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Xbox halo sp .map to mp .map HELP!!!!

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i know its possilbe to (port) single player maps to multi-player i just need some help doing it!!! heres some .xbe info (strings) my friend said you would have to know the command strings to do it so here''s what i found ((PLEASE HELP)) // Note: This source is compatible with MSVC 6.0 or higher, and is public domain. // ****************************************************************** // * standard typedefs // ****************************************************************** typedef signed int sint; typedef unsigned int uint; typedef char int08; typedef short int16; typedef long int32; typedef unsigned char uint08; typedef unsigned short uint16; typedef unsigned long uint32; typedef signed char sint08; typedef signed short sint16; typedef signed long sint32; // ****************************************************************** // * class : xbe // ****************************************************************** class xbe { public: #pragma pack(1) struct header { uint32 m_magic; // magic number [should be "XBEH"] uint08 m_digsig[256]; // digital signature uint32 m_base; // base address uint32 m_sizeof_headers; // size of headers uint32 m_sizeof_image; // size of image uint32 m_sizeof_image_header; // size of image header uint32 m_timedate; // timedate stamp uint32 m_certificate_addr; // certificate address uint32 m_sections; // number of sections uint32 m_section_headers_addr; // section headers address struct init_flags { uint m_mount_utility_drive : 1; // mount utility drive flag uint m_format_utility_drive : 1; // format utility drive flag uint m_limit_64mb : 1; // limit development kit run time memory to 64mb flag uint m_dont_setup_harddisk : 1; // don''t setup hard disk flag uint m_unused : 4; // unused (or unknown) uint m_unused_b1 : 8; // unused (or unknown) uint m_unused_b2 : 8; // unused (or unknown) uint m_unused_b3 : 8; // unused (or unknown) }m_init_flags; uint32 m_entry; // entry point address uint32 m_tls_addr; // thread local storage directory address uint32 m_pe_stack_commit; // size of stack commit uint32 m_pe_heap_reserve; // size of heap reserve uint32 m_pe_heap_commit; // size of heap commit uint32 m_pe_base_addr; // original base address uint32 m_pe_sizeof_image; // size of original image uint32 m_pe_checksum; // original checksum uint32 m_pe_timedate; // original timedate stamp uint32 m_debug_pathname_addr; // debug pathname address uint32 m_debug_filename_addr; // debug filename address uint32 m_debug_unicode_filename_addr; // debug unicode filename address uint32 m_kernel_image_thunk_addr; // kernel image thunk address uint32 m_nonkernel_import_dir_addr; // non kernel import directory address uint32 m_library_versions; // number of library versions uint32 m_library_versions_addr; // library versions address uint32 m_kernel_library_version_addr; // kernel library version address uint32 m_xapi_library_version_addr; // xapi library version address uint32 m_logo_bitmap_addr; // logo bitmap address uint32 m_logo_bitmap_size; // logo bitmap size } m_header; struct certificate { uint32 m_size; // size of certificate uint32 m_timedate; // timedate stamp uint32 m_titleid; // title id uint16 m_title_name[40]; // title name (unicode) uint32 m_alt_title_id[0x10]; // alternate title ids uint32 m_allowed_media; // allowed media types uint32 m_game_region; // game region uint32 m_game_ratings; // game ratings uint32 m_disk_number; // disk number uint32 m_version; // version uint08 m_lan_key[16]; // lan key uint08 m_sig_key[16]; // signature key uint08 m_title_alt_sig_key[16][16]; // alternate signature keys } m_certificate; struct section_header { struct flags // flags { uint m_writable : 1; // writable flag uint m_preload : 1; // preload flag uint m_executable : 1; // executable flag uint m_inserted_file : 1; // inserted file flag uint m_head_page_ro : 1; // head page read only flag uint m_tail_page_ro : 1; // tail page read only flag uint m_unused_a1 : 1; // unused (or unknown) uint m_unused_a2 : 1; // unused (or unknown) uint m_unused_b1 : 8; // unused (or unknown) uint m_unused_b2 : 8; // unused (or unknown) uint m_unused_b3 : 8; // unused (or unknown) }m_flags; uint32 m_virtual_addr; // virtual address uint32 m_virtual_size; // virtual size uint32 m_raw_addr; // file offset to raw data uint32 m_sizeof_raw; // size of raw data uint32 m_section_name_addr; // section name addr uint32 m_section_reference_count; // section reference count uint16 *m_head_shared_ref_count_addr; // head shared page reference count address uint16 *m_tail_shared_ref_count_addr; // tail shared page reference count address uint08 m_section_digest[20]; // section digest } *m_section_header; struct library_version { char m_name[8]; // library name uint16 m_major_version; // major version uint16 m_minor_version; // minor version uint16 m_build_version; // build version struct flags // flags { uint16 m_qfe_version : 13; // QFE Version uint16 m_approved : 2; // Approved? (0:no, 1ossibly, 2:yes) uint16 m_debug_build : 1; // Is this a debug build? }m_flags; } *m_library_version, *m_kernel_version, *m_xapi_version; struct tls // thread local storage { uint32 m_data_start_addr; // raw start address uint32 m_data_end_addr; // raw end address uint32 m_tls_index_addr; // tls index address uint32 m_tls_callback_addr; // tls callback address uint32 m_sizeof_zero_fill; // size of zero fill uint32 m_characteristics; // characteristics } *m_tls; } **********************AND THIS PEICE OF INFO******************** file:///C:/Program%20Files/FlashFXP/xbe%20file%20format.htm

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There are no "command strings" in that code, just some datatype definitions and a class prototype.
You need to gain much more programming experience before attempting something like this yourself
No offense, though!

-Nik

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Yeah, those are just the data structures for the map format, but none of the loading code is there. You're not really asking for "some help", you're asking for someone to write the converter for you. That's not what these boards are for.

EDIT: Apparently this is the third time you've asked this. The reason you never got the reply you're looking for is because you're too stupid to understand what you're asking. Go somewhere else please.

~CGameProgrammer( );

Screenshots of your games or desktop captures -- Post screenshots of your projects. There's already 134 screenshot posts.

[edited by - CGameProgrammer on February 21, 2004 12:47:39 PM]

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I don't know where you got that code from but it's useless, it's just a description of the Xbox executable, it has nothing to do with Halo or maps or "command strings" (whatever the hell you mean by that).

Stop asking this question because you're not gonna get an answer.

------------
- outRider -

[edited by - outRider on February 21, 2004 1:08:40 PM]

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