Memory Modding Question on Halo Demo and Halo Full

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002
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Memory Modding Question on Halo Demo and Halo Full

Post by 002 » Tue Jul 27, 2010 5:41 pm

Halo Demo and Halo Full's player and object addresses are structured the same. When running on PowerPC, Halo Full's player and object addresses are both 0xBAD0004 less than Halo Demo's. Do not tell me that it's 0xBAD0000, that's only the magics.


So, when running on intel, Halo Full's player and object addresses are how much less/greater than Halo Demo's?

Discuss

Modzy
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Modzy » Tue Jul 27, 2010 8:13 pm

Depends on what you're looking at. Demo will load maps exactly 0xBAD0000 further in memory. I'm quite sure the memory addresses are 0xBAD0000 too, you're probably just calculating them wrong, or not taking into account that the offsets in memory are rarely in a fixed place; they'll move on you depending on when it opens/what map is loaded/different machies. Also take into account that Demo may use an extra four bytes for the hell of it on that specific chunk of data, meaning that the 0xBAD0004 difference on the structure you're looking at is most likely not constant throughout memory.

002
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by 002 » Wed Jul 28, 2010 4:47 am

It seems to work when I increase my zombie's game's player and object offsets by 0xBAD0004.

But is it PowerPC only?

dirk

Re: Memory Modding Question on Halo Demo and Halo Full

Post by dirk » Wed Jul 28, 2010 5:19 am

are you taking into consideration the difference between halo demo (ppc), halo full (ppc) and halo full (UB)?

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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Modzy » Wed Jul 28, 2010 11:50 am

Basically what me and Dirk are saying: shit's not consistant enough to just port offsets from one version to another by just subtracting/adding. Doesn't work that way.

002
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by 002 » Wed Jul 28, 2010 12:35 pm

Player and object tables in Halo Demo and Full are same distance apart in running Halo Full on a PowerPC and Halo Demo on a PowerPC. Is it the same way with running both on an Intel?

And yes, I'm talking about UB.

Modzy
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Modzy » Wed Jul 28, 2010 1:31 pm

002 wrote:Player and object tables in Halo Demo and Full are same distance apart in running Halo Full on a PowerPC and Halo Demo on a PowerPC. Is it the same way with running both on an Intel?

And yes, I'm talking about UB.
/confused as to what you're asking

Uh, offsets can differ depending on what kind of machine you're running. Which is why some cheat files for Halo Demo don't work on Intel even with an Intel compatible Cheat.

002!

Re: Memory Modding Question on Halo Demo and Halo Full

Post by 002! » Wed Jul 28, 2010 9:46 pm

Your statement is true for some offsets, not all. It's true for Third Person and the console toggle, but the location of player structures and object structures shouldn't vary from machine to machine when playing on Halo Demo.

Also, it seems to be working on other PowerPC machines. The only friend I have with an Intel is gone for a long vacation. Last time I spoke with him, he tested it on Halo Demo and it worked. I MIGHT be able to contact him in about three months, but three months is a quarter of a year which is, for most people, long. This is why I would like information sooner.

This Windows laptop is annoyingly hard to type on.

Back to discussion.

Modzy
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Modzy » Wed Jul 28, 2010 11:54 pm

002! wrote:Your statement is true for some offsets, not all. It's true for Third Person and the console toggle, but the location of player structures and object structures shouldn't vary from machine to machine when playing on Halo Demo.
You'l likely find differences with in Intel machine running Halo Demo/Halo Full through Rosetta.

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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Sparky » Thu Jul 29, 2010 5:38 am

Modzy wrote:
002! wrote:Your statement is true for some offsets, not all. It's true for Third Person and the console toggle, but the location of player structures and object structures shouldn't vary from machine to machine when playing on Halo Demo.
You'l likely find differences with in Intel machine running Halo Demo/Halo Full through Rosetta.
Since you mentioned this, Halo Full works just fine for me with Rosetta.
Either you are groping for answers, or you are asking God and listening to Jesus.

dirk

Re: Memory Modding Question on Halo Demo and Halo Full

Post by dirk » Thu Jul 29, 2010 6:58 am

Sparky wrote:
Modzy wrote:
002! wrote:Your statement is true for some offsets, not all. It's true for Third Person and the console toggle, but the location of player structures and object structures shouldn't vary from machine to machine when playing on Halo Demo.
You'l likely find differences with in Intel machine running Halo Demo/Halo Full through Rosetta.
Since you mentioned this, Halo Full works just fine for me with Rosetta.
what? I don't even....

How?

that is not even related!

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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Amy » Thu Jul 29, 2010 7:00 am

Breathe dirk, it's gonna be okay.
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by Dirk Gently » Thu Jul 29, 2010 7:08 am

I am terribly confused. I thought we were talking about the differences in memory offsets in running:

halo demo on ppc vs intel
halo full (ppc) on ppc vs intel
halo full (UB native) on ppc vs intel
halo full (UB rosetta) on intel

There is a difference in what the thing is going to do. There is already a difference between demo and full, there is also a difference between the two versions of halo full. You also have to consider the architecture you are running it on. Many values are not in a fixed spot. For these you may need to map out how shit is loaded into memory so you can then find the right value and modify that.

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Re: Memory Modding Question on Halo Demo and Halo Full

Post by modfox » Thu Jul 29, 2010 8:06 am

Trial vs Full (PPC) is 0xBAD0000 (Trial offset - 0xBAD0000 = PPC, PPC + 0xBAD0000 = Trial)
Trial vs Full (Intel) is 0xBAD0004 (Trial offset - 0xBAD0004 = Intel, Intel + 0xBAD0004 = Trial)
Full (PPC) vs Full (Intel) is 0x4 (Full PPC - 0x4 = Full Intel, Full Intel + 0x4 = Full PPC)

The entirety of the player's memory should work this way.

Trial on Intel has the same offsets as trial on PPC
Running Halo via rosetta on Intel will make the offsets the same as PPC

nil
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Re: Memory Modding Question on Halo Demo and Halo Full

Post by nil » Thu Jul 29, 2010 11:58 am

What modfox said is probably true for all static headers and static structures in Halo (eg: players).

Halo Demo has a bit of consistency issues for some things (which is why HServerChanger and HConsEnabler both have syncing processes). I *believe* that Halo UB's console flag address is consistent across different machines, though not entirely sure. I think Halo full is a bit more reliable for some offsets.
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