What happened to OC? - CLOSED Carnage?!
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DeadHamster

Conure's Source Codes and a Halo Memory Editor!

For those who haven't had the pleasure of having met or interacted with conure, he was a genius. He made the first PC bitmap internalizer, he also made a memory editor for Halo maps, a script editor, string corrector, chunk cloner to create duplicate triggers, and a program specifically made to fix something HMT had broken.

All of those were made before the early versions of Eschaton. All of those sources were written in RealBasic except for the Halo Memory Editor, and all of them are in this download;

https://www.mediafire.com/?calbw8t0q23b7ly


Figured I'd reupload this, I'm sure it was missed. The sources also contain a good deal of mapped out values and methods for opening mapfiles, etc. (Ignore the batch_inject source. That was something I had made, it was a failure.)


The download also includes a compiled version of the Halo Memory Editor, one for clients and for servers. Not sure how the server one works, but it uses .ent plugins so it should be fairly versatile.


Edit: This memory editor might work for multiple people at once... anyone wanna figure out?

Takka, Floofies and NeX like this

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Tiddy-bits:

Here's what I know about Conure's memory editor:

 

The memory editor is written in Visual Basic, and contains some useful offsets but others have changed for Halo 1.10.

 

I didn't know about the server editor... it's probably much the same as the client editor... servers also load maps into memory at 0x4044000.

 

Unfortunately the editor almost certainly does not work for multiple people at once. The only thing which would work is "joiner-friendly" aka "cascading server-side" changes made to the host's map. You could use the client editor if your client is hosting a game, or the server editor if a dedicated server is the host. (Quickbeam also has this limitation for now.)

 

Furthermore, I'm pretty sure that editor does not allow saving edits. Quickbeam also has this (crippling) limitation for now, but I hope to fix it "real soon now" by mirroring edits to the map on disk as you make them.

Skeezix the Cat and NeX like this

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Quickbeam also has this (crippling) limitation for now, but I hope to fix it "real soon now" by mirroring edits to the map on disk as you make them.

 Should be as simple as mirroring them from memory to disk, honestly. Obviously more in-depth, but the concept itself is simple. 

 

Looking forward to all of these awesome releases :P


KsqHutE.png

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