CarolusXCI wrote:Maumau, that's indeed a huge find! Having a specific checksum for each block is something I wasn't expecting at all. So now I think it's close. I will try to help now that I got some spare time, but anyway, that was a huge step towards being able to edit RDAT files
maumau78 wrote:CarolusXCI wrote:Maumau, that's indeed a huge find! Having a specific checksum for each block is something I wasn't expecting at all. So now I think it's close. I will try to help now that I got some spare time, but anyway, that was a huge step towards being able to edit RDAT files
Two Stuff:
1) Always remember to edit the 2 -> 4bytes at the beginning of the ROSTER.RDAT...they must point to offset at the end of the file. If you insert a "UNIFORM" or "PLAYER" block that is bigger or smaller than original one you must update those bytes or game will CTD
2) I suppose that bytes after "BNDL" string should be something like block lenght or similar....I have to investigate and play with those bytes...
PeacemanNOT wrote:Wait so can you get a custom roster loaded in now or just stop the game from crashing when it's modified?
seanbarkley wrote:So basically we can't edit specific stuff in a sector until we find the checksum type of that sector right?
seanbarkley wrote:CRC32 is my bet
seanbarkley wrote:It could be CRC32 as it used to be in previous years... The thing is knowing exactly where the checksumed part ends...
CarolusXCI wrote:Maumau, after 42 4E 44 4C (that BNDL part), which bytes can be changed without crashing the game?
CarolusXCI wrote:Maumau, after 42 4E 44 4C (that BNDL part), which bytes can be changed without crashing the game?
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