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. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
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. QUICK_EDIT
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?
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. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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
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. QUICK_EDIT
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. QUICK_EDIT
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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