Difference between revisions of "Talk:IMG archive"
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[[User:Seemann|Seemann]] ([[User talk:Seemann|talk]]) 18:55, 31 October 2020 (UTC) | [[User:Seemann|Seemann]] ([[User talk:Seemann|talk]]) 18:55, 31 October 2020 (UTC) | ||
− | ::Sorry, I probably should have checked the <code>CStreaming</code> class before posting this. I've been looking at the stripped iOS binary too long... Thanks for clearing this up. – [[User:Squ1dd13|Squ1dd13]] ([[User talk:Squ1dd13|talk]]) 17:34, 2 November 2020 (UTC) | + | ::Sorry, I probably should have checked the <code>CStreaming</code> class before posting this. I've been looking at the stripped iOS binary too long... Thanks for clearing this up. (FWIW, sorry about the original tone – I've just read it back and it sounds awful!) – [[User:Squ1dd13|Squ1dd13]] ([[User talk:Squ1dd13|talk]]) 17:34, 2 November 2020 (UTC) |
Latest revision as of 18:02, 2 November 2020
SA - Streaming size/archive size (IGNORE)
Why is it thought that there are two sizes in each directory entry? To me, the fact that the second size is always zero suggests that the two 2-byte size values are actually just one 4-byte value. If you read a 4-byte value there, you always get the same number as you would get by reading the first 2-byte value (by virtue of the fact that the second 2 bytes are always 0). Additionally, it would make sense for Rockstar to have used a uint32_t
for the size, because they used one for the offset. All my tools use a uint32_t
here and it has never caused any issues. – Squ1dd13 (talk) 20:37, 29 October 2020 (UTC)
- Game reads this as uint16.
.text:005B61E6 058 movzx eax, word ptr [esp+60] ; streaming size .text:005B61EB 058 mov ecx, CStreaming__ms_streamingBufferSize .text:005B61F1 058 add esp, 0Ch .text:005B61F4 04C cmp eax, ecx .text:005B61F6 04C jle short loc_5B61FD .text:005B61F8 04C mov CStreaming__ms_streamingBufferSize, eax