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REZ Hacking

#91 User is offline Jakeford 

Posted 20 May 2010 - 02:21 AM

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I nearly got a physical copy once, but when I had the money, it was gone. D:

EDIT: Welcome to page 7!
This post has been edited by Jakeford: 20 May 2010 - 09:37 AM

#92 User is offline ccat 

Posted 20 May 2010 - 08:04 AM

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Meh. Right here it's impossible to get hands on such an unpopular DC game, really.

#93 User is offline Jakeford 

Posted 20 May 2010 - 09:36 AM

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Once people obtain it, it becomes an insta-horde.

Oh, while that Nexus VMU isn't here, I used DC tool to hex edit the files saved. They contain the save icon for the first quarter of the file, and then the data. So to use custom Mainflow files, you'd need to remove that icon data. Will experiment with that Rez debug file I saved.

#94 User is offline Overlord 

Posted 20 May 2010 - 04:52 PM

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QUOTE (Lobotomy @ May 20 2010, 12:17 AM)
How common is REZ in the UK?

PS2? Very. DC? £80 a copy was the last price I saw it at.

#95 User is offline Jakeford 

Posted 21 May 2010 - 07:26 AM

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Which is exactly why I bought the XBLA version. I'd probably still buy the DC version if I find it and have the money.

#96 User is offline Jakeford 

Posted 21 May 2010 - 04:12 PM

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Started working on a PassEditor utility. Only a basic UI has been programmed so far, it is my first project after all. Because of this, it only functions as a UI, with no object viewing capabilities, yet. (I'm learning how to program such things).


This is that UI. Needs work, needs finishing. That image is what I hope to achieve with this one day (At the very least). Well, once I finish learning how to program anyway.

#97 User is offline ccat 

Posted 22 May 2010 - 07:49 AM

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If I ever get my hands on the detailed format specs, I'll try to rather make a compiler/converter from another map editor (possibly Radiant) that already has a good viewport GUI for object placement. That way I could also probably make entities convert to mainflow events, and... *evil plan*

#98 User is offline Jakeford 

Posted 22 May 2010 - 07:54 AM

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Hmmm...Didn't think like that.

Anyway, I'm off to mod the Area1 binary, so I can see how editing it will affect it.

I like that idea though.

#99 User is offline Jakeford 

Posted 22 May 2010 - 09:12 AM

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Right, through a relatively small edit I made to the Area1 binary, I have managed to move two objects (Well, they were the only ones I noticed). The first object was one of the wireframe boxes from layer level 3. Those boxes are the ones that have the orange pulsing folder textures behind them. The box I moved was behind the textures, and couldn't be seen. The second object was one of the towers on the final layer level. Instead of it slightly intersecting the wireframe path the player flies above, it is actually in the way of the player, and you fly through it.

More editing to come.

#100 User is offline ccat 

Posted 22 May 2010 - 02:42 PM

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Have you even ripped apart the ISO into separate files? This won't help much if you're limited by size, or have to edit one big 300MB binary.

#101 User is offline Jakeford 

Posted 22 May 2010 - 05:01 PM

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I have a discjuggler image. Useful in some ways, but not in others. Anyway, I can re-insert files of the same or shorter file size because the program to edit the file only replaces data. It cannot rebuild.

I'll probably find another alternative to it (A better alternative) in the future, but for now, it works for researching what affects my changes have on the game. (I currently have Rez's contents, and the beta's sitting on my hard drive, but as you found out, it isn't easy to get the settings right to re-build the games.)
This post has been edited by Jakeford: 22 May 2010 - 05:02 PM

#102 User is offline sonicblur 

Posted 22 May 2010 - 09:34 PM

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QUOTE (Jakeford @ May 22 2010, 05:01 PM)
I have a discjuggler image. Useful in some ways, but not in others. Anyway, I can re-insert files of the same or shorter file size because the program to edit the file only replaces data. It cannot rebuild.

You should really learn how to build a valid DC image. It's not very difficult. The echelon selfboot kit includes instructions and the tools you need.

(Doing so without having to burn anything is another story though. It's been a few years since I've looked, but the last time I did none of the CDI builders created images with ECC data. Without it, all sectors of the disc will appear as corrupt to a virtual drive. At one point I wrote some instructions on how to build a valid CDI by hand using the track data prepared by following the echelon tutorial, but this still required manually editing the final image in a hex editor. I had meant to write a tool to automate the process, but it got to the point where it was just easier for me to continue using a hex editor.)

#103 User is offline Jakeford 

Posted 23 May 2010 - 06:04 AM

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I should. I'll probably spend today learning how.

#104 User is offline Jakeford 

Posted 28 May 2010 - 09:01 AM

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Ahaha! I can't believe this!

I think the PassEditor is still in the beta! After I spent a while investigating the game, I found a way to change the level layer by pressing the spacebar key. And also a way to delete the level segment, although the game crashes when that happens. I'll probably make a video, but I've got to mess with this further!

#105 User is offline ccat 

Posted 28 May 2010 - 11:07 AM

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Huh, way to go. Not only leaking a proto but "accidentally" having hacking tools already coded into it. v.png

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