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  1. #17
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    Ultimarok is offline
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Quote Originally Posted by Philymaster View Post
    I finally know where the offsets are stored.

    The SVAR file structure has N offset tables (N saved as UInt8 at 0x7). Starting from 0xC there are N main entries, which are 8 bytes long and have the following structure:

    0x0 - UInt8: main entry ID
    0x2 - UInt16: main entry chunks
    0x4 - UInt32: main entry offset table offset (Yeah the offset of the offset table)

    Each offset table consist of 3 parts:
    1. 2 bytes for each chunk (Don't know for what atm)
    2. 8 bytes for each chunk (unique id and something different)
    3. 8 bytes for each chunk (offset of chunk, elements, datatype)

    So if we have C chunks, the offset table would have a size of 2C + 8C + 8C.

    I don't know how to read it out 100% with a editor, but I was able to do it myself for the resources offset. Found it in Ultimarok's and my save. The unique id was the same, so we need to share those ids for now. :p
    I don't know what most of that means, but it seems interesting and like we're one step closer to being able to save edit this game with an editor! It'll just take a little work is all. Thanks for this important info.

    By the way, I am on a retail Xbox 360, just so you know. I do not have a modded one, so I can't help much for anything that may require it.

    I gotta go to sleep for now since I work a double shift tomorrow starting early in the morning... BLAH!

    Here is my fresh save with NO title updates, but it does have one DLC though: (I hope it helps)
    Attached Files Attached Files
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  2. #18
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    Philymaster


    Philymaster is offline
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Thanks for the save, found the resources straight away.
    I'll shortly describe how to get the offset, so we can share unique IDs and can post relative offsets based on that.

    I use SVAR 4 for example, because it's the most important.

    1. Get main entry count. It's saved as UInt8 at 0x7. We have 4 main entries, but we only look at the first one, since it has the most chunks.

    Offset 1st main entry: 0xC
    Offset 2nd main entry: 0x14
    Offset 3rd main entry: 0x1C
    Offset 4th main entry: 0x24

    2. Get the chunkAmount. It's saved as UInt16 at 0x2 in an main entry. Means for us it's 0xC + 0x2 = 0xE.

    3. Now we are searching for the unique ID of resources chunk, which is 0xCC4B45C3.

    4. If we found it, we add (chunkAmount * 8) to it to get to something like (Could be different for you, of course):
    00 00 F1 D0 00 3B 02 00

    The structure is:
    OO OO OO OO EE EE DD ??

    O = Chunk offset
    E = Chunk elements
    D = Element datatype

    D values:
    0 = Boolean
    1 = Int32
    2 = UInt32
    3 = Float
    4 = Int8
    5 = UInt8
    6 = Int16
    7 = UInt16

    size in bytes = E * sizeof(D)
    in my case: 0x3B * 4 = 0xEC

    Hope this helps :)
    Last edited by Philymaster; 10-11-2015 at 01:12 PM.


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  4. #19
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    Ultimarok is offline
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    I will help you with this once I get home, if you don't mind, Philymaster. I still have to work a second shift tonight. I should be back by around 10:00pm-12:00am in U.S. Central Time Zone, so translate that to your time zone.

    Also, before I go back to work, I just want to say thank you VERY much to you and amany for contributing and helping us all out with this. We all really appreciate it! :-)

    Off I go, back to the daily grind...
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    Remember to take it sleazy and stay epic!

  5. #20
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    whatnever is offline
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    I love the metal gear series like mgs1 was my favorite game from the series. mgs3 was good also surprised how it remained at somewhat the leve the original was at.

  6. #21
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    I hope everyone is getting a little excited here, because we just found some more things that we didn't know could be edited earlier (I won't say what :p ), just as a little teaser. ;-)

    We are learning as we go and it's a fun experience sometimes, even though hex editing can sometimes be tedious and repetitive. But for a game like this, it's worth it! (Well, that and exercising our brains.)
    Downloads : 18 || Uploads : 2 || Rep Power : 5050 || Posts : 336 || Thanks : 133 || Thanked 83 Times in 34 Posts


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    Remember to take it sleazy and stay epic!

  7. #22
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    Babouche is offline
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    Re: Metal Gear Solid V: The Phantom Pain Community Modding Research Thread

    Hello guy's
    Thank you very much for your excellent job!
    But, Do you know where to find the data to change the level of the mother base's teams and additionally those of countdown time by using the hex editor?

 

 
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