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Reverse Engineering the new map format...

Posted: Wed May 05, 2004 8:43 pm
by jimmsta
* Following taken from the new Halo:CE bloodgulch.map *

=== HEADER === (Offset 0x00000000)
Version: 609
Decompressed Length: 13936092
Unknown1: 0 0x0
Offset to Index: 0x851974 (8722804)
Metadata size: 5213288 0x4F8C68
Name: bloodgulch
Build (YY.MM.DD.Build): 01.00.00.0609
Maptype: 1 (Multiplayer)
Unknown4: 2066781524 0x7B309554 (00101010101010010000110011011110)
=== END HEADER ===
Output created from executable on: Nov 7 2003 17:03:11
By jimmsta, for use with WinHME OpenSource.
=== HEADER === (Offset 0x00000000)
Version: 609
Decompressed Length: 13936092
Unknown1: 0 0x0
Offset to Index: 0x851974 (8722804)
Metadata size: 5213288 0x4F8C68
Name: bloodgulch
Build (YY.MM.DD.Build): 01.00.00.0609
Maptype: 1 (Multiplayer)
Unknown4: 2066781524 0x7B309554 (00101010101010010000110011011110)
=== END HEADER ===

*** I used the last win32 version of the console app to get this info. As you can see, the version info is differernt, and the file cannot be identified by HME.

To get results, you can edit the following hex from each map file...

The first few bytes of each file contains the following...
6461 6568 6102

To make HME read the map, you must change 6102 to 0700.

Then, use WinHME Final Release to extract the data into text files.

If you want the offsets as they are as complete as I can make em... well, download them from files.halomods.com....

Posted: Thu May 06, 2004 1:24 pm
by maze
adoogly boogly woogly yepy COOL!!!!!!!!!!! stuff