Posts Tagged ‘File Formats’

Mass Effect 3 Save Editor

Wednesday, April 18th, 2012

Didn’t get around to posting about it here, my Mass Effect 3 save editor is available through my SVN builds:
http://svn.gib.me/builds/masseffect3/

More information can be found here:
http://code.google.com/p/me3tools/

Mass Effect 3 Coalesced.bin tool

Thursday, February 16th, 2012

Here’s a tool for to convert coalesced.bin into an editable (JSON) format (coalesce-*.zip).

It’s a command-line tool but you can drag&drop Coalesced.bin onto Gibbed.MassEffect3.Coalesce.exe to export to JSON (it’ll create a directory called Coalesced). Once you want to repack, simply drag the Coalesced directory onto Gibbed.MassEffect3.Coalesce.exe and it will create Coalesced.bin (overwriting the original if present, back it up!).

Reply if you have any questions, problems, comments, etc.

If you’re less technically inclined, Monochrome Wench has a tool for visually editing data in Coalesced.bin

FixZip: Modifying Dead Island pak files without hacking the engine DLL

Friday, September 9th, 2011

Download FixZip (revision 3).

X:\dead island\DI>"Y:\Gibbed.DeadIsland.FixZip.exe" -v -o DataEn.pak.orig DataEn.zip DataEn.pak
target hash is 9BAF71AA
actual hash is 13E3327B
base hash is BBE82F6D
generated 57154 bytes of magic
success! final hash of 9BAF71AA
size: 749047 -> 1966102
X:\dead island\DI>

If it crashes / doesn’t work, let me know!

Usage: (more…)

Borderlands Save Editor (Revision 10)

Saturday, October 31st, 2009

This editor is no longer being updated and does not support newer Borderlands patches. It is highly recommended that you use WillowTree# instead.

Newer build of my Borderlands save editor, fixes the problem with editing Roland (Soldier) saves, as well as several other minor changes and fixes.

Borderlands Save Editor

Download

If you encounter any problems (crashes, etc), feel free to comment this post.

Borderlands Save Editor (Revision 9)

Friday, October 30th, 2009

See new post for a new build.

Made an editor for Borderlands saves; seems stable enough for public consumption now.

Download

If you encounter any problems (crashes, etc), feel free to comment this post.

Left4Dead *.vpk Extraction Tools, Updated

Tuesday, July 7th, 2009

A newer build of my VPK tool. This fixes support for the newer VPK format that was introduced recently in Left4Dead.

Hacking Grand Theft Auto IV

Tuesday, December 9th, 2008

A week ago Grand Theft Auto IV came out for the PC, since then I’ve been trying to poke about at things, the first thing I saw that I wanted to try was to edit the save files.

I found the save files nestled in C:\Users\Rick\AppData\Local\Rockstar Games\GTAIV\savegames. You’ll likely find several subdirectories there, following the format of user_<16 byte Live user ID>. Under one of these directories you find files following the scheme of SGTA4<index>.

Taking a look at these saves, the data is unencrypted and in a very obvious format. Unfortunately you cannot directly edit them, GTAIV makes use of some hashing features built into xlive.dll (Games for Windows – Live).

There is a 360 (coincidence?) byte footer to each GTAIV save file — this makes up two blocks. A 296 byte block, and a 64 byte block. I’m not sure about the 296 byte block, but the 64 bit block is likely a hash of the save data.

I set an obvious way to try and edit the save data: change the amount of money you have.

Looking at the structure of the save data, the amount of cash you have is in the second block of data in the save (PlayerInfo), there appear to be two values for money — one is probably total cash while the other is current cash. They are 0x1EA and 0x1F2 bytes from the start of the save file (due to the structure of the file, these offsets are unlikely to change).

Out of all the attempts I made in trying to edit a save file — the one I ended up with was pretty much a massive hack. xlive.dll has some protections enabled that make tampering with a running game a bad idea (crashing, not functioning properly, among other things). I dug deep enough to discover that I could essentially break a part of xlive.dll to make it possible to modify GTAIV code. When GTAIV calls xlive.dll to do something (in this instance, hash a save file), xlive.dll does a check on the calling process to make sure it hasn’t been modified. The offending function is called XLivepVerifyAddress (xlive.dll+0xA6354, according to xlive.pdb ;-).

I broke this function (by making it always return 0), hooked the function that hashes save data (GTAIV.exe+0x18C180), a pointer to the save data being the first argument.

Starting the game with my changes (done at runtime, no modification to files of course, via loader + injected DLL), I load my game, something crashes (another thread, perhaps), the game continues to run fine. I save.

The end result?

A save file with its cash altered to $10,000,000, with a valid hash.

(shortly after purchasing a fancy hat with my new money in a relatively new game)

GCFScape now supports VPK archives

Monday, November 24th, 2008

GCFScape can be found here.

Left4Dead *.vpk Extraction Tools, now with UI

Friday, November 14th, 2008

A newer build of my VPK tool that now includes a UI. It also fixes handling of the ‘small data’ in the directory file that most *.vmt files were using instead of real files in one of the other package files. Please report any issues in comments, thanks. Edit: See this newer post for a newer build of tools.

The code for this is also now available on SVN.

Left4Dead *.vpk Extraction Tools Test

Thursday, November 13th, 2008

Here are some test binaries for extracting data from the *.vpk packages recently seen in the Left4Dead demo. Edit: See this newer post for a newer build of tools.

To use:

  1. Extract the *.dll and *.exe files to a directory, it doesn’t matter where.
  2. Click + dragdrop a _dir.vpk file onto Gibbed.Valve.ExtractPackage.exe.
  3. Files will be extracted to the directory the file you dragged is in, or the current directory if you invoke ExtractPackage in a console window.

I will probably get around to making a tool with a UI, but for now, this works. Source will also be provided pretty soon.

If any of you encounter any bugs please leave a comment here with information. This tool was tested with the most recent version of the Left4Dead demo, and may break with the full game files once it is out.