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-   -   Hex Edit 101 (https://www.subsim.com/radioroom/showthread.php?t=105341)

bigboywooly 02-09-07 05:58 PM

:gulp:
Must keep ahead
:rotfl:

Still here mate
Though I must admit not the time to actually do the lesson yet
Damn GWX
:hmm:
But will have a go when have a free afternoon

Madox58 02-09-07 06:12 PM

Not a problem BBW.
I'll also have all this setup as a downloadable Guide also.
It's being set up as a little book like program that allows you to
turn the pages, so to speak.

bigboywooly 02-09-07 06:39 PM

WOW
Nice one
Even better

Madox58 03-08-07 09:05 PM

Quote:

Originally Posted by privateer
Now, select the NavalMine under this and note the location.
In the hex editer select address and set it up like this.

http://i108.photobucket.com/albums/n.../Lesson_1e.jpg


Hit OK and your right at the start of this block.
Change the name from NavaiMine to Mine and fix the size info
and save.
Re-open the dat in pack3d and check it.
if you've got it right you now know how to Re-name things anyway you like.

The next thing we'll do is Dis-arm the mine! :o

Ok, to answer a question, If you have deleted Naval from NavalMine you have lost
5 bytes of info.
Go to the start of this chunk which is position 76373.
1st 4 bytes = 4
next 4 bytes = 100
The next 4 bytes are the size, reduce this by 5.
Pay attention to the lesson before this one as they show you how to do this.

thefretmaster 03-08-07 09:10 PM

cool thanks alot :up:

Madox58 03-09-07 12:48 AM

Learning to identify the parts of the dats is easy once you get these basics.
The final goal of working with these files will be
to build your own Barrage Balloon!

Anvart 03-09-07 10:52 AM

Quote:

Originally Posted by privateer
Open the Hex Editor, select Tools and put a check on data inspecter.
Open Tools again and select Options, then appearance.
set columns to 25
I work with text on the left but select the way that suits you.
select Data inspecter, I have the 1st 6 boxes on the left checked.
Select OK.
Now open the NavalMine.dat and you should see something like this image.


http://i108.photobucket.com/albums/n.../Lesson_1a.jpg

Notice I have Ref's dat file format info. This is our main guide.
The 4 bytes in BLUE are important!
You are going to see this alot so make sure you understand this part.
The data Inspecter tells us the info to come is 51 bytes long.
Count the GREEN area and it's 51 bytes.
If you delete Kashmir in the left window, you need to lower
the count in blue to match the new length.
Click on the 33, open tools and select Encode number,
and set it up like below
http://i108.photobucket.com/albums/n.../Lesson_1c.jpg


Click OK and you should see that the 33 00 00 00
is now 2C 00 00 00

:up:

Small addition: String "Skip the first 20 bytes they seem to be always the same"
must to be "Skip the first 12 bytes. It's file header and we pass it".
Next data block is usual data block (chunk?) Type 1000 it can to have a name "Author's Description" (for exemple). It is important for creation of the program of Pack 3D type.
Next it's data block (chunk?) Type 0, SubType (version) 0 and size = 0 (all 12 bytes).
It's marker-block of beginig of data interesting us.
In the end of a file we have a marker-block of the end of data interesting us.
It's data block Type 0, SubType (or Version) 1 and size = 0 (all 12 bytes).

P.S. What is it chunk?
In the programming language (for example C ++) it refers to the data block ...


Madox58 03-09-07 11:35 AM

Thanks Anvart :up:
I'll change my reference files to match this info!


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