23 Nov 2013

PostPosted: Thu Oct 04, 2018 7:09 pm    Post subject: Reply with quote

TAK02 wrote:
RIAKTOR wrote:
TAK02 wrote:
I'd give you the link to that MIX cracker I found and still have, but I never used it on MO for the assets, just the code...

So no.
The most I could do is give you the MO INIs.

If you have only INIs, I want aimo and artmo.

Ask nicely, mister.
What's the magic word?

Also, there's a tool on ModDB. Zlixine uploaded it on ModDB. Not gonna say anything else.
What do you need from those two INIs anyway? The real juice is in rulesmo...
Also, I don't have 2.0. Only 3.0 and beyond.

Please, give me this mixes.

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TAK02
Commander


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 04, 2018 7:15 pm    Post subject: Reply with quote

RIAKTOR wrote:
Please, give me this mixes.

Dude! I just told you I don't have any of the MIXs you want!
You want newer than 3.0? Go download them. 3.3.4 was released a few days ago!

2.0? Don't have it. 3.0? Dunno, but it doesn't have what you need.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Oct 04, 2018 7:29 pm    Post subject: Reply with quote

Distribution of files ripped from mods is not allowed on PPM, any posts containing them will be deleted. So I suggest you stop asking for such files.

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