[Closed] SVR2006 hacking...

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nikethebike

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Prinsto said:
hey guys,

i am also trying out some stuff in hctp, svr05 and svr06. i saw the post about the model sizes (http://s4.zetaboards.com/Old_Skool_Reunion/single/?p=8184860&t=9433235) and i can't get it done.

could you explain it to me for the filesize: 000A4000

i have the following:
XX XX ?? 0A

so XX XX for the model settings (attire and model number) and i think the 0a part is also right. but i can't figure it out. i tried C4 for ??, but it doesn't work properly (model doesn't appear correctly).

i would appreciate it a lot if you would help me out ;)

thanks for your time :)

best regards,

Franz from Germany
The size in the header is how many blocks of 800 bytes in hex (2048 bytes in decimal) that is needed to fit the entire model.

In hex (Hx):
Hx000A4000 / Hx800 = Hx148

Converted to decimal value:
Hx000A4000 = 671744
671744 / 2048 = 328
328 = Hx148

148 => 01 48
...hex always written in reverse...
48 01

...so...

XX XX 48 01
 

AKI Man

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Prinsto said:
With this method, I was able to import SvR2011 models without problems (you can import whole originals .pacs file from SvR2011) and to import wrestler mods from OSR, that was originally made for SvR10 and SvR11.

So yes: It's possible to easily make your dream roster in SvR06 with the amount of great wrestler mods here at OSR.
:game: :celebrate:

Thats awesome news man. Great to hear a positive development in this.
 

Prinsto

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nikethebike said:
The size in the header is how many blocks of 800 bytes in hex (2048 bytes in decimal) that is needed to fit the entire model.

In hex (Hx):
Hx000A4000 / Hx800 = Hx148

Converted to decimal value:
Hx000A4000 = 671744
671744 / 2048 = 328
328 = Hx148

148 => 01 48
...hex always written in reverse...
48 01

...so...

XX XX 48 01
Thanks, this was something I tried.

But when I look at the first PAC of ch.pac (rock) it has the filesize of 0x0004E800

So I divide it with 0x00000800
0x0004E800 / 0x00000800 = 0x0000009D

But in the actual header it is set to 04E1. How is this possible?
 

HARDX36

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Prinsto said:
nikethebike said:
The size in the header is how many blocks of 800 bytes in hex (2048 bytes in decimal) that is needed to fit the entire model.

In hex (Hx):
Hx000A4000 / Hx800 = Hx148

Converted to decimal value:
Hx000A4000 = 671744
671744 / 2048 = 328
328 = Hx148

148 => 01 48
...hex always written in reverse...
48 01

...so...

XX XX 48 01
Thanks, this was something I tried.

But when I look at the first PAC of ch.pac (rock) it has the filesize of 0x0004E800

So I divide it with 0x00000800
0x0004E800 / 0x00000800 = 0x0000009D

But in the actual header it is set to 04E1. How is this possible?
try multiply the size by 100 and then add 1 and use a hex calculator, btw dont select the empty bytes at the end of the file
 

Prinsto

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can you please make an example? and why not the empty bytes? x-packer ends the pacs on full 1000 or 800 on purpose.
 

HARDX36

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if you want to calculate the size of the pac do that:

(size of the pac / 100) + 1

using your example:

0x0004E800 / 0x00000100 = 0x000004E8
0x00004E8 + 1 = 04E9

the size you get here is different to the size of the header because you are selecting the empty bytes too
 

Prinsto

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HARDX36 said:
if you want to calculate the size of the pac do that:

(size of the pac / 100) + 1

using your example:

0x0004E800 / 0x00000100 = 0x000004E8
0x00004E8 + 1 = 04E9

the size you get here is different to the size of the header because you are selecting the empty bytes too
thank you, man!

finally, i understand it :) thanks everybody for your help :)
 
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