Updated binary of the Unpack tool from SVN rev10. Fixes an issue with handling of compressed data in pod files from the PS2 version of Ghostbusters.
Posts Tagged ‘Tools’
Ghostbusters Update
Tuesday, July 7th, 2009Left4Dead *.vpk Extraction Tools, Updated
Tuesday, July 7th, 2009A newer build of my VPK tool. This fixes support for the newer VPK format that was introduced recently in Left4Dead.
Steam Achievement Manager 5.1
Monday, June 29th, 2009This fixes the crash issues introduced with a recent Steam update.
You can download the new version of Steam Achievement Manager on its page.
New games listed as of 5.1:
- America’s Army 3
- FLOCK!
- Light of Altair
Ghostbusters
Friday, June 19th, 2009Wrote some code to unpack POD files, which can be found on my SVN. A binary of the Unpack tool from SVN rev5 is available.
I havn’t written any code for repacking yet, and I havn’t tested if the game reads unpacked files at all yet. If you encounter any problems feel free to comment this post.
Steam Achievement Manager 5.0
Monday, May 18th, 2009Due to lots of people bugging me about it, I’ve added support for editing statistic values to Steam Achievement Manager.
You can download the new version of Steam Achievement Manager on its page.
Also to address some concerns about people asking about Left 4 Dead achievements. They’re not “persisting” in-game when you unlock them in Steam Achievement Manager because there are statistic values tied to them, and the game verifies these when it lists its achievements. It has nothing to do with SteamCloud (that’s not its purpose!).
New games listed as of 5.0 (I added these before 5.0 but had not posted an update):
- Killing Floor
- Plants vs. Zombies
- Zeno Clash
Saints Row 2: Unstable tool binaries from SVN revision 10
Saturday, February 7th, 2009Mirror’s Edge Music
Friday, January 16th, 2009Mirror’s Edge PC port came out a few days ago, I got my copy today. I updated my Unreal3 package reading code that I wrote for Mass Effect to be compatible with Mirror’s Edge archives.
I wrote some code to dump information about all music tracks and made a tool with this information so anyone who has a copy of the PC port can extract the music with ease.
The music files are all in Ogg format.
Note that due to how Unreal packages are generated by the Unreal editor, there are probably lots of dupes of tracks.
As usual if you encounter any bugs or issues feel free to comment this post.
Saints Row 2: Resolution Editor
Tuesday, January 6th, 2009UPDATE: This editor should no longer be necessary as of Patch #2 (released 02/17/2009) which adds support for detection of 16:9/16:10 resolutions.
Since the game does not properly detect 16:9 and 16:10 resolutions, I’ve made an editor which can edit settings.dat for the resolution you specify.
The game appears to operate just fine with resolutions such as 1440×900 and 1680×1050.
Saints Row 2 Resolution Editor
Requires .NET 2.0.
Hacking Grand Theft Auto IV: A Basic Trainer
Tuesday, December 23rd, 2008Here is a basic trainer for GTA IV 1.0.1.0, features:
- Invincibility
- Fast Reload
- Never Get Tired
This trainer will work with and without my XLive wrapper.
Note: this trainer is for GTA IV 1.0.1.0 only, the trainer does not attempt to validate that you are running 1.0.1.0 at all, using it with other versions may lead to unexpected behavior.
Basic Trainer for GTA IV 1.0.1.0
Running the trainer will immediately activate all mentioned features. If you do not become invincible, simply run the trainer again and it should take.
This trainer will refuse to activate if it detects you are playing in multiplayer.
This trainer is based on the superman example script provided in Alice, created by Alexander Blade, in standalone form.
As usual, please report any problems, etc in comments to this post.
Hacking Grand Theft Auto IV: Part III
Saturday, December 20th, 2008Another feature set provided by the Games For Windows API is various functions for “protecting” data (hashing & validating). GTA IV uses these functions to hash and validate its save files. I’m not exactly sure how these functions work exactly — other than the fact that the one we are interested in, XLiveUnprotectData, is called in a peculiar way.
It’s called twice, with five arguments, none of these arguments point at the save data itself, but at the 360 byte blob at the end of the save file. I suspect that this process is actually decrypting some memory rather than hashing the save itself, the end result is that a CRC32 hash of a part of the save is extracted, then compared against. By hashing the save and providing the valid CRC32 in the result of a replaced XLiveUnprotectData we can get past this validation, allow us to load other people’s saves as well as letting us modify our saves.
For the new version of the wrapper:
- Multiplayer functionality of GTA IV is now forcefully disabled, to prevent usage of my wrapper to cheat in multiplayer. Yeah, sorry, I’m not going to encourage it.
- Protected buffers have slightly changed to better organize them, they are a single block of data rather than two now (this is only really useful if you’re writing a trainer for use with my wrapper).
- A new tool, CopyXLiveResources, is now provided to fix the invisible Games For Windows interface in-game. You do not have to use this tool if you do not want to.
- Save validation is now disabled, you can load any save. Note: This will not magically fix any form of corruption on your save files if they are corrupted.
Note: the save validation “feature” of this version of my wrapper now potentially makes it incompatible with any other game, and previous version of GTA IV. This version of the wrapper was made with GTA IV 1.0.1.0 in mind, if there are compatibility issues with previous versions I have no plans to support them.
XLive Wrapper (1.2.0.7) for GTA IV (1.0.1.0)
I have only tested my wrapper locally. There could be unforeseen issues that I have not expected, if you experience any bugs feel free to comment this post.

