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Everything posted by exrxixxx
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Donwload MLB TV v1.1 and everything will be done automaticly. Read further warning in mlbtv v1.1 advertisment picture
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There are 2 separate blocks - on the left is popup stat "batter intro" which can't be reproduced On the right main scoreboard is easy to make
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The way you have purchased it doe not matter. Games publishers buys Securom service (or better to say Securom writtes a code for game producer) for all game versions - PC-DVD, PC-Steam..... It does not necesseraly company/service Securom, it might be ... Alcatraz Alpha-ROM / Alpha-DVD CD-Cops CD-Lock CD-Protect CopyLok / CodeLok CrypKey DBB DiscGuard DVD-Cops FADE HexaLock LaserLock / LaserLock Marathon LockBlocks Phenoprotect ProtecDISC CD (ProtectCD) ProtecDISC DVD (ProtectDVD-ROM) ProtecDISC Video (ProtectDVD-Video) Ring PROTECH / ProRing Roxxe SafeDisc v4 / SafeDisc v3 / SafeDisc v2 / SafeDisc SafeCast SecuROM / SecuROM Business Edition SmarteCD / Smarte SoftLock Solidshield StarForce SVK Protector (SVKP) TAGES / Tagès The Copy-Protected CD The Bongle .... in all cases it costs money for game manufacturer to use game protection service
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We are not hacking it. Just sharing info how it works. By knowing more people get more clever (less stupid) *** What Is SecuROM? SecuROM is a popular digital rights management software. Digital rights management software is included in some games in order to prevent piracy, and it comes in a variety of forms. Some games simply require that the player insert a serial key at installation, while others make more active attempts to verify the authenticity of the game by performing checks while the game is being run. Currently SecuROM is extremely popular with software developers, and it can be found protecting some of the best games on the market, such asFallout 3 and Crysis. If you're a gamer, you're probably going to run into it sooner or later. And considering the potential restrictions the software can put on your experience, it is important to understand what SecuROM does before buying a game which uses it. How SecuROM Works At its core, SecuROM works by checking the density of data being read from a disk. Normally, data density of data accessed from a DVD would degrade from the inside of the DVD to the outside of the DVD, but SecuROM allows a vendor to add a specific pattern to the degradation of data density. If that pattern isn't found, then SecuROM will determine that the DVD is not valid and the game won't operate. This means that the large majority games which use SecuROM will require that the disk be in the drive whenever the program is used. SecuROM is a modular program however, which means that different vendors can add different restrictions on the way a program can be used. One of these restrictions is online activation. If online activation is enabled, SecuROM will have to verify the authenticity of the software being used with a server whenever the program is installed. In some cases, SecuROM will also authentic the program online whenever the program runs. This is meant to ensure that the version of the program being used is an authentic copy, without any modifications that might attempt to bypass SecuROM. Obviously, having this option activated will mean that you'll need to be online to install and/or run a program. Another restriction that can be enabled is a restriction on the number of activations. If this is enabled, an activation will be used up every time the program is installed. If the number of activations exceeds the limit, then the program can't be installed again. Typically the activation limit can be reset, but only if the customer contacts the vendor's customer service. Other restrictions such as limits on the amount of time a program can be used, or the number of times a program can run on a single activation are also available. These restrictions however, aren't commonly used in games. Problems With SecuROM SecuROM - like any other software - isn't perfect. Bugs exist in any program. And since SecuROMprotects software, any bug related to SecuROM tends to disable the program SecuROM is protecting. Controversies have sprung up regarding several recently released games, such as the PC release of Grand Theft Auto IV, due to problems with SecuROM. For example, many people who have purchasedGTA IV for the PC have run into problems with the online activation process, and they have also ran into errors which prevent the game from launching after it has been installed. More problematic is the potential for damage to a PC as a whole. Players of The Sims 2 and related expansions have reported problems with their PCs after installing the SecuROM-protected game, including instability, disabling of software and hardware capable of burning CDs, and interference with anti-virus programs. These problems tend to be relatively rare, and it is difficult to pin down whySecuROM is causing these issues. Some have accused SecuROM of installed a rootkit, but evidence backing up that accusation remains thin. Should I Buy a SecuROM-Protected Game? It is ultimately up to you to decide if the potential problems presented by SecuROM will prevent you from purchasing a game. Many games protected by SecuROM work fine, and there are alsoSecuROM protected games which use relatively tame versions of the software. Fallout 3 for example, only performs a DVD check. Considering the number of very good games which are protected by the software, you will probably at some point decide that the trade-offs are worthwhile, but before purchasing any game that usesSecuROM, do your home-work. Remember that activation limits - if implemented - will probably interfere with your ability to run the game years down the road, and that online activation will be difficult to deal with if you don't use an always-on internet connection or your are installing on a laptop which isn't wirelessly connected.
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Uninstalling Securom Components probably will only lead to uniability to run the game. I really do not know exactly what components are installed, but thinking logically system should be as follows: - MBl2K12.exe and paul.dll has a lot of data which probably is needed to access CD-ROM, not directly as it would be easy to track and hack, but though various windows services and processes like Kernel and through it's pwn installed with the disc. Basicly it is encrypted data that check for the products autentification. I do not know why there is an option to uninstall those compenets separately as they should be uninstalled anyway during game uninstallation, but anyway this can;t help us anyhow as mlb2k12.exe when you run it, the first thing is checking authetication with CD.
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Can't be fixed. Pitch slower
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ty ty, yeah just to have more options to everyones liking
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PITCHES BOX as in real in v4.0 (look at the picture) In v3.3 it was pitcher names for both teams
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Download link - page 1
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Did not try yet as was busy for a while
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Yes, you made it correct 4096x1024 - 00 10 00 04 I trully believe that things could be messed after that, as you have added twice more information to the file. Working with scoreboard, after increased slot's No, 49 size from 512x512 to 768x768, slots after No.49 becomes messed too, I have to mannually reimport later No. 54. 55. 56. 57. 58. 59. 60. But impossible to reimport 50, 51, 52, 53 as it will corrupt No.49. Will take a look to the clouds...
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QUESTION Well, it is mostly experimentation to help me learn as much as I can, and I was curious to see if that image from the hex editor showed any info regarding the size of that DXT1 image. What I wanted to try is to see how it would look if I took the rectangle which displays the Power/Contact data for the hitter, and made it larger. Then I was going to see if the text inside the rectangle automatically got larger as a result, and if it did not, I was going to ask whether making that text large enough to properly fill the larger rectangle would require a very difficult explanation. To give you a visual idea, I thought it would be interesting to see how your CSN scoreboard would look with an adjustment something like what you see in the attached image moving from the top version to the lower one. ANSWER To move the whole block: 4f708e - X coordinates 4f7092 - y coordinates 4f7096 - Z coordinates How to work with coordinates already explained few pages earlier BTW imo it looks very bad, I'd cut the fingers for such designer
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Ok, GLGLGL
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http://www.mvpmods.com/index.php?showtopic=54531
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Ty ty, Yes, I hope to make some ore scoreboards, unfortunately those which are left are pretty ugly imo...
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Hmmm..... If I only knew what and where the "3D Camera" was, or if I just knew how to determine whether size values exist for an object -- and if they do exist, how to identify them and change them to what I want them to be. This can not be described for all objects all together with a single word..This is very imdividual depending on object and various methods could be chosen depending on various factors (is it a single object, in group of objects, is it connected with other objects, etc,) For some objects size can be changed via DiffuseTint section,, for some not. Some are controlled with size values, some not All (or at least all) can be resized by changing distance from camera. Some can be resized by recalculating verticles, some not Some can be opened with Blender and resized, most of them not. And displaying size is never controlled in that DXT sectors we discussed earlier.
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Importing larger or smaller textures to the file will not change size of image that is diplayed on screen. Larger texture - more pixels in same area, better quality Smaller texture - less pixels in same area, lower quality. Size in pixels by any means can not describe the actual size of the object that will be displayed on your monitor, or newspaper or TV... Pixels - quality unit, not size unit **** How do I get that image to be proportionately larger to a specific percentage on the screen during gameplay? Decrease distance from "3D Camera" or change size values if they exists for that object
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If I understand correctly, you are confused by word "timing" ? If yes, then "timing" I use to describe if scoreboard is disspapearing after a hit or stays visible in all phases of the game, etc. So you have few options during installation process to choose which "timing" you want to use
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QUESTION Hey ex-- I was wondering how you go about changing the pre-defined size for any of the slots where a dds image goes in an iff file. For example, the location where you now have the CSN scoreboard's basic structure is 768 x 768 (you mentioned that you needed a wider image to make the thing easy enough to see). Just to share a frame of reference, when using the NBA/MLB Mod Tool this dds image I refer to fills slot 54:49 in the overlay_static_preload.iff file. Before you got started with this project, the dds image in that same spot needed to have dimensions of 512 x 512. Clearly you were able to change things so that the iff file now wants an image of 768 x 768 there. How did you do that? What steps would you take if you wanted to change the dimensions of a different slot in an iff file where a dds image goes? Thanks. ANSWER (At first I want to correct that I needed larger image for better quality (less pixalated), but not for "easier to see" - these are different things) *** This is my personal discovery and I have no idea if someone used that method before. First you have to find in any *.iff file (must be decompressed) where these sectors are. Easiest way is to hex-search for 44 58 54 35, what in latin letters would be DXT5. Those who tried modding some pics have to know that DDS images are compressed with DXT1 or DXT5 method usually, therefore you will meet these 44 58 54 35 in any *.iff which has textures inside. LEt;s analyze texture from SN scoreboard. If you know that when looking with NBA2Kmodtool scoreboard's main texture is in section 54, subsection 49, then it is the same when exploring the file with hex editor. We need to find 49th DXT from beggining of the file (it might be 48th or 50th actually, don't remember which one is correct, you'll find out it by testing). So, in our case the main scoreboards Identity is 77 A5 95 86 - this is the beggining of sector. Next we see compression method (green frames). Here we have DXT5 - 44 58 54 35. We can change those numbers to 44 58 54 31, what would mean DXT1. Or even can change to BMP, it would be 15 00 00 00. Data with blue frames is size. 2K Default sceboards has 512x512 here in that file, I changed texture;s size to 1024x1024 in SN Scoreboard. You can change that data to any size according to the following values (but note that you have to maintain picture ratio, if it is 512x26, then I really advise to change keeping aspect ratio - 1024x52, 1568x78, etc.). .... 40 00 - 64 px 80 00 - 128 px 00 01 - 256 px 00 02 - 512 px 00 03 - 768 px 00 04 -1024 px 00 05 - 1280 px 00 06 - 1536 px 00 07 - 1792 px 00 08 - 2048 px ... 00 0C - 3072 px ... 00 10 - 4096 px There some more data to control here, but if write it here, this post will look too complicated I afraid
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This could be very easy to change pictures inside global.iff, but if I do that it will require to change global.iff file everytime you chamge scoreboard (CSN to SN or FOX). To avoid that I change the shape of information that being displayed for round dots - by changing verticles data via hex editing I tell the file to dispaly only partial information which we see as squares, i.e. we see only about 60-70% of round yellow dots that are in global.iff
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Type number from 1 to 6 and hit Enter. Look what happens next and read further instructions
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I think I did not update correctly Batter Intro.iff file for SN Standard timing. Take that file from SN Permanent timing. Will update installer later
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Download link - 1st page
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Right now making installer for CSN and SN, will be in about in an hour I hope