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GLoRY GuNz
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#1
01-05-2008, 10:47 AM   #1
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The hacking community so far...

Direct source Halomods.com

I AM NOT RESPONSIBLE FOR ANYTING THAT YOU DO, OR WILL HAPPEN TO YOU AS A RESULT OF READING THIS POST/THREAD

This post will be kept updated with the latest findings related to Halo 3 files. Currently:

Mon Sep 24, 2007 - Topic started.

Tue Oct 2, 2007 - Post re-organised and re-structured to allow for all findings to have a place within.

Wed Oct 3, 2007 - Updated .map header, and added more structures.

Fri Oct 12, 2007 - Updated .blf image stuff with header size and JFIF info, and also corrected .mapinfo header size based on same info. Added 'Engineer [beta]' to Applications list. Updated .map header with hash location.

Sat Oct 13, 2007 - .map header updated slightly.

Wed Oct 17, 2007 - Updated .map section with MapMagic and a mass of other structures.

Thu Oct 18, 2007 - Slight update to TagRef and LoneID structs. Corrected location of Locale pointers in matg.

Mon Oct 22, 2007 - Added 'Johnson' to the Applications list. Updated map layout overview.

Tue Oct 23, 2007 - Added in 'What's what' to .map section.

Sun Dec 09, 2007 - Added to map section: Scripts, Assets and Security sections, Locale codes, and 'Engineer'.

Note that code representations are done in C#, and so follow the C# syntax. This can be slightly confusing with the namings of some datatypes, so just to clear them up:

Int: 32bit integer, or 'long'.

String: ASCII/Unicode-encoded text of variable length.

Root -> maps -> images
File Extension: .blf
File Description: The body of these files is either in PNG, or JFIF format. The header has not yet been researched.
Extra: The JFIF file format is part of the JPEG family. The PNG and JFIF are also both recognised formats.
Structure:Code:
struct BLFImageFile
{
byte[] _blfHeader; // Len68
byte[] ImgBuffer; // Either PNG or JFIF
}

Contributors: Prey, LuxuriousMeat

Root -> maps -> info
File Extension: .mapinfo
File Description: The body of these files contain the name and description of the corresponding map (ie. salvation.mapinfo -> salvation.map), in the several different languages supported by the 360, along with an extra variation of Spanish. The header and footer have not yet been researched.
Structure:Code:
struct MapInfoFile
{
byte[] _blfHeader; // Len68
byte Zero1;
string EnglishName; // All strings are unicode. All are Len64
string JapaneseName;
string GermanName;
string FrenchName;
string SpanishName;
string LatinAmericaSpanishName;
string ItalianName;
string KoreanName;
string ChineseName;
byte[] Zero2;
string PortugueseName;
byte[] Zero3;
string EnglishDesc; // All strings are unicode. All are Len256
string JapaneseDesc;
string GermanDesc;
string FrenchDesc;
string SpanishDesc;
string LatinAmericaSpanishDesc;
string ItalianDesc;
string KoreanDesc;
string ChineseDesc;
byte[] Zero4;
string PortugueseDesc;
byte[] Zero5; // Len255
string InternalName1; // Len256
string InternalName2; // Len256
byte[] Zero6; // Varying length
string Word_eof; // Len4
byte[] Unk1; // Len269
}

Contributors: Prey, Tural

Root -> maps
File Extension: .map
File Description: These files, for example, contain within them all the content used within that specific level (ie. guardian.map will contain the textures used in Guardian). Although some "special" maps contain assets that are used within more than one map, and thus referenced by others. These special, or "shared" maps are unplayable (ie. shared.map). Everything is sorted into "tag" structures within the map file, and these tags each have a pointer to their defining properties, or 'meta' (ie. the Mauler weapon tag stores how much ammo it may carry at any one time). Other miscellaneous stuff that is contained includes the Locale tables, Scripts, etc.
Extra: These files are of the byte order 'Big Endian'. Also near all objects within are padded to 4096. The padding is calculated by doing (4096 - (ObjectSize % 4096)) % 4096.

What's what:
Code:
.map FileName | Corresponding Map
====================================
005_intro ----- Arrival
010_jungle ==== Sierra 117
020_base ------ Crow's Nest
030_outskirts = Tsavo Highway
040_voi ------- The Storm
050_floodvoi == Floodgate
070_waste ----- The Ark
100_citadel === The Covenant
110_hc -------- Cortana
120_halo ====== Halo
130_epilogue -- Epilogue
chill ========= Narrows
construct ----- Construct
cyberdyne ===== The Pit
deadlock ------ High Ground
guardian ====== Guardian
isolation ----- Isolation
mainmenu ====== Main Menu
riverworld ---- Valhalla
salvation ===== Epitaph
shrine -------- Sandtrap
snowbound ===== Snowbound
zanzibar ------ Last Resort
campaign ====== [Unplayable]
shared -------- [Unplayable]


General overview of map layout:
Header - Len12288

StringTableIndex - Padded

StringTable - Padded

FileTable - Padded

FileTableIndex - Padded

Assets..?

Meta

TagInfoHeader

TagInfo

TagClassIndex

IndexHeader

Unk

Meta

Locale Tables and Indices - Padded

Structures:
Header: The very first thing in the map file.Code:
struct Header
{
string WordHead; // Len4
int Version; // 11 For H3 Maps
int Filesize;
byte[] Zero1; // Len4
int IndexOffset; // Address
int VirtSegmentStart; // Guess
int VirtSegmentSize; // Guess
byte[] Zero2; // Len256
string BuildInfo; // Len32
short MapTypeIndex; // 0=SP 1=MP 2=MM 3=Shared
byte[] Unk1; // Len26
int StringTableCount;
int StringTableSize;
int StringTableIndexOffset; // Address
int StringTableOffset; // Address
byte[] Zero3; // Len4
int Unk2;
int Unk3;
byte[] Zero4; // Len24
string InternalName; // Len32
byte[] Zero5; // Len4
string ScenarioName; // Len256
int Unk4;
int FileTableCount;
int FileTableOffset; // Address
int FileTableSize;
int FileTableIndexOffset; // Address
int Checksum; // Every 4 bytes xor'ed together after the header
byte[] Unk5; // Len32 - Constant
int MapMagicBaseAddr;
byte[] Unk6; // Len128
byte[] Hash; // Len256
byte[] Unk7; // Len4
int MapMagicAddrMod1;
byte[] Unk8; // Len4
int LocaleTableAddrMod;
byte[] Unk9; // Len12
int MapMagicAddrMod2;
byte[] Unk10; // Len11120
string WordFoot; // Len4
}

StringTableIndex: Reached via StringTableIndexOffset found in the Header. Contains pointers to the starts of each string in the StringTable. They are in the same order as the strings, and are 4 bytes in length (int(32)) each time. They are also relevant to the StringTable (ie. string1's pointer will be 0, string2's pointer will be the length of string1 + 1 for the null terminator, etc).

StringTable: Reached via the StringTableOffset found in the Header. Comprised of ASCII strings, which are each ended with a null terminator (0x0).

FileTableIndex: Reached via the FileTableIndexOffset found in the Header. Follows the same structure as the StringTableIndex.

FileTable: Reached via the FileTableOffset found in the Header. Follows the same structure as the StringTable.

Index: Reached via the IndexOffset found in the Header.Code:
struct Index
{
int TagClassCount;
int TagClassIndexOffset; // Address
int TagCount;
int TagInfoOffset; // Address
int TagInfoHeaderCount;
int TagInfoHeaderOffset; // Address
int TagInfoHeaderCount2;
int TagInfoHeaderOffset2; // Address
byte[] Unk1; // Len4
string WordTags; // Len4
}
Extra: TagInfoHeaderOffset and TagInfoHeaderOffset2 are normally equal, and in those cases the second count is 0 (which, seeing as the count is always 0, may mean the value is completely depreciated.)

TagClassIndex: Reached via the TagClassIndexOffset found in the Index.Code:
struct TagClass
{
string Class; // Len4
string ParentClass; // Len4
string GrandParentClass; // Len4
int Identifier;
}


TagInfo: Reached via the TagInfoOffset found in the Index.Code:
struct Tag
{
short ClassIndex;
short Identifier;
int MetaOffset; // Address
}
Extra: ClassIndex references the TagClass at that index in the TagClassIndex.

TagInfoHeader: Reached via the TagInfoHeaderOffset(2) found in the Index.Code:
struct TagInfoHeaderItem
{
string Class; // Len4
int Unk1; // Len4
}


Magic
Addresses must have other modified addresses added/subtracted from them in order for them to point at their corresponding object in the map file.. opposed to in xbox memory. Current methods that have been found that calculate these "magic" values are as follows:

HeaderMagic: StringTableIndexOffset - HeaderLength (12288).
Usage In Header:
VirtSegmentStart -= HeaderMagic

StringTableIndexOffset -= HeaderMagic

StringTableOffset -= HeaderMagic

FileTableOffset -= HeaderMagic

FileTableIndexOffset -= HeaderMagic


MapMagic: MapMagicBaseAddr - (MapMagicAddrMod1 + MapMagicAddrMod2)
Usage In Header:
IndexOffset -= MapMagic
Usage In Index:
TagClassIndexOffset -= MapMagic

TagInfoOffset -= MapMagic

TagInfoHeaderOffset -= MapMagic

TagInfoHeaderOffset2 -= MapMagic
Usage In TagInfo:
MetaOffset -= MapMagic

Tag Meta
The meta of a tag is reached by following it's MetaOffset. Several structures exist inside the meta, here is a list of what you can expect: (Note that this list is currently incomplete)

TagRef: A reference to another tag. Code:
struct TagRef
{
string Class; // Len4
byte[] Zero1; // Len8
short Identifier;
byte[] Unk1; // Len2
}

LoneID: A reference to another tag, but only by ID.Code:
struct LoneID
{
short Identifier;
}

Reflexive: A pointer to a list somewhere else in the map file, or 'tag block'. The pointer is translated by subtracting the MapMagic. The count of items in the list is also included in the structure. These items are usually referred to as 'chunks', and it is also possible to get reflexives inside of chunks; these are normally referred to as nested or inner reflexives. Code:
struct Reflexive
{
int ChunkCount;
int Pointer; // Address
}


Locale Tables
To reach these, you must first go to the "matg - globals\globals" tag meta + 0x1C4, and then there will be 12 structures, one after the other, each holding information for a different language. The structure is as follows:Code:
struct Locale
{
int Count;
int Size;
int TableIndexOffset; // Address
int TableOffset; // Address
byte[] Unk1; // Len52
}

The addresses are translated by adding the LocaleTableAddrMod found in the Header. The TableIndex's structure is as follows:
Code:
struct LocaleTableIndex
{
int Unk1;
int StringIndex;
}

The TableOffset must be added to the StringIndex to point to the string in the map. The Table follows the same structure as the StringTable. The strings also contain with-in them 'codes', which are translated to images by the engine before being displayed on screen. The codes are as follows: (incomplete)
Code:
Start: EE848C20
A Button: EE848020
B Button: 20EE8481
X Button: EE848220
Y Button: 20EE8483


Scripts
To reach these you must first go to the only "scnr" tag meta, and read in the following:Code:
0x3E0 Int Table Size
0x3E8 Int Table Offset
0x3F4 Scripts Reflexive
0x4A4 ScriptSyntaxes Reflexive

The Script's chunks structure is as follows:Code:
struct ScriptChunk
{
string Name;
short ScriptType;
short ReturnType;
short ExpressionIndex;
short ChunkIndex;
byte[] Unused; // Len12
}

The ScriptType is an index into the following list:
Code:
enum ScriptType : short
{
Startup,
Dormant,
Continuous,
Static,
Stub,
Command_Script
}

And as is the ReturnType into this list:
Code:
enum ReturnType : short
{
UnParsed,
SpecialForm,
FunctionName,
PassThrough,
Void,
Boolean,
Real,
Short,
Long,
String,
script,
string_id,
unit_seat_mapping,
trigger_volume,
cutscene_flag,
cutscene_camera_point,
cutscene_title,
cutscene_recording,
device_group,
ai,
ai_command_list,
ai_command_script,
ai_behaviour,
ai_orders,
starting_profile,
conversation,
structure_bsp,
navpoint,
point_reference,
style,
hud_message,
object_list,
scenary,
effect,
unit,
looping_sound,
animation_graph,
object_definition,
bitmap,
shader,
UNK,
render_model,
structure_definition,
lightmap_definition,
game_difficulty,
actor_type,
hud_corner,
model_state,
value,
network_event,
value2,
unit_name,
vehicle_name,
weapon_name,
device_name,
scenery_name,
object_name
}

The ScriptSyntaxes' chunks structure is as follows:Code:
struct ScriptSyntaxChunk
{
short ExpressionID;
short Identity;
short ValueType;
short ExpressionType;
short SiblingPointer;
short SiblingIndex;
int ScriptStringOffset;
byte[] Value; // Len4
short Unk1;
short Unk2;
}

For now, further help with Scripts can be gained from the following Halo 2 resources: (Just keep in mind these were made for Halo 2, not Halo 3)
Soldier of Lite's Halo 2 Scripting Guide
xbox7887's Completed Script Database

Assets.. or 'raw'
Definite pointers and sizes have yet to be found for the assets, but this is a compilation of all the posts in this topic that may help us find them: (newest to oldest)
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research


Map Security
The map file is protected by a series of hashes, and only one/a select few know where they are and how to re-produce them (non-bungie employees that is). But they are keeping the knowledge to themselves. Whether or not they intend to one day release the info is unknown to me, but anyway here are the posts in this topic that may help the rest of us to figure it out: (newest to oldest)
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research
forums.halomods.com :: View topic - Halo 3 Retail Game Research

Contributors: Prey, Iron_Forge, Anthony, shade45, LuxuriousMeat

Applications - Things you can download
Currently released applications that open at least one of the above:

4.
Name: Engineer
Allows editing of maps and shit
Click here to be redirected to post + download

3.
Name: Johnson
Author(s): Prey
Version: 1.3
Released: Mon Oct 22, 2007
Description: Can open map files, files from the 'images' folder, and files from the 'info' folder. Main purpose is to aid research into the map file, so expect lots of conveniences.

Download: Binary, Source


1.
Name: Mango
Author(s): Prey
Version: 1.0
Released: Mon Sep 24, 2007
Description: Can open files from the 'images' and 'info' folders, as well as .map files.

Download: Binary, Source

E
Feel free to post any of your findings in this thread (of course related to Halo 3 files), and if I deem appropriate: I'll update this post with your research and add your name to the appropriate Contributors list(s).

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Last edited by GLoRY GuNz; 01-05-2008 at 04:52 PM.. Reason: Needs work
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#2
01-05-2008, 02:38 PM   #2
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uhm....what....
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#3
01-05-2008, 02:42 PM   #3
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Quote:
Originally Posted by markzombie View Post
uhm....what....
Lol yea it's pretty complicated stuff, only some will understand it:)
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#4
01-06-2008, 12:09 AM   #4
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i do it is familiar territory from my days of modding in halo 2
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#5
01-06-2008, 01:42 AM   #5
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so they finally have created a way to mod halo 3 and edit maps...

not long until you should be able to make weapons and such probably...

lol and also glitch to hell and back again...
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#6
01-06-2008, 10:24 AM   #6
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Uhm no you cant actually play mods yet, you can edit the maps...you always could..you can mod any game any time using the most basic programs like HEX editers but in halo 3 we can mod maps but we can't resign them and the xbox 360 also checks for any hash changes so when you make modded disk you will have to have a flashed drive in the first place then the maps wont load because they arent resigned and even if we can resign them we have to find a way round the hash which is pretty much impossible
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#7
01-06-2008, 01:10 PM   #7
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knowing how smart people are they will figure it out soon...

i mean there are probably 1,000's of people trying to figure it out right now...
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#8
01-06-2008, 06:43 PM   #8
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Quote:
Originally Posted by nielsss View Post
Uhm no you cant actually play mods yet, you can edit the maps...you always could..you can mod any game any time using the most basic programs like HEX editers but in halo 3 we can mod maps but we can't resign them and the xbox 360 also checks for any hash changes so when you make modded disk you will have to have a flashed drive in the first place then the maps wont load because they arent resigned and even if we can resign them we have to find a way round the hash which is pretty much impossible
I met someone on bungie.net (cough cough roofus's friend, ill find gamertag he asked me not to reveil his name though so idk) and he informed me and showed me pictures of him hacking recon, so you are wrong:)
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#9
01-06-2008, 07:12 PM   #9
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Getting the recon armor isnt map based its account based, account hacking is different to map modding.
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  01-06-2008, 10:41 PM   #10
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Thats an ol' big Fing list.
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