FROM THE README
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TrashBash for Halo Xbox maps
------Preface---------
As some of you may or may or not know, when Halo decompresses maps, it writes RANDOM trash data between the end of the meta data and the end of the file.
When programs add tags, they add it to this trash data. Then, when you create the ppf, if the random trash data byte in the original corresponds to a real
byte in the tag added map, the ppf creating program doesn't pick it up as a difference.
This wouldn't be a problem if Halo wrote the same random trash data to all maps, but... its random: it differs between every map. In that gap in the ppf,
data is lost or corrupted when it is applied to another person's map.
However, there is an easy fix for this, but it requires a program (TrashBash!) to be run on both the source and target when creating the ppf and the End User
must run the program before applying the patch.
The program only takes seconds to run, and although an inconviencience, it is a must for tag-added maps to be distributed as ppf's.
--------Usage------------
1. Simply rename the map you want to null the trash on to "map.map" and place it in the same directory as the trashbash.exe.
2. Run trashbash.exe
3. You're done! map.map now has 0x00 for every byte of trash, and you can create and apply ppfs easily.
-------Thanks to---------
CLuis for FINALLY explaining exactly why tag-added maps can't(or couldn't be before now) be created into ppfs
9/9/04
-RunningRiot
MSN- [email protected]
AIM- RunningRiotHBO
(Halo 1)UTILITY-TrashBash-PPF tag added maps!
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(Halo 1)UTILITY-TrashBash-PPF tag added maps!
- Attachments
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- trashbash.1.0.rar
- (41.31 KiB) Downloaded 867 times
Last edited by RunningRiotHBO on Thu Sep 09, 2004 4:36 pm, edited 1 time in total.
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Any and all maps that you ADD tags too. Which, yes, would include HHT4 tags.
Now, if you don't add the tag, just inject over existing or tweak settings, you dont' have to use this.
This only should be used (by dev and linked to in readme of mod release)
I would imagine CLuis will integrate this code into HHT next; its pretty simple.
For now, however, just download and have on hand in case of a mod that requires it.
-RunningRiot
Now, if you don't add the tag, just inject over existing or tweak settings, you dont' have to use this.
This only should be used (by dev and linked to in readme of mod release)
I would imagine CLuis will integrate this code into HHT next; its pretty simple.
For now, however, just download and have on hand in case of a mod that requires it.
-RunningRiot
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- thinkreddie
- Posts: 531
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- Location: Colorado springs
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- Location: www.xbox-scene.com :-)
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I disagree with you here, RunningRiotHBO. Since your source and destination map files can contain different random characters, you can end up with a lot of unnecessary extra stuff in the ppf. I will explain...RunningRiotHBO wrote:Now, if you don't add the tag, just inject over existing or tweak settings, you dont' have to use this.
Unless the source file you are using is exactly the same cache you started with before modding, they will have different random bytes at the end. For example, if you snag a cache of BG, wipe your cache, and then snag another cache of BG, the random stuff may differ. You can then create quite a big cache of the original BG to the new BG (which is pretty silly). This happens with mods as well. You will notice that some people's ppf files are large despite only containing small modifications. In some, 60-80% of the ppf is just changing the random part that is deleted when compressing.
I will have a tool out before too long that will alleviate some of this problem (creating optomized cache files that do not include the random stuff among other functions), but until then trashbash is a good option. I would run it on every mod until new tools are out.
These are just some thoughts to add to the mix...
Peace,
Reddog
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wow i never really thought about it that wayreddog wrote:Unless the source file you are using is exactly the same cache you started with before modding, they will have different random bytes at the end. For example, if you snag a cache of BG, wipe your cache, and then snag another cache of BG, the random stuff may differ. You can then create quite a big cache of the original BG to the new BG (which is pretty silly). This happens with mods as well. You will notice that some people's ppf files are large despite only containing small modifications. In some, 60-80% of the ppf is just changing the random part that is deleted when compressing.
but for me i just keep of bloodgulch cache rared on my desktop
- thinkreddie
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Well I need help here.
I'm working on a mod, and I've accidentely overwritten the collision model of the Banshees,
I used to add a banshee coll model to my map with HHTv4 and it worked except for the fact it freezes at load screen. So do you need to run this program before and after adding tags or does it only have to do with making ppfs?
Martijn
I'm working on a mod, and I've accidentely overwritten the collision model of the Banshees,
I used to add a banshee coll model to my map with HHTv4 and it worked except for the fact it freezes at load screen. So do you need to run this program before and after adding tags or does it only have to do with making ppfs?
Martijn
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- Joined: Sat Apr 03, 2004 1:10 pm
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