******************************The MythTFL Hexing Guide******************************* ************************************ by: Strat... =O ********************************* ************************************ 1997-2001 ********************************* ************************************ Version 1.0 ********************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* *************************** Using this on Bungie.net could get you "LOCKED" YES I SAID LOCKED!!!!!!!!!******************************************** ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ************************* DOCUMENT FOR EDUCATIONAL USE ONLY ! ! ! ! ! ! ! ! !***************************************************** ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ***************************YOUR ACOUNT CAN BE LOCKED FOR USING THIS ! !********************************************************** ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ***************************I AM NOT RESPONSIBLE.************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ******************************************Intro********************************************** I have, over the past four and a half years, done an extensive amount of editing all parts of the Myth game, and about ninety nine percent of this was in a hex editor. Anyways, this guide isn't for maps, but for the Myth preference files. Particularly the Bungie.net and Networking files. This guide is to be used for educational purposes only. I take no responsibility for your actions with this information. I have gathered this information not to damage b.net in any way, or to break any rules. Only to furthur explain the working of the Myth game. This information can be fun however to use on tcp/ip games. *************************************Myth Hex Reference********************************** Bytes: 0D - Used in Myth to indicate "next line" Kind of like a comma read in stli's when there is a list of unit names. Each 0D seperates one name, from the next. This can also be used to create layers to a players name, and do many other great and exciting things. FF - Can make that little text 'box' character in your hexes. Great for the background of the first letter of your name in Myth. ************************************************************************************************ **************************************BUNGIE.NET****************************************** ************************************************************************************************ The main purpose of this part of the document is to tell people about how b.net logs your account on to their servers, and how you can bust into b.net rooms that are full. ***The File*** 00000000 6275 6E67 6965 6E65 7400 0000 0000 0000 bungienet....... 00000016 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000032 7072 6566 6275 6E67 0000 0001 0001 8004 prefbung........ 00000048 0000 0040 0000 0148 0000 0000 6D79 7468 ...@...H....myth 00000064 6D65 7263 7572 792E 6275 6E67 6965 2E6E mercury.bungie.n 00000080 6574 0000 0000 0000 0000 0000 0000 0000 et.............. 00000096 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000112 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000128 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000144 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000160 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000176 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000192 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000208 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000224 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000240 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000256 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000272 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000288 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000304 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000320 6D79 7468 7466 6C2E 636F 6D21 0000 0000 mythtfl.com!.... 00000336 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000352 6D79 7468 7466 6C2E 636F 6D21 2121 2100 mythtfl.com!!!!. 00000368 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000384 000C 0017 0001 61ED ......a. ***The Header*** Well, what can I say, its the header. Read the header info in the networking section if you really want to know more about the first 64 bytes of this file. Header=bytes 0-63. ***The Server*** Well, this is the addy myth connects too to get you on bungie.net. Most peoples prefs say user.bungie.net. However, recently, while bungie.net for tfl was down, I (Strat) found the mercury server, which is the server user.bungie.net redirects to, and made a pref patch that let many of us get onto b.net an hour and half before it officially opened. Either addresses work. The server's address is byte 64-not sure what its length limit is. ***All those Zeros*** I'm not sure what the 00's up to byte 319 are really for. I assume they have something to do with loging on, but I really have no idea. Not of much importance though I am assuming. Wait, I shouldn't say that...they are probably very important, I just don't know it ;). ***Login Name*** This is bytes 320-351. It is your login name you use to get on bungie.net. ***Password*** This is bytes 352-383. It is the password for your login. If you choose to remember your password, you will also have this tag after your password: ".reat" (ascii). ***The Room*** Mistic recently pointed out to me that each room on b.net has its own port on the server. Although it has nothing to do with hexing this, I just felt I'd add it in. You know how sometimes you really want to get into ranked, but its always full? Well, if you hex byte 387 in your bungie.net pref file, you can get into rooms that are full. What you are doing is changing the room that you were last recorded to be in. I will not list the byte id's of every room because I don't want to make it too easy for Bungie to be pissed at me. I'll give you a big clue though, count in hex on the list of rooms, and you'll probably get it right. If you have to keep guessing, then go for it. Just remember to write it down once you get in. This is the only other thing I am going to touch on in this file. Now on to the great networking. ********************************************************************************************* ******************************************Networking************************************** ********************************************************************************************* The networking is probably the most interesting and most commonly edited of all the Myth pref files. This is where the players name, game name, team name, game options, etc. are stored. ***The File*** 00000000 6E65 7477 6F72 6B69 6E67 0000 0000 0000 networking...... 00000010 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000020 7072 6566 6E65 7477 0000 0002 0001 8004 prefnetw........ 00000030 0000 0040 0000 0134 0000 0000 6D79 7468 ...@...4....myth 00000040 526F 6C6C 7920 506F 6C6C 7920 4477 6172 Rolly Polly Dwar 00000050 6620 4865 6164 7300 0000 0000 0000 0000 f Heads......... 00000060 49D5 6C6C 2044 616E 6365 204F 6E20 596F I.ll Dance On Yo 00000070 7572 2047 7261 7665 0000 0000 0000 0000 ur Grave........ 00000080 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000090 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000A0 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000B0 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000C0 0001 0002 0000 0034 0000 4650 7468 6869 .......4..FPthhi 000000D0 0002 0010 DEAD FFFF DEAD BEEF 0000 0000 ................ 000000E0 0000 0000 0000 0000 0000 0000 7FFF FFFF ................ 000000F0 0D7D 0000 0000 0000 2CF7 6BAF 22CB 50E1 .}......,.k.".P. 00000100 0100 0000 FFFF 0000 0001 FFFF 0000 0000 ................ 00000110 0000 0000 0000 0000 0000 0000 000A 0000 ................ 00000120 5C69 4B69 6E67 2053 7472 6174 6D61 6E00 \iKing Strat. 00000130 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000140 5C69 4261 6E64 204F 6620 4779 7073 6965 \iTha Ginyu Force 00000150 7300 0000 0000 0000 0000 0000 0000 0000 s............... 00000160 2827 4CCC 1709 0000 8CCC 7B5D 547B 0000 ('L.......{]T{.. 00000170 496E 6574 Inet ***The Header*** The header is the first 64 bytes of the Networking file. The first 32 of these bytes is the description of the file. It does not effect the way the file acts in Myth. After that comes the tag catagory. These are bytes 32-35. For all of the pref files, this will be pref. Bytes 36-39 are the specific file tag for the networking pref. It's tag is, as you can see, netw. If this were changed, the file would no longer have any effect on what it is assigned to in the game. After that are various things that are in every myth file. This includes the filesize, the tag "myth", and a location marker that shows what the files place would be in a .gor. ***The Game Name*** The next 32 bytes of the file is the game name displayed when a player hosts a game. The game name is bytes 64-95. You can edit your game name in a hex editor, so that it appears the way you want in myth. You may have seen games before with names that take up two lines instead of one. This is because people use the byte 0D in their hex. Here's an example of how the 0D byte works in this instance: 00000064 0D52 6F6C 6C79 2050 6F6C 6C79 2044 7761 .Rolly Polly Dwa 00000080 7266 2048 6561 6473 0D2D 5374 7261 7400 rf Heads.-Strat. In the game, this would look like: Rolly Polly Dwarf Heads -Strat There's not too much you can do with the game name, except make your game name longer than Myth allows you to do in their regular options dialog. ***Map Name*** This is 32 bytes (96-127). Myth copies the name of the map being played on the players host from the map's stli file, and places the name in the pref file. Why is this needed? Well, there could be many reasons, by I have yet thought of none that would be worth putting down. It can be fun to mess around with, although, on b.net, like a lot of neat hexing tricks, it is pretty much useless. Example: 00000096 49D5 6C6C 2044 616E 6365 204F 6E20 596F I.ll Dance On Yo 00000112 7572 2047 7261 7665 0000 0000 0000 0000 ur Grave........ ***Bytes 128-191*** For now, these 64 bytes remain but a mystery. If anyone knows what they do, well, please, feel free to let the world know. To me, it looks like empty space, but then again, I've thought that about many parts of this file which ended up being something amazing. Example: 00000128 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000144 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000160 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000176 0000 0000 0000 0000 0000 0000 0000 0000 ................ *The Game Password: (160-191) Never mind, never mind...I do know something. Bytes 160-191 is the game password. Heh, this should be in game options, but I don't feel like redoing everything I've already done about it being 80 bytes, ect, ect. You can make a longass password in 32 bytes though. ***The Game Options-80 Bytes of Hell*** Here is the new stuff which I've been promising. Some of its kind of complex, but I tried by best to work it out. Good luck :). While we have figured out most of this part of the file, there are still some bytes who's uses remain undiscovered. However, that is only for the time being. The Options (bytes 192-271): 00000192 0001 0000 0000 E004 0000 0708 7468 6869 ............thhi 00000208 0002 000D 8D8F FFFF 0004 C684 0000 0000 ................ 00000224 3489 4300 0000 0000 0000 0000 7FFF FFFF 4.C............. 00000240 0000 0000 0000 0000 E7BE 7030 22CB 50E1 ..........p0".P. 00000256 0400 0000 FFFF 0000 0001 FFFF 0000 0000 ................ *Byte 199: Single or Net? This is the byte that chooses to use either single or net maps. I'm not sure exactly what bytes set it which way, but I know the following work: 84 = single 14 = net *Byte 195: Game Type Well, the game type is 195, and here's a list of the types and their bytes: 00:Body Count 01:Steal the Bacon 02:Last Man on the Hill 03:Scavanger Hunt 04:Flag Rally 05:Capture the Flag 06:Balls on Parade 07:Territories 08:Captures 09:King of the Hill 0a:Rugby 0b:None *Bytes 200-203 : The Game Time Limit The game time limit is four bytes, or a single long hex string. Here's how you can calculate your game time down to the second. First, start with the time you want your game to be. In this case, the game time is one minute. To make it a bit easier to understand, we will do five instead. First thing you do is take the number of minutes you want your game to be, and multiply it by 1800. Don't ask me why 1800. I really don't know...but it works every time. You will then get 9000 as your answer. You take this 9000, and use a base conversion tool. You can find one of these at download.com. I use the one included with Hex Workshop. It seems to work well. Convert 9000 from decimal, to a long hex string. The string you should get is "00 00 23 28". Now all you have to do is replace bytes 200-203 with "00 00 23 28", and your game time will be exactly five minutes. To get your answer to the second, well, common sense saya use proportions turn your seconds into fractions of a minute...in tenths-hundredths-thousandths of a minute..., and, well, common sense is right. You can also do negative game times, where the counter counts up. The one problem with this is that it doesn't work on b.net. The reason for this is because when you go to host a game, you are forced to press ok on the game options screen. This erases what you have hexxed from your prefs. We are looking for a way to bypass that dialog, if its possible. Formula: 1800(number of minutes)=X-->converted into long hex string. *Bytes 204-207: The Map Well, this one is quite obvious, heh. It is the tag of the mesh you are playing. thhi:grave.. ect..ect..:) *Bytes 210-211: The Player Limit Well, this is simpler than the time, but you will need your base conversion tool once again. All you have to do to come up with a player limit is convert the decimal number of players to a short hex string, and then put it in these bytes. Heh, unlike in the time, where you can hex a game for a whole year, in the player limit, you cannot get passed 16 as far as I know. Here's the player number and hex string for all of you who don't know how to convert the two: 1: "00 01" 2: "00 02" 3: "00 03" 4: "00 04" 5: "00 05" 6: "00 06" 7: "00 07" 8: "00 08" 9: "00 09" 10:"00 0a" 11:"00 0b" 12:"00 0c" 13:"00 0d" 14:"00 0e" 15:"00 0f" 16:"00 10" *Bytes 220-223: The Planing Time Alright, I'm confused to hell on this one. If this is confusing, it is because I am typing it out as I figure it out..both for a personal record, and for you to use. So far I know what if you take the number of minutes you want your planning time to be, and multiply it by 1800, then turn it into a short hex string, and replace only bytes 220-221 with that string, you will get that number of minutes. If you try anything in the next 2 bytes however, it goes nuts. Well, Alright. This one has stumped me. I know how to figure out a few times with the other time formula, and I know what bytes the planning time is, but as far as a solid formula like the one for the game time, I have none. I come up with completely different numbers when trying to figure them each time. If anyone knows, please feel free to let me know. *Note about Options* There is much more in the options than I have explained here. While none of it would be difficult to figure out, it would however take time. People have been asking me, when is this document coming out. Well, I say its in the works, which it has been for a long time. The problem is going through byte by byte of a file that does so much can take way to much time. Anyways, I'll continue to work on the options, and maybe someday update it with more info, but with what I've given you, if you can figure this out, I'm pretty confident you can figure the rest out yourself. In other words, I've given you the main idea of things. Everything else runs in this same pattern. All you have to do is figure out where they are :). ***The Player Icon*** Well, now we are getting to the most commonly hexxed parts of the file. The player icon, which apears before a players name is byte 285. You can change your icon in a hex editor by typing in different things. If you use a program such as amber or tahoe, along with a hex editor, and open up the nepi .256 file, you can find the bytes corrisponding with each icon in the file structure. This can be a little confusing though. Unless you want to completely hex our your icon, this is pretty useless. I don't believe there are any secret icons in myth, but as always, I could be wrong. After all, the admin graphic and the rank icons are stored in that same file :). ***The Player Name*** Probably the most commonly hexxed part of the networking file. This is bytes 288 to 318. I don't really need to explain much. You can use the 0D byte to layer your name, underline stuff, ect. And there are many, many other bytes that make different symbols for your name. You can also make your name as long as possible when you hex it, so that it completely fills up your colored bar. I've also heard that doing this makes it near impossible for admins to see your acct when they .score you. The name will overlap the acct in the .score. ***The Team Name*** Bytes 320-350. This works just like the player name. Nothing different in here, except that it is automatically italicized by myth. ***The Player Colors*** Colors are more complicated than the player and team name, but they are still fairly simple. The colors are bytes 352-367. The players primary color is bytes 352-357. Bytes 358-59 are the primary collection reference flags. The secondary color is bytes 360-365. Bytes 366-67 are the secondary collection reference flags. Here's how it works. For each of the colors, you have 6 bytes. In html, you often use hex strings to tell the browser what color to use. In Myth, it works the same way, only it is twice as detailed. Say an html color is "a1b4ee" In myth, you would put this in the six bytes "a1 a1 b4 b4 ee ee" Just repeating each byte, as you go along. The color reference tags are what give you a "color hex". If you replace these bytes with "ee ee", your player icon, and units will use the default colors listed in the unit's collection reference (core) file. This is why you see some people with red names, yet they have grey thrall. Many other things work besides the string "ee ee", but I know that works every time, so its easier. ***The Inet Tag*** The Inet tag just refers to the Inet bina file. This bina file contains information for the options dialogs in the game which effect the networking file. ***Networking Extra's*** *The Demo/cl/see everyone on overhead map hex. This is a hex a developed completely on accident when trying to work out the time formula. It won't work on b.net because of the forced game options screen when you go to host, but if you try to use these game options on a tcp/ip game, you will have very interesting results. Although you, and the other person who does not have the hex are playing on 1.3, there will be an icon in the corner of the screen that sais "1.0". You will be able to see each other from anywhere on the overhead map, and you will also be able to cl like on 1.0. The best part is, only the host needs the file. I'm pretty sure I just accidently changed some random stuff. This can also be done by taking game options out of a 1.0 film. In 1.0 films, you have that same icon in the corner, and in a film you can see everyone on the overhead. Anyways, here's the hex: 00000192 B3FB 23BB 38B5 B509 38B5 35B5 08B5 35B5 ..#.8...8.5...5. 00000208 30BB 535B 5305 335B 53B3 0B85 3B53 B3B0 0.S[S.3[S...;S.. 00000224 0000 0000 0000 0000 0000 0000 7FFF FFFF ................ 00000240 0000 0000 0000 0000 E7BE 7030 5688 8D56 ..........p0V..V *The Admin Hex Although, this hex does not work, does not give you an admin icon, or admin powers, I found it interesting because it gives you some information about an admins name and the little symbol they have...not that it is of any use to a player. I have made the admin nameless for security reasons, but here is their hex: 00000272 0001 3DA9 0000 0000 0000 0000 0040 0320 ..=..........@. 00000288 424E 4120 5858 5858 5858 5858 5800 A0E1 BNA XXXXXXXXX... 00000304 D1E1 F55C 6262 5C69 E1D0 E100 0000 0000 ...\bb\i........ 00000320 5858 5858 5858 582E 2E2E 2E00 0000 0000 XXXXXXX......... 00000336 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000352 FAD7 FBBA EAFA 0000 8CCC 04AE 04AE 0000 ................ What I find strange is the string "A0 E1 D1 E1 F5 5C 62 62 5C 69 E1 DO E1 00" after the X's. The X's are the only things that show up on the name, yet bytes 302-315 are all filled with this mysterious string that seems to do something. I am pretty sure these have something to do with either the admins symbol, or some kind of flags recognized by the b.net server which lets them use admin commands. I am however, unsure. *Hex Stealing Method 1: Play a game with people. Save the film. Afterwards, open the film in your hex editor. I like to copy from the @ sign, 83 bytes forward, then paste it back into my networking. It will perfecnt copy anyones name, colors, and icons. Method 2: Open the IP packets from the b.net server. This can be done, if you know how...I do not however. ***Networking Resources*** I have included by old networking hexing guide to help people along. There are some longer explanations for some of the more simple things in this document. Hope this helps to all of you "confused ones". ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ****************OLD NETWORKING HEXING DOCUMENT BY Strat*************** ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* *Note, some information may be wrong and outdated. ************************************Name Hexing 101************************************ ************************************ by Strat ********************************************* ************************************ 7/6/99 ******************************************** ************************************ v 1.0 ********************************************* figure 1: 00000000 6E65 7477 6F72 6B69 6E67 0000 0000 0000 networking...... 00000010 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000020 7072 6566 6E65 7477 0000 0002 0001 8004 prefnetw........ 00000030 0000 0040 0000 0134 0000 0000 6D79 7468 ...@...4....myth 00000040 526F 6C6C 7920 506F 6C6C 7920 4477 6172 Rolly Polly Dwar 00000050 6620 4865 6164 7300 0000 0000 0000 0000 f Heads......... 00000060 49D5 6C6C 2044 616E 6365 204F 6E20 596F I.ll Dance On Yo 00000070 7572 2047 7261 7665 0000 0000 0000 0000 ur Grave........ 00000080 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000090 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000A0 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000B0 0000 0000 0000 0000 0000 0000 0000 0000 ................ 000000C0 0001 0002 0000 0034 0000 4650 7468 6869 .......4..FPthhi 000000D0 0002 0010 DEAD FFFF DEAD BEEF 0000 0000 ................ 000000E0 0000 0000 0000 0000 0000 0000 7FFF FFFF ................ 000000F0 0D7D 0000 0000 0000 2CF7 6BAF 22CB 50E1 .}......,.k.".P. 00000100 0100 0000 FFFF 0000 0001 FFFF 0000 0000 ................ 00000110 0000 0000 0000 0000 0000 0000 000A 0000 ................ 00000120 5C69 4B69 6E67 2053 7472 6174 6D61 6E00 \iKing Strat. 00000130 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000140 5C69 4261 6E64 204F 6620 4779 7073 6965 \iTha Ginyu Force 00000150 7300 0000 0000 0000 0000 0000 0000 0000 s............... 00000160 2827 4CCC 1709 0000 8CCC 7B5D 547B 0000 ('L.......{]T{.. 00000170 496E 6574 Inet ***Intro*** In order to follow allong with this, you will need a basic knowledge of using your hex editor. I will put the byte numbers in decimal form and hex to make it easier. You can find your networking prefs in your myth/tags/local/pref folder. Open this file up with your hex editor. You should see something like what is above. This is not a complicated hex, but i will include more difficult ones later. ***The Header*** The header is the first 64 bytes of the Networking file. The first 10 bytes of the header is a description of what the file is. After this, there is 22 bytes of 00, or nothing. The next 8 bytes is the files tag. The first 4 is the type of file, which is pref. These first 4 bytes of the tag usually corrispond with the folder they are played in inside of your local folder. The second 4 of the 8 bytes is the files tag. For this file, the networking pref, it is netw. This works kind of like a species name. First the general catagory, pref. Then the more specific one, netw. The next 8 bytes in the networking pref, I believe have something to do with the file's size, but I'm not exactly sure. The rest of the header is just about the file size, type, and stuff like that. The header ends where is sais myth. ***The Game Name*** The next 31 bytes are the name of the players host game. The default is Rolly Polly Dwarf Heads. You will see this a lot on newbie games. This is where you can really start hexing. To start out, you need to know the 2 most important effects when hexing. These are hex strings 0D and FF. I will start with FF since it is very simple. FF is the hex string you use to get that filled box type thing in your name. You simple place the FF wherever you want. It's just like using a regular text character. The 0D string is a little more complicated. This is how you use layers of text in your hex. Whenever you see someones name that is underlined, or a game name with 2 or 3 lines in it, that person is using the 0D string. Here's a basic example of a game name using an 0D string: figure 2: 00000040 0D52 6F6C 6C79 2050 6F6C 6C79 0D44 7761 .Rolly Polly.Dwa 00000050 7266 2048 6561 6473 0000 0000 0000 0000 rf Heads........ You can see the 0D string twice in the game name. Once at the begining, which isn't required, and one after Polly. The first 0D is not nessesary. People ofter put it in their names to eliminate the ... after their name, but it't not needed in a game name. The second one is the one which does all the work. Here is what the game name without the 0D would look like in Myth... figure 3: Rolly Polly Dwarf Heads Here it is with the 0D string... figure 4: Rolly Polly Dwarf Heads You notice that when using the 0D string, it puts your game name on 2 lines, instead of one. You can add more 0D's if you would like, and have up to 3 lines visable from outside your game. You cannot excede 31 bytes though. Make sure not to use that 32n'd byte either. Even though it's a 00, it is meant to stay blank. Here is an example of a game name using both the 0D, and the FF hex strings... figure 5: In editor: 00000000 0DFF 526F 6C6C 7920 506F 6C6C 790D FF44 ..Rolly Polly..D 00000016 7761 7266 2048 6561 6473 0000 0000 0000 warf Heads...... In Myth: Rolly Polly Dwarf Heads After the Game Name comes the name of the map preset in your prefs. I'm not really sure what the meaning of this is because the map should just read the name from the stli, but it's there. I have tried editing it, and it really doesn't change anything. The game will just change it back when you go to play. It looks someting like this: figure 6: 00000060 49D5 6C6C 2044 616E 6365 204F 6E20 596F I.ll Dance On Yo 00000070 7572 2047 7261 7665 0000 0000 0000 0000 ur Grave........ After this, there is about 64 bytes of 00. I'm not sure if any of these have any meaning. I think they are just spacers. After this, we move on to the next section. ***The Game Options*** This part of the prefs is not oftenly hexxed, and to tell you the truth, even I know almost nothing about it. I'm going to try and lay out what I can though. For this we are going to start out with a new networking pref model to work with. figure 7: 00000000 6E65 7477 6F72 6B69 6E67 0000 0000 0000 networking...... 00000016 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000032 7072 6566 6E65 7477 0000 0002 0001 8004 prefnetw........ 00000048 0000 0040 0000 0134 0000 0000 6D79 7468 ...@...4....myth 00000064 5C69 5374 7261 7427 7320 4761 6D65 0000 \iStrat's Game.. 00000080 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000096 49D5 6C6C 2044 616E 6365 204F 6E20 596F I.ll Dance On Yo 00000112 7572 2047 7261 7665 0000 0000 0000 0000 ur Grave........ 00000128 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000144 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000160 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000176 0000 0000 0000 0000 0000 0000 0000 0000 ................ 00000192 0001 0003 0000 0000 0000 7E90 7468 6869 ..........~.thhi 00000208 0003 9010 B655 FFFF 0006 B658 8403 0000 .....U.....X.... 00000224 0000 0000 0000 0000 0000 0000 7FFF FFFF ................ 00000240 0D7D 0000 0000 0000 2CF7 6BAF 22CB 50E1 .}......,.k.".P. 00000256 0500 0000 FFFF 0000 0001 FFFF 0000 0000 ................ 00000272 8000 0002 0000 0000 0000 0000 000A FFFF ................ 00000288 5C69 DC4B 696E 67FF 5374 7261 74DD 0D20 \i.King.Strat.. 00000304 5F5F 5F5F 5F5F 5F5F 5F5F 5F0D 20F7 F800 ___________. ... 00000320 5C69 4261 6E64 204F 6620 4779 7073 6965 \iBand Of Gypsie 00000336 7300 0000 0000 0000 0000 0000 0000 0000 s............... 00000352 1A16 3FFF 0442 ADBF AEEE 9060 6322 FAFA ..?..B.....`c".. 00000368 496E 6574 Inet The game options, I beleive start at the 192nd byte. I only know 4 thing's for sure at this time. There will probably be more later. Bytes 204-207 is the map currently being played, or, it's mesh tag. The mesh tag for I'll dance on your grave is thhi, so, there you see a thhi. Byte 209 is the Difficulty level. The different difficulties are as follows: 00 - Timid 01 - Simple 02 - Normal 03 - Heroic 04 - Legendary Byte 211 is the player limit. This can't be more than 16. Byte 215 is the team max. The limit for this varies, depending on the map. As for the rest of the game options, which I beleive to end at byte 174, I really have no idea. I do know that if you mess around with them and just put in random stuff, you can get some pretty weird time limits. For example, I entered some random numbers and got a time limit of -41061. Pretty weird, heh. The oddest thing about this was that 41061 didn't show up anywhere in the hex. I believe it is calculated using some kind of weird math equation, and maybe someday someone will figure this out, but who knows. Bytes 224-260 I have absolutely no clue about. I'm going to work on them some more, but I really have absolutely no idea what they are for yet. Now we move on to what everyone wants to get to. ***108 Bytes of Fun*** Here's where the part everyone want's to know about starts. I have come to a conclusion that a players exact name hex is included in bytes 260-367. This includes the players icon, name, team name, and colors. On every networking pref I've seen, it's always in this 108 bytes. There are some things in here which I am not yet sure of, but most of it, I know pretty well. The rest of this file will be about these 108 bytes, so, here it is. The first 24 of the 108 bytes are still unknown to me, but I'm sure they have some kind of intersting use. byte #285 is where the fun really begins. ***The Player Icon*** Byte 285 tells what player icon a player has. Every player icon has its own hex string. These are given to the icon acording to what order they are in the .256 file which contains them. My icon, for example, is 0A. It wouldn't be hard to figure out the string for every icon, but I don't feel like going through every one at this time. The next 2 bytes after that are also still a mystery. ***The Name*** And now, what you've all been waiting for. The players name. There's really not much left to be explained here because it has been explained already in other sections. The players name is 31 bytes long, and goes from byte 288-319. There are many odd little text characters in myth which can be used in a name. You just have to keep trying things out untill you find something you like. The cool thing about a name is that when you use the 0D string, instead of puting another line underneath, it puts a line in the background of your name. This is how many people have their names underlined, or have a (FF string) behind certain letters in their name. Most people can get hexxing their name after working with it for a little white. There are many intresting ways to hex your name. One example is to make your name normal in italics (/i), and then use 0D to but a background and repeat your name in bold (/b). This will give your name a shadow-like effect. Now we move on to the team name. ***The Team Name*** This ones going to be pretty short. The team name is also 31 byes long, and goes from bytes 320-351. It works just like the name, only this is the name that shows up at the top of your name when you cap a team. I've seen some pretty interesting team name hexxes, but I prefer mine to stay a simple italic name. ***The Colors*** This is the final chapter in this guide. I'm sure all of you have seen someone with 3 colors instead of 2. They usually have a bright green, and two other colors. Some may have even seen someone with 4. These are usually a bright green, light blue, and two other colors. You only see the second of the two colors when they talk in a game if they have 4. This is called a color hex. This can be a little confusing to explain, because when I hex my colors, I just enter random things. The color data is 16 bytes long, and is in bytes 352-368. Really, to most people this will look like a bunch of nothing. Really, there is a lot here. Colors in myth work kind of like colors in html. The difference is, myth colors have a more exact hex name. For example, a hex string for a color in html would be a3b4ee. In a myth file, it would be a3a3b4b4eeee. This is to give a more exact description of the color. The first 12 of the 16 bytes I belive they players regular colors. The last 4 bytes have something to do with having more than the 2 colors. There is a common mistake when people talk about a color hex. Players don't actually have 3 or 4 colors. They are actually enabling myth to use the core files for units in multiplayer games. The bright green and light blue are kind of like the variable colors in myth. You will see these a lot when veiwing unit graphics and icon graphics. What this means is that when your using a color hex, instead of your units being the colors you choose, you will have units like the ones from crows bridge and bagrada. This means red and white warriors, grey thrall, purple soulless, yellow dwarfs, orange ghols, and maybe sometimes varrying a little. The last 4 bytes of the networking pref sais Inet. This refers to a bina file with the tag Inet. This is just a little about game dialogs and stuff like that. Nothing for editing here. ***Conclusion*** I've tried to take you byte by byte through the networking pref file. I hope this will help people out who want to work with hexing and stuff. That's all for now. -Strat ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* ****************************End Old Networking Document****************************** ********************************************************************************************* ********************************************************************************************* ********************************************************************************************* *********************************************************************************************