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Mass Effect Andromeda

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Devisaur, posted Wed Apr 19, 2017 5:28 pm (22426)


Devisaur wrote:
warrantyvoider wrote:
Nice find! So you get the line with the string id and then add for each textentryhash member one of lines before that? In which order? Can you give an example of what the result would look like? Thx^^
Greetz

Ps: i guess the member values are some hash over the text in the line



Sure -- I ran into a slight issue it appears it's either BEFORE or AFTER the line with the string ID which creates an problem of deciding do you pull the lines before or after and how do you know?

I'm looking into it now and as soon as I figure out an accurate solution I'll let you know.

Edit1:
And some are out of order... so far I haven't seen anything that indicates that the hex will give indication -- besides the number of lines..unless we can figure out a way to reverse the hash. I'll see if I can come up with something.


I haven't really found anything that indicates an efficient way to fix this issue -- I'm going to be doing data parsing with assumptions and some NLP practices to pull the information. Some of it will end up manual but overall it'll work.

Edit2:

Though I'd kill for any easy way to export the text generated by the EBX text viewer.
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warrantyvoider, posted Wed Apr 19, 2017 5:47 pm (22428)


Devisaur wrote:
Though I'd kill for any easy way to export the text generated by the EBX text viewer.


thats what the plugin interface is for... get ebxstream from daitoolswv and run over all ebx in all bundles in all tocs, example code is in the demo plugins
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warrantyvoider, posted Wed Apr 19, 2017 6:42 pm (22433)


cool, type 2 patching implemented^^ one left and patching is complete :D
Image
Image

btw, here the general idea of how the types work (one obviously missing):
Code:
0 = copy and decompress X chunk blocks from base
1 = missing
2 = copy up to offset X bytes from decompressed base, skip Y bytes in decompressed base, add Z new bytes from delta
3 = copy and decompress X chunk blocks from delta
4 = skip X chunk blocks in base


greetz
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Vectorman1138, posted Thu Apr 20, 2017 8:33 am (22452)


Ok need some help here please, I have edited one of the game meshes that somebody else ripped from the game with ninjaripper. It's a .obj file, what would I need to do to import this new edited mesh into the game with MEA Explorer? Is this possible? Thanks in advance!
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warrantyvoider, posted Thu Apr 20, 2017 9:21 am (22453)


Vectorman1138 wrote:
Ok need some help here please, I have edited one of the game meshes that somebody else ripped from the game with ninjaripper. It's a .obj file, what would I need to do to import this new edited mesh into the game with MEA Explorer? Is this possible? Thanks in advance!


nope, because the internal format is definitly NOT obj format, so unless you have a tool to recompile it as mesh asset, you cant. if you had one, you could use my tool to import the result tho...


Update: added a search function to main view and structure view. the patch analyzer is already included, but not done yet, so use with caution. also the sha1 plugin can now not only find data by sha1 but also replace it by sha1.

Image

greetz WV

Release.zip

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warrantyvoider, posted Thu Apr 20, 2017 3:41 pm (22463)


last patching type done, going to integrate this now into the rest^^
Image

Code:
0 = copy and decompress X chunk blocks from base
1 = copy up to offset X bytes from decompressed base, skip Y bytes in decompressed base, copy chunk block from delta
2 = copy up to offset X bytes from decompressed base, skip Y bytes in decompressed base, add Z new bytes from delta
3 = copy and decompress X chunk blocks from delta
4 = skip X chunk blocks in base
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warrantyvoider, posted Thu Apr 20, 2017 5:31 pm (22465)


small change, big effect! :D added a menu, so you can switch between unpatched and patched (if exists) version!
Image

also updated the plugin interface: https://pastebin.com/Ew4LUnkQ

changes:
- patching is now enabled, it affects any preview, export and plugins that dont set the value
- if patch is found, status text becomes red
- patch analyzer now supports all 5 patching types
- main tree view now has an context menu option to copy the path of a selected node
- plugin interface has now:
-- AddModJob(string description, byte[] payload); //called by a plugin if it wants to add a mod
-- RunModJob(byte[] payload); //called by main tool's modmaker, which will be implemented in future, so plugins can be automated
-- setAutoPatching(bool value); //activate/deactive the search for patches, affects getDataBySha1 obviously

greetz WV

PluginSystem.rar

Release.rar

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Trisstiz, posted Fri Apr 21, 2017 6:49 pm (22499)


I'm really sorry for bothering you again. Could you at least help me by showing an example of an address line of any texture, I guess I'll try pick it up from there.
Thank you.
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AimSpams, posted Fri Apr 21, 2017 8:23 pm (22505)


There are any way to extract meshes?
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y3804, posted Sat Apr 22, 2017 4:08 am (22514)


AimSpams wrote:
There are any way to extract meshes?


yes, although .res files can't yet be filtered by type, you can
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warrantyvoider, posted Sat Apr 22, 2017 7:33 am (22517)


y3804 wrote:
AimSpams wrote:
There are any way to extract meshes?


yes, although .res files can't yet be filtered by type, you can


if anyone makes me little icons, I could simply add a different one for each type to the nodes. I could probably also make it so, that you see the type when you hover over it, and ofc I can show the restype in the status bar...

now you guys decide! does anyone make me icons and/or do you want text?^^

greetz WV
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katzsmile, posted Sat Apr 22, 2017 8:15 am (22518)


WV if you tell me size of icons and all the icon types required i'll try to make them
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warrantyvoider, posted Sat Apr 22, 2017 9:14 am (22519)


well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes
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OClear, posted Sat Apr 22, 2017 10:43 am (22523)


My SHA1 locator must be broken or something. Just as a test, I coped and pasted the first SHA1 I could find, but nothing comes up after clicking the find button. Tried several other SHA1s, nothing comes up.

Image
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warrantyvoider, posted Sat Apr 22, 2017 12:14 pm (22527)


looks like it, maybe redownload it...
Image

PS: just in case, attached my version, but havent changed much yet

Release.rar

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Madikan, posted Sat Apr 22, 2017 1:31 pm (22532)


Hi everyone ! I'm new here but I was wondering if it is already possible to mod story choices for example ?

I chose the wrong dialogue option with Avitus Rix and he won't be the Turian Pathfinder now, is there any way to change this yet with the hex editor ?

Thanks a bunch ! :D
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OClear, posted Sat Apr 22, 2017 1:57 pm (22533)


warrantyvoider wrote:
looks like it, maybe redownload it...


False alarm. I don't have that particular package installed. It works, thanks.
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warrantyvoider, posted Sat Apr 22, 2017 5:11 pm (22544)


another "small change" with a huge difference:

for every import of data, there will be now a patch generated for it automatically!!!

Which overwrites any existing patches, so no need to remove or edit stuff in the patch folder anymore. What you import is now the "patched" truth the game loads :D the generated patch simply says "copy X chunks from base" where X is the number of all chunks needed, aka, the patch is only the basedata now ^^

Image

Image

greetz WV

Release.rar

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griggs111, posted Sat Apr 22, 2017 6:38 pm (22551)


Any ideas about enabling all kinds of unicode characters in talktables?
Only german alphabet works in german TT, english in english TT... etc. :(
Try to write hungarian ('O', 'O', 'U', 'U', 'A', 'E') letters in the german TT.

You found some clue about a list in the beginning of every TT, maybe that list holds the allowed characters. It's just a tip.
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redspike474, posted Sat Apr 22, 2017 6:51 pm (22552)


Loving the progress in this thread, Im wondering has anyone located the shader files?
also is it possible to edit the LUA files?
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katzsmile, posted Sat Apr 22, 2017 9:12 pm (22558)


warrantyvoider wrote:
well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes


i mean, can you list filetypes which you want icons for
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warrantyvoider, posted Sat Apr 22, 2017 9:58 pm (22560)


katzsmile wrote:
warrantyvoider wrote:
well dunno, any size you like^^ just the bigger they are, the more spaced the tree becomes


i mean, can you list filetypes which you want icons for


dunno, talktable, textures, meshes, "EBX", should be the most wanted I guess ?! just as info, there maybe over 100 of classes, so pick the ones you would imagine to edit, even if theres not tool for it yet... this xentax post with pastebin links should give you an idea whats there
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y3804, posted Sun Apr 23, 2017 1:14 am (22563)


warrantyvoider wrote:
another "small change" with a huge difference:

for every import of data, there will be now a patch generated for it automatically!!!

Which overwrites any existing patches, so no need to remove or edit stuff in the patch folder anymore. What you import is now the "patched" truth the game loads :D the generated patch simply says "copy X chunks from base" where X is the number of all chunks needed, aka, the patch is only the basedata now ^^

Image

Image

greetz WV


yesss i love you man
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OClear, posted Sun Apr 23, 2017 12:04 pm (22571)


I do have one technical question about sha1s. For every bundle, there's usually a section for ebx, dbx, and res. What is the purpose of dbx and how do they relate to ebx? I tried to lookup the sha1 for some dbx entries, but couldn't find it. I don't recall ever seeing data for dbx, just wondering what it is.
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warrantyvoider, posted Sun Apr 23, 2017 1:16 pm (22573)


dbx is debug data and removed from gamecontent, just ignore it

here a little spoiler...
Image

:D

greetz WV
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