If you're not already familiar with typical byte level representations of data types, I'd suggest looking into it. In terms of the other files, it's best to use a hex editor (I use XVI because it's very light) and then try to establish a file structure by looking for patterns, doing some logical hypothetical structures and seeing if it fits. In terms of the main executables it's best to use IDA or similar. Certainly you wouldn't want to start random editing of a PE. But I only really found this useful for the mission files. For example you edit some bytes and the game errors out with "Invalid Starting Cash for Player 3", well then you know what those bytes do. With the mission files, because of the way they're structure and interpreted, forcing the game to crash can actually be insightful and useful. I honestly can't tell if you're being idiotic or sarcastic here, AmigaBot.Īctually, and I hate to say this, there is some truth to what he says.
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