Post: {TUT} Recompile modded patch_mp.ff (detailed)
09-13-2010, 09:30 PM #1
Big Poppa Bren
Treasure hunter
(adsbygoogle = window.adsbygoogle || []).push({}); hey guys, sorry for the delay, most have been having problems with recompiling, this is due to compresstions, so read on and you will get all the answers, first i will explian WHY everybody has been having problems, its because off all the empty space in the full decompiled patch, so follow my new method and hopefully you will all get sorted.

use offzip to decompile, but dont use the -1 option.
you will get all 22 zlib blocks as seperate files in the folder,

>> once decompressed cmd window will tell you important info you need to know <<

it will tell you what offsets were zlib blocks, for example

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here are the offsets ( 0x0000b4a0 > 0x00024ef5 ) for the gsc files, copy the hex from the patch in hxd and paste into a new file.

now you decomp that file with these options -a -1 -z -15
(use -1 as it will join the 2 zlib blocks for you, iw have split the missions in 2 parts with the use of zlib. but this is the way round it.)

open the decompiled file in hxd, you can search the gsc files and futher extract the _missions.gsc

(the offsets for missions in your new file are start > 0000D7D2 end > 00010628

once you have decompressed mission, use packzip to recompress with -o 0x00000002 (make a new hxd file with a zlib header only 78DA) -w -15 .it will then compress the missions

one thing you need to do is compare sizes from original files, you can paste write you compressed missions over the original, but you will have to delete data untill the end off your new missions meets the rank.gsc (check out the picture for a better idea of what i mean)

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once you have edited the data you need to delete all the untouched data inbetween, right up to when you paste write to the orignal patch_mp (delete data upto next untouched zlib block)

i have also uploaded an orginal patch_mp 1.11 offzip and packzip to help a few people out,

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thanks guys
__________________
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The following 11 users say thank you to Big Poppa Bren for this useful post:

das0, fightinillini94, Flokko-RCD, Gendjisan, ihaxgames, IW_JOSH, Karoolus, Nice1der, NOTANOOB, The_Return, XxprokillahxX
09-16-2010, 08:38 PM #11
Big Poppa Bren
Treasure hunter
Originally posted by shiver View Post
Your links are all down.


thanks, bud. sorting them now

---------- Post added at 03:38 PM ---------- Previous post was at 03:18 PM ----------

Originally posted by RCD View Post
Im trying to figure this out to ,i almost got it but mess up
only 1 part,i hope you get it


what part you stuck at?
09-16-2010, 08:42 PM #12
Flokko-RCD
Bounty hunter
Originally posted by brendanj9554 View Post
thanks, bud. sorting them now

---------- Post added at 03:38 PM ---------- Previous post was at 03:18 PM ----------



what part you stuck at?


Im not stuck is just that when re-compress back is not the
same compression and i know this cause i always compare
patches {original + GODLY by BucN} by that i know.Im tryin
to get the right compression but i can find the way.
09-16-2010, 08:45 PM #13
Big Poppa Bren
Treasure hunter
if you want byte for byte compression this is what i did when i was first learning about patchs a few months ago.

edit a xbox patch in ffviewer with all the mods you want, then decompress the xbox patch and take out the .gsc files (edited) and replace the original gsc files in the decompressed ps3 patch, the compress back together, modded!
09-16-2010, 09:32 PM #14
aric
New Kid
Originally posted by brendanj9554 View Post
if you want byte for byte compression this is what i did when i was first learning about patchs a few months ago.

edit a xbox patch in ffviewer with all the mods you want, then decompress the xbox patch and take out the .gsc files (edited) and replace the original gsc files in the decompressed ps3 patch, the compress back together, modded!


I cant seem to recompile..
09-17-2010, 02:10 AM #15
Originally posted by brendanj9554 View Post
hey guys, sorry for the delay, most have been having problems with recompiling, this is due to compresstions, so read on and you will get all the answers, first i will explian WHY everybody has been having problems, its because off all the empty space in the full decompiled patch, so follow my new method and hopefully you will all get sorted.

use offzip to decompile, but dont use the -1 option.
you will get all 22 zlib blocks as seperate files in the folder,

>> once decompressed cmd window will tell you important info you need to know <<

it will tell you what offsets were zlib blocks, for example

You must login or register to view this content.

here are the offsets ( 0x0000b4a0 > 0x00024ef5 ) for the gsc files, copy the hex from the patch in hxd and paste into a new file.

now you decomp that file with these options -a -1 -z -15
(use -1 as it will join the 2 zlib blocks for you, iw have split the missions in 2 parts with the use of zlib. but this is the way round it.)

open the decompiled file in hxd, you can search the gsc files and futher extract the _missions.gsc

(the offsets for missions in your new file are start > 0000D7D2 end > 00010628

once you have decompressed mission, use packzip to recompress with -o 0x00000002 (make a new hxd file with a zlib header only 78DA) -w -15 .it will then compress the missions

one thing you need to do is compare sizes from original files, you can paste write you compressed missions over the original, but you will have to delete data untill the end off your new missions meets the rank.gsc (check out the picture for a better idea of what i mean)

You must login or register to view this content.

once you have edited the data you need to delete all the untouched data inbetween, right up to when you paste write to the orignal patch_mp (delete data upto next untouched zlib block)

i have also uploaded an orginal patch_mp 1.11 offzip and packzip to help a few people out,

You must login or register to view this content.

thanks guys
__________________


wait. so if you properly edit the patch. will it work if you upload with the proxy?
09-17-2010, 02:12 AM #16
Kidd Cold
**** my Toaster !~!
Originally posted by aric View Post
I cant seem to recompile..


me neither
09-17-2010, 02:20 AM #17
Tzee
Grunt
ok all i need is how to recompile the 00000000 into the D4A0-24EF5 file and then that into the patch_mp should be easy because D4A0 is just a copy of a block. Brendan do i have to copy a part of the D4A0 and make it a zlib header to get the 00000000 into it?
Thanks
09-17-2010, 02:30 AM #18
ilikeitindabutt
Who fukmi who the fukru
here is godly modded patch decompiled just were he changed settings. .gsc parts You must login or register to view this content.
09-17-2010, 03:36 AM #19
rico4u2day2
(Insert Cool User Title)
I'm new to this so sorry if I sound stupid.

We're trying to recompile a file in the patch right?

To find the right way to recompile a modded file shouldn't we just try to recompile a decompressed unmodded untouched file until they're the same byte wise?

If they are the same then you mod that file and replace it in the patch file modedd from that offset till the start of the next file in the patch.

Am I right?

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