for the sat part works fine just go up and down u just never lose them stays green and if u really need it.
and for rift its 04 hahha
thx for save 8 ball was 5 sec to look at! yes! works!
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for the sat part works fine just go up and down u just never lose them stays green and if u really need it.
and for rift its 04 hahha
thx for save 8 ball was 5 sec to look at! yes! works!
We threaded now!
Version Alpha 3 boasts threading for an all around smoother exeperience as well as being more informative about the read process in general.
Next releases should begin expanding the availiable options, I'm thinking soldiers next since it's relatively quick compared to mapping down all the items.
As usual the editor comes with no gurantees or promises, well, it won't set fire to your pc, but on the of chance it does: haha!
.Net Framework 4.5 required.
So, ran into a problem with the new editor. Might be just me, but I get an exception every time I try to open something. (File-open) and I can't go on to select a file.
could not load type
'System.Runtime.CompilerServices.IAsyncStateMachin e' From assembly
'mscorlib, Version=4.0.0.0. Culture=neutral.
PublicKeyToken=b77a5c561934e089'.
Spoiler contains the details of the exception.
nice work!
The error is caused by not having the 4.5 .net framework installed which is located:
Here
Update your.net framework and it should be fine. Also, I wasn't able to find much information on what file types are used to open the saves. But, the decompressed saves are unnecessary with 8ball's Save editor all you need is the save file itself, I didn't know this so, just letting anyone else know ahead of time.
Yeah .Net 4.5 is needed here, I may retract that later after I analyse the speed difference between that and 3.5 (which is built into Vista+), I did mention it a few posts back but guess I forgot this time, surprised it even executed really, normally it would throw a fit.
There aren't any file types really, you have the standard CON file used to store files made on-console (hence, CON) which is an STFS container and then you just have the raw unbridled save data which doesn't have a format name. I take the con, run it through ISOlib which has functions for handling STFS, send it to fairchilds toolkit for decompression, load the decompressed file into a buffer then parse some of the details of interest into editable form.
The saving is just writing to a buffer, writing said buffer to a file, comrpessing the file and then injecting the rebuilt one into the CON and having isolib sign the file so the xbox is happy.
I originally planned to support already decompressed saves but thats such a nuisance I took it out, you either use a CON or you don't use it at all.
The library really makes this a walk in the park.
In other news I've started work on the soldiers, the datas all loading fine and I'm just working out the smaller details, specifically what values to load of interest, some of the more important ones are strings representing enumerations, may get a bit messy modifying those, resurrections certainly possible though, as is promotions and class jumps.
Dude, your friggin awesome. Thank you so much for all the time your putting into this :)
For some reason I couldn't get it to work.