[THAW] [XBOX 360] Debug Options [Save Modding]

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TNT
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[THAW] [XBOX 360] Debug Options [Save Modding]

Post by TNT » Sun Oct 31, 2010 1:08 pm

THAW 360 Debug Options
Tyler McCreless (%TNT%)

Note: I was never going to release this, but found the file backed up on a disk and decided to post it.

Note II: If anyone is interested in actually doing this, and encounters problems; I'll post a step-by-step tutorial to fixing the checksums on 360. I was hoping that anyone who wanted to do it could figure out the checksums.

Video:

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http://www.youtube.com/watch?v=DlzFhdKSybU
Prerequisites:
- A way to transfer saves
- Knowledge of the THPS 360 Checksum (TUTORIAL @ TNTHPS.US)
- Microsoft Xbox 360 Checksum Key Generating Capabilities

1. Open the raw save in hex workshop and search:

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0C32FE88A80D20000000000000000000000000000000FF00000800
2. Change the last byte to 01:

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0C32FE88A80D20000000000000000000000000000000FF00000801
3. Insert knowledge of 360 checksums here.

4. Resign / Rehash

The Debug Options are now availible in the pause menu.
Last edited by TNT on Sat Apr 11, 2015 4:55 pm, edited 1 time in total.
http://TNThps.us - THPS Xbox 360 Mods/Tutorials, Original Xbox Mods, Playstation 2 Codes/Files, Gamecube Mods, THUGPro Mods!!

Morten1337
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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by Morten1337 » Sun Oct 31, 2010 3:30 pm

I think you can just use Modio to fix the checksum? I'm not sure..

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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by TNT » Mon Nov 01, 2010 4:07 pm

I don't think so, see an Xbox 360 save is assembled in one file like:

ProfileData
SaveFile
Padding

So there is a checksum specifically for the THPS save, which is different than on pc and ps2, but similar in that it can be generated by hex workshop if you play with it for a little bit.

BUT, the Microsoft checksum is based on the entire file, including the THPS save, which includes the checksum. So you have to repair the THPS checksum in the middle of the save, without touching the profile data or the padding.

Once you do that, you can resign / rehash to fix the Microsoft checksum.

Modio would have to know where the thps save started in the middle of the 360 save, and where it ended to be able to repair it, and then it would have to resign / rehash, which I doubt it can do.
http://TNThps.us - THPS Xbox 360 Mods/Tutorials, Original Xbox Mods, Playstation 2 Codes/Files, Gamecube Mods, THUGPro Mods!!

%.gone.
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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by %.gone. » Thu Nov 04, 2010 4:48 am

@tnt
could you upload "cas_xen.pak.xen" for me. I think xen is the 360 extension.
Thanks in advance.

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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by TNT » Thu Nov 04, 2010 12:59 pm

I actually cannot, as I sold the game a long time ago. I just came across this in a text file on my pc so I posted it.

HOWEVER, if you're just interested in playing with the files, I have the THPG 360 demo on my pc and I can rip files from it.
http://TNThps.us - THPS Xbox 360 Mods/Tutorials, Original Xbox Mods, Playstation 2 Codes/Files, Gamecube Mods, THUGPro Mods!!

%.gone.
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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by %.gone. » Thu Nov 04, 2010 3:56 pm

All is good I'll locate it somewhere else.
I was really just interested in the StructItemScript, which are found inside cas_???.pak so I could confirm the guessed datatype for the 360.

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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by TNT » Fri Nov 05, 2010 4:22 am

Are you sure you don't want the thpg pak files?

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animsaves.pak.xen
career_gaps.pak.xen
cas.pak.xen
cas_career.pak.xen
cas_common.pak.xen
cas_common_f.pak.xen
cas_common_g.pak.xen
cas_common_i.pak.xen
cas_common_s.pak.xen
cas_decks.pak.xen
cas_f.pak.xen
cas_g.pak.xen
cas_i.pak.xen
cas_pros.pak.xen
cas_s.pak.xen
cas_sounds.pak.xen
cutscene_infos.pak.xen
dbg.pak.xen
dbgq.pab.xen
dbgq.pak.xen
frontend_anims.pak.xen
global_ad_tex.pak.xen
global_env_tex.pak.xen
global_ped_tex.pak.xen
global_rails.pak.xen
goal_infos.pak.xen
goal_infos_f.pak.xen
goal_infos_g.pak.xen
goal_infos_i.pak.xen
goal_infos_net.pak.xen
goal_infos_s.pak.xen
grid_control.pak.xen
levelselect.pak.xen
mocap_anims.pak.xen
modelviewer.pak.xen
multiplayer.pak.xen
perm_anims.pak.xen
qb.pab.xen
qb.pak.xen
qb_f.pab.xen
qb_f.pak.xen
qb_g.pab.xen
qb_g.pak.xen
qb_i.pab.xen
qb_i.pak.xen
qb_s.pab.xen
qb_s.pak.xen
rigger_pieces.pak.xen
http://TNThps.us - THPS Xbox 360 Mods/Tutorials, Original Xbox Mods, Playstation 2 Codes/Files, Gamecube Mods, THUGPro Mods!!

%.gone.
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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by %.gone. » Fri Nov 05, 2010 6:58 am

Well I suppose it wouldn't hurt to have a look inside them. If you don't mind uploading them.

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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by TNT » Sat Nov 06, 2010 2:47 pm

http://TNThps.us - THPS Xbox 360 Mods/Tutorials, Original Xbox Mods, Playstation 2 Codes/Files, Gamecube Mods, THUGPro Mods!!

quazz
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Re: [THAW] [XBOX 360] Debug Options [Save Modding]

Post by quazz » Sat Nov 13, 2010 12:10 am

0C32FE88A80D20000000000000000000000000000000FF00000800
The above bolded hex bytes are in my THAW, THP8, and THPG 360 saves, but not the rest of it. Therefore, I don't know what byte to change. :ugeek:

For example here is my THPG save:

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0c 32 FE 88 A8 0D 20 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 1C 00 00 00 80 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 60 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

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