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How are you guys reading the actual code?


tsanford01

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I have all the popular tools unreal explorer, HxD, Notepad++...How the heck do i see the actual code after decompressing and unpacking? And on an unrelated note but to not spam forum...I have a highly modified .exe with skill tree changes, camera mods, etc..Is there anyway to extract the difference from my mod compared to my original backup to publish it for others?

 

Great work guys! Thanks in advance ) :thumbsup:

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Nevermind feeling a little retarded this morning..I knew I had done this before but been away playin GW2. No need to post open the whole .upk stupid :biggrin:

 

Could still use a solution to getting my mods that i hexed in and used reshacker to install.

 

Thanks Again

Edited by tsanford01
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OK so i do need help, Sorry for the spam. I found entries in UE how do i find the correct hex value in the hex block? Darn you forget this stuff easily if you don't keep plugging away at it..Any help would be great

 

 

 

 

 

 

 

 

 

 

______DISREGARD ENTIRE POST, BACK IN THE GROVE NOW__________

Edited by tsanford01
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What exactly do you mean ?

 

The decompiled code you see is just the hexblock translatet into a somewhat better to read format

Ue uses a Bytecode interpreting language, like java or .net

Its heavly driven by the upk format for referencing

The hexcodes for the code you are looking at are mostly tokens + data (there are other things but they shouldnt be too intresting for you atm)

All we are doing most of the time is chaninge variables ( switching a value to another) or manipulating the control flow(changing jump conditions)

Someone postet a list if i remember correct, where most of the tokens were listed

Eliot also postet some pretty intressting stuff about the upk serialisation and other things on his site

 

If you know some of the tokens you can start fiddel with em

e.g.

if you know 07 means a conditional jump

and you know 06 means an unconditional jump

 

you look at the bytecode, and search for the part which looks like the if statement you have seen in the decompiled script

after some time looking around you can get some informations out of it, like jumps seems to be followed by a value which defines where the jump will lead to (dont try to change the value without a clue what you are doing, eliot postet the solution somewhere if i remember corect ;) )

 

doing something like this over and over again and you will slowly reverse the bytecode, by gathering informations about it, piece by piece

 

Fortunal for you, people like eliot allready did the heaviest work :)

 

 

For you other problem, just decompress the original upks

put your altert and original upks into the same folder and get your favorite diff tool

the differences will be your upk changes

 

on the binary you should be able to do the same, if there are only mods to the defaulcoregame.ini you can just strip the file with ressource hacker

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