Post: Maybe 3 Steps Foward To Modding Black Ops' "patch_mp.ff "
06-08-2011, 01:27 AM #1
Daddy
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Ok Black Ops Has Been Hacked On Xbox Several Times And People Have Made Several Ways To Do It *ON XBOX* . Even If You Search Google , Anyone That Asks For A Modded patch_mp.ff Is Automatically A Leech. PS3's BO patch_mp.ff Uses RSA Encryption Which Is The HARDEST ( If Im Not Mistaken ) Code To Crack. Even Cryptologist's Have A Hard Time Cracking This.

I Was Doing A Little Research And I Stumbled Upon Which May Help Alot Of People ( EXPERTS ) In Cracking The Code. RSA Uses 3 Steps- Key Generation, Encryption, And Decryption

Key Generation
Key generation
RSA involves a public key and a private key. The public key can be known to everyone and is used for encrypting messages. Messages encrypted with the public key can only be decrypted using the private key. The keys for the RSA algorithm are generated the following way:
Choose two distinct prime numbers p and q.
For security purposes, the integers p and q should be chosen at random, and should be of similar bit-length. Prime integers can be efficiently found using a primality test.
Compute n = pq.
n is used as the modulus for both the public and private keys
Compute φ(n) = (p – 1)(q – 1), where φ is Euler's totient function.
Choose an integer e such that 1 < e < φ(n) and gcd(e,φ(n)) = 1, i.e. e and φ(n) are coprime.
e is released as the public key exponent.
e having a short bit-length and small Hamming weight results in more efficient encryption - most commonly 0x10001 = 65537. However, small values of e (such as 3) have been shown to be less secure in some settings.[4]
Determine d = e–1 mod φ(n); i.e. d is the multiplicative inverse of e mod φ(n).
This is often computed using the extended Euclidean algorithm.
d is kept as the private key exponent.
The public key consists of the modulus n and the public (or encryption) exponent e. The private key consists of the private (or decryption) exponent d which must be kept secret.
Notes:
An alternative, used by PKCS#1, is to choose d matching de ≡ 1 mod λ with λ = lcm(p − 1,q − 1), where lcm is the least common multiple. Using λ instead of φ(n) allows more choices for d. λ can also be defined using the Carmichael function, λ(n).
The ANSI X9.31 standard prescribes, IEEE 1363 describes, and PKCS#1 allows, that p and q match additional requirements: be strong primes, and be different enough that Fermat factorization fails.


Encryption
Alice transmits her public key (n,e) to Bob and keeps the private key secret. Bob then wishes to send message M to Alice.
He first turns M into an integer m, such that 0 < m < n by using an agreed-upon reversible protocol known as a padding scheme. He then computes the ciphertext c corresponding to
c = me (mod n).
This can be done quickly using the method of exponentiation by squaring. Bob then transmits c to Alice.


DECRYPTION
Alice can recover m from c by using her private key exponent d via computing
m = cd (mod n).
Given m, she can recover the original message M by reversing the padding scheme.
(In practice, there are more efficient methods of calculating cd using the pre computed values below.)


All We Need Is The Key If We Know This...

The **KEY** Facts
1. Medium Efficient Keys Are 1024
2. High Effeciency Keys Are 2048 Bits
--BUT--
The RSA Recommends More Than 2048 Bits For Your Keys You Want To Be Private More Than A Few Years.
3. With every doubling of the RSA key length, decryption is 6-7 times times slower.
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Originally posted by another user
"The absolute minimum size for n is 2048 bits or so if you want to protect your data for 20 years. [...] If you can afford it in your application, let n be 4096 bits long, or as close to this size as you can get it."


How To Find A RSA Encryption Key With Open SSL
Summary
This article describes how to decrypt private key using openssl.
When a private key is encrypted with a passphrase, you must decrypt the key to use it to decrypt the SSL traffic in a network protocol analyzer such as Wireshark..
To identify if a private key is encrypted or not, view the key using a text editor or command line. If it is encrypted, ‘ENCRYPTED’ appears in the first line.
Example:
-----BEGIN RSA PRIVATE KEY-----
Proc-Type: 4,ENCRYPTED
DEK-Info: DES-CBC,84E01D31C0A59D1F
If this key is sent to a network protocol analyzer to decrypt an SSL trace, the decryption cannot happen because the actual key itself is encrypted, and a decrypted private key is needed for that operation.
Procedure
To decrypt the private key, use the following command.
openssl rsa -in <Encrypted key filename> -out < output file name>
Example:
root@NS_1# openssl rsa –in enc.key -out dec.key
Enter pass phrase for enc.key: -> Enter passphrase and hit return
writing RSA key
root@NS_1# cat dec.key
-----BEGIN RSA PRIVATE KEY-----
MIIBOgIBAAJBAMSREjcq8SgzJmMcmObnMMHLYOdslNFwJImuMDG+L/ED5qOJ/oah
--
--
-----END RSA PRIVATE KEY-----
root@NS_1#
Notice that it does not say ‘ENCRYPTED’ anymore.


-------------------------------------------------------------------------------
Once We Have Found The Decryption Key Which We WILL Do, We Still Will Need To Decompress The Patch. These Are The Offsets

For Multiplayer patch_mp.ff
typedef struct{
char unknown0[96]; //0x0000
__int32 isSightInWithTime; //0x0060
char unknown100[72]; //0x0064
float MapState1; //0x00AC
float MapState2; //0x00B0
float MapState3; //0x00B4
float MapStateDead; //0x00B8
float MapStateDead2; //0x00BC
char unknown192[4]; //0x00C0
__int32 Flags; //0x00C4
__int32 isReloading; //0x00C8
char unknown204[56]; //0x00CC
float Leaning; //0x0104
char unknown264[48]; //0x0108
__int32 State; //0x0138 1 Default 4 running 7 sprint
char unknown316[52]; //0x013C
__int32 weaponSelect; //0x0170
char unknown372[68]; //0x0174
__int32 clientNum; //0x01B8
__int32 clientNum2; //0x01B8
char unknown444[48]; //0x01BC
}PlayerSnap_t;

struct WeaponTm
{
int tm_sec; /* seconds after the minute - [0,59] */
int tm_min; /* minutes after the hour - [0,59] */
int tm_hour; /* hours since midnight - [0,23] */
int tm_mday; /* day of the month - [1,31] */
int tm_mon; /* months since January - [0,11] */
int tm_year; /* years since 1900 */
int tm_wday; /* days since Sunday - [0,6] */
int tm_yday; /* days since January 1 - [0,365] */
int tm_isdst; /* daylight savings time flag */
};

struct Trace
{
char z_crap[16];
float fraction;
char z_crap2[8];
WORD solid;
WORD allsolid;
int entityNum;
int unknow;
char z_crap3[68];
};


struct MouseInfo_t{
float MouseX; //0x0000
float MouseY; //0x0004
__int32 isMouseInGameWindow; //0x0008
__int32 vidWight; //0x000C
__int32 vidHight; //0x0010
};//Size=0x0014(20) 0x4127BD8

struct New_MouseInfo_t{
float MouseX; //0x0000
float MouseY; //0x0004
float new_MouseX; //0x0008
float new_MouseY; //0x000C
__int32 isMouseInGameWindow; //0x0010
__int32 vidWight; //0x0014
__int32 vidHight; //0x0018
};//Size=0x0014(20) 0x4127BD0

typedef enum {
ET_GENERAL,//0
ET_PLAYER,//1
ET_PLAYER_CORPSE,//2
ET_ITEM,//3
ET_MISSILE,//4
ET_INVISIBLE,//5
ET_SCRIPTMOVER,//6
ET_SOUND_BLEND,//7
ET_FX,//8
ET_LOOP_FX,//9
ET_PRIMARY_LIGHT,//10
ET_MG42,//11
ET_HELICOPTER,//12
ET_PLANE,//13
ET_VEHICLE,//14
ET_VEHICLE_COLLMAP,//15
ET_VEHICLE_CORPSE,//16
ET_ACTOR,//17
ET_ACTOR_SPAWNER,//18
ET_ACTOR_CORPSE,//19
ET_STREAMER_HINT,//20
ET_EVENTS
} entityType_t;

typedef enum {
EV_NONE,//0
EV_FOLIAGE_SOUND,//1
EV_STOP_WEAPON_SOUND,//2
EV_STOP_SOUND_ALIAS,//3
EV_SOUND_ALIAS,//4
EV_SOUND_ALIAS_NOTIFY,//5
EV_SOUND_BATTLECHAT_ALIAS,//6
EV_STOPSOUNDS,//7
EV_STANCE_FORCE_STAND,//8
EV_STANCE_FORCE_CROUCH,//9
EV_STANCE_FORCE_PRONE,//10
EV_ITEM_PICKUP,//11
EV_AMMO_PICKUP,//12
EV_NOAMMO,//13
EV_NOAMMO_LEFT,//14
EV_EMPTYCLIP,//15
EV_EMPTY_OFFHAND,//16
EV_RESET_ADS,//17
EV_RELOAD,//18
EV_RELOAD_FROM_EMPTY,//19
EV_RELOAD_START,//20
EV_RELOAD_END,//21
EV_RELOAD_START_NOTIFY,//22
EV_RELOAD_ADDAMMO,//23
EV_RAISE_WEAPON,//24
EV_FIRST_RAISE_WEAPON,//25
EV_PUTAWAY_WEAPON,//26
EV_WEAPON_ALT,//27
EV_PULLBACK_WEAPON,//28
EV_FIRE_WEAPON,//29
EV_FIRE_WEAPON_LASTSHOT,//30
EV_FIRE_WEAPON_LEFT,//31
EV_FIRE_WEAPON_LASTSHOT_LEFT,//32
EV_RECHAMBER_WEAPON,//33
EV_EJECT_BRASS,//34
EV_MELEE_SWIPE,//35
EV_FIRE_MELEE,//36
EV_WEAPON_DEPLOYING,//37
EV_WEAPON_FINISH_DEPLOYING,//38
EV_WEAPON_BREAKING_DOWN,//39
EV_WEAPON_FINISH_BREAKING_DOWN,//40
EV_PREP_OFFHAND,//41
EV_USE_OFFHAND,//42
EV_SWITCH_OFFHAND,//43
EV_MELEE_HIT,//44
EV_MELEE_MISS,//45
EV_MELEE_BLOOD,//46
EV_FIRE_WEAPON_MG42,//47
EV_FIRE_WEAPON_MG42A,//48
EV_FIRE_QUADBARREL_1,//49
EV_FIRE_QUADBARREL_2,//50
EV_BULLET_HIT,//51
EV_BULLET_HIT_CLIENT_SMALL,//52
EV_BULLET_HIT_CLIENT_LARGE,//53
EV_DESTRUCTIBLE_BULLET_HIT,//54
EV_DESTRUCTIBLE_EXPLOSION_HIT,//55
EV_GRENADE_BOUNCE,//56
EV_GRENADE_EXPLODE,//57
EV_ROCKET_EXPLODE,//58
EV_ROCKET_EXPLODE_NOMARKS,//59
EV_FLASHBANG_EXPLODE,//60
EV_CUSTOM_EXPLODE,//61
EV_CUSTOM_EXPLODE_NOMARKS,//62
EV_CHANGE_TO_DUD,//63
EV_DUD_EXPLODE,//64
EV_DUD_IMPACT,//65
EV_FIRE_EXPLODE,//66
EV_TIMED_FX,//67
EV_MOLOTOV_FLOAT,//68
EV_FAKE_FIRE,//69
EV_PLAY_FX,//70
EV_PLAY_FX_ON_TAG,//71
EV_PHYS_EXPLOSION_SPHERE,//72
EV_PHYS_EXPLOSION_CYLINDER,//73
EV_PHYS_EXPLOSION_JOLT,//74
EV_PHYS_LAUNCH,//75
EV_CREATE_DYNENT,//76
EV_CREATE_ROPE,//78
EV_BLOOD_IMPACTS,//79
EV_DETACH_ENTITY,//80
EV_DELETE_ROPE,//81
EV_ROPE_COLLIDE,//82
EV_ROPE_SETFLAG,//83
EV_ROPE_SETPARAM,//84
EV_ROPE_ADDANCHOR,//85
EV_ROPE_REMOVEANCHOR,//86
EV_ROPE_MOVEANCHOR,//87
EV_SETWETNESS,//88
EV_EARTHQUAKE,//89
EV_GRENADE_DROP,//90
EV_GRENADE_SUICIDE,//91
EV_DETONATE,//92
EV_NIGHTVISION_WEAR,//93
EV_NIGHTVISION_REMOVE,//94
EV_OBITUARY,//95
EV_REVIVE_OBITUARY,//96
EV_DIRECTIONAL_HIT_INDICATOR,//97
EV_ANIMATE_UI,//98
EV_NO_FRAG_GRENADE_HINT,//99
EV_NO_SPECIAL_GRENADE_HINT,//100
EV_TARGET_TOO_CLOSE_HINT,//101
EV_TARGET_NOT_ENOUGH_CLEARANCE,//102
EV_LOCKON_REQUIRED_HINT,//103
EV_FOOTSTEP_SPRINT,//104
EV_FOOTSTEP_RUN,//105
EV_FOOTSTEP_WALK,//106
EV_FOOTSTEP_CROUCHRUN,//107
EV_FOOTSTEP_CROUCHWALK,//108
EV_FOOTSTEP_PRONE,//109
EV_MANTLE,//110
EV_JUMP,//111
EV_LANDING_BARK,//112
EV_LANDING_BRICK,//113
EV_LANDING_CARPET,//114
EV_LANDING_CLOTH,//115
EV_LANDING_CONCRETE,//116
EV_LANDING_DIRT,//117
EV_LANDING_FLESH,//118
EV_LANDING_FOLIAGE,//119
EV_LANDING_GLASS,//120
EV_LANDING_GRASS,//121
EV_LANDING_GRAVEL,//122
EV_LANDING_ICE,//123
EV_LANDING_METAL,//124
EV_LANDING_MUD,//125
EV_LANDING_PAPER,//126
EV_LANDING_PLASTER,//127
EV_LANDING_ROCK,//128
EV_LANDING_SAND,//129
EV_LANDING_SNOW,//130
EV_LANDING_WATER,//131
EV_LANDING_WOOD,//132
EV_LANDING_ASPHALT,//133
EV_LANDING_CERAMIC,//134
EV_LANDING_PLASTIC,//135
EV_LANDING_RUBBER,//136
EV_LANDING_CUSHION,//137
EV_LANDING_FRUIT,//138
EV_LANDING_PAINTEDMETAL,//139
EV_LANDING_PLAYER,//140
EV_LANDING_TALLGRASS,//141
EV_LANDING_PAIN_DEFAULT,//142
EV_LANDING_PAIN_BARK,//143
EV_LANDING_PAIN_BRICK,//144
EV_LANDING_PAIN_CARPET,//145
EV_LANDING_PAIN_CLOTH,//146
EV_LANDING_PAIN_CONCRETE,//147
EV_LANDING_PAIN_DIRT,//148
EV_LANDING_PAIN_FLESH,//149
EV_LANDING_PAIN_FOLIAGE,//150
EV_LANDING_PAIN_GLASS,//151
EV_LANDING_PAIN_GRASS,//152
EV_LANDING_PAIN_GRAVEL,//153
EV_LANDING_PAIN_ICE,//154
EV_LANDING_PAIN_METAL,//155
EV_LANDING_PAIN_MUD,//156
EV_LANDING_PAIN_PAPER,//157
EV_LANDING_PAIN_PLASTER,//158
EV_LANDING_PAIN_ROCK,//159
EV_LANDING_PAIN_SAND,//160
EV_LANDING_PAIN_SNOW,//161
EV_LANDING_PAIN_WATER,//162
EV_LANDING_PAIN_WOOD,//163
EV_LANDING_PAIN_ASPHALT,//164
EV_LANDING_PAIN_CERAMIC,//165
EV_LANDING_PAIN_PLASTIC,//166
EV_LANDING_PAIN_RUBBER,//167
EV_LANDING_PAIN_CUSHION,//168
EV_LANDING_PAIN_FRUIT,//169
EV_LANDING_PAIN_PLAYER,//170
EV_LANDING_PAIN_TALLGRASS,//171
EV_FIRE_VEHICLE_TURRET,//172
EV_FIRE_GUNNER_1,//173
EV_FIRE_GUNNER_2,//174
EV_FIRE_GUNNER_3,//175
EV_FIRE_GUNNER_4,//176
EV_FIRE_GUNNER_1A,//177
EV_FIRE_GUNNER_2A,//178
EV_FIRE_GUNNER_3A,//179
EV_FIRE_GUNNER_4A,//180
EV_START_CAMERA_TWEEN,//181
EV_DESTRUCTIBLE_DISABLE_PIECES,//182
EV_FOOTPRINT,//183
EV_CANNOTPLANT,//184
EV_DTP_LAUNCH,//185
EV_DTP_LAND,//186
EV_SLIDE_START,//187
EV_SLIDE_STOP,//188
EV_SCOPE_ZOOM,//189
EV_JAM_WEAPON,//190
EV_STACKFIRE,//191
EV_BOLT_IMPACT,//192
EV_BOLT_IMPALE,//193
EV_PLAY_WEAPON_DEATH_EFFECTS,//194
EV_PLAY_WEAPON_DAMAGE_EFFECTS,//195
EV_FACE_EVENT,//196
EV_SETLOCALWIND,//197
EV_FLOAT_LONGER,//198
EV_FORCE_BUOYANCY,//199
EV_DISABLE_DEPTH_BUOYANCY_ADJUSTMENTS,//200
EV_SCALE_BUOYANCY,//201
EV_ALLOWPITCH,//202
EV_GIB,//203
EV_STANCE_INVALID//204
} entity_event_t;

typedef struct{
qhandle_t white;
qhandle_t boutom;
qhandle_t unknow_;
qhandle_t HeadIconDisconnect;
qhandle_t HeadIconYouInKillcam;
qhandle_t gfx_tracer;
qhandle_t gfx_laser;//
qhandle_t gfx_laser_light;
qhandle_t Lagometer;
qhandle_t NULL_SHADER;
qhandle_t unknow;
}Media_t;

struct cg_t
{
char unknown0[156]; //0x0000
__int32 SightState; //0x009C 80 = sight
char unknown160[8]; //0x00A0
__int32 SomeOneHityou; //0x00A8
char unknown172[8]; //0x00AC
float MapStateX; //0x00B4
float MapStateY; //0x00B8
float MapStateZ; //0x00BC
float PredictX; //0x00C0
float PredictY; //0x00C4
float PredictZ; //0x00C8
char unknown204[16]; //0x00CC
__int32 SightTime; //0x00DC
char unknown224[40]; //0x00E0
__int32 hm_800; //0x0108
char unknown268[52]; //0x010C
__int32 viewState; //0x0140
char unknown324[4]; //0x0144
__int32 Shoottime; //0x0148
__int32 WeaponState; //0x014C
char unknown336[168]; //0x0150
__int32 SightTime2; //0x01F8
char unknown508[592]; //0x01FC
__int32 Primary_Ammo; //0x044C
char unknown1104[4]; //0x0450
__int32 Secound_Ammo; //0x0454
char unknown1112[4]; //0x0458
__int32 Nade_Ammo; //0x045C
char unknown1120[4]; //0x0460
__int32 Smoke_Ammo; //0x0464
char unknown1128[4]; //0x0468
__int32 Special_Ammo; //0x046C
char unknown1136[4]; //0x0470
__int32 Killstreak_Ammo; //0x0474
char unknown1144[12]; //0x0478
__int32 DoubleWeapon_Ammo_Right; //0x0484
char unknown1160[4]; //0x0488
__int32 DoubleWeapon_Ammo_Left; //0x048C
char unknown1168[19676]; //0x0490
};

struct ClientInfo{
__int32 Valid; //0x0000
char unknown4[4]; //0x0004
__int32 Clientnum; //0x0008
char Name[32]; //0x000C
__int32 Team; //0x002C
__int32 Team2; //0x0030
char unknown52[4]; //0x0034
__int32 Rank; //0x0038
char unknown60[28]; //0x003C
char ClanTag[4]; //0x0058
char unknown92[4]; //0x005C
__int32 frameTime; //0x0060
__int32 IsDead; //0x0064
__int32 Suicide; //0x0068
__int32 Score; //0x006C
__int32 Kills; //0x0070
char unknown116[4]; //0x0074
__int32 Deaths; //0x0078
__int32 Kills_2; //0x007C
__int32 Deaths_2; //0x0080
char unknown132[24]; //0x0084
char xModel1[32]; //0x009C
char unknown188[32]; //0x00BC
char xModel2[32]; //0x00DC
char unknown252[32]; //0x00FC
char xModel3[32]; //0x011C
char unknown316[776]; //0x013C
float Predict; //0x0444
float Leaning; //0x0448
float viewAngleX; //0x044C
float viewAngleY; //0x0450
char unknown1108[116]; //0x0454
__int32 GoingState; //0x04C8 1 normal 4 running 7 sprint
char unknown1228[36]; //0x04CC
__int32 State; //0x04F0
char unknown1268[8]; //0x04F4
__int32 isCrouching; //0x04FC
char unknown1280[4]; //0x0500
__int32 isShooting; //0x0504
__int32 isZooming; //0x0508
char unknown1292[44]; //0x050C
__int32 Weapon; //0x0538
char unknown1340[140]; //0x053C
};//Size 0x5C8

typedef enum {
TEAM_FREE,
TEAM_AXIS,
TEAM_ALLIES,
TEAM_SPECTATOR
} team_t;

typedef struct {
int crap;
int Size;
int zcrap[120];
float Scale;
char name[50];
} Font_t;


Black Ops patch_mp.ff .GSC Offsets
maps/mp/gametypes/_persistence.gsc 683203

maps/mp/_airstrike.gsc 486186

maps/mp/_airsupport.gsc 490405

maps/mp/_burnplayer.gsc 493877

maps/mp/_cameraspike.gsc 495912

maps/mp/_challenges.gsc 497699

maps/mp/_destructible.gsc 502642

maps/mp/_dogs.gsc 504432

maps/mp/_gamerep.gsc 510673

maps/mp/_heatseekingmissile.gsc 510772

maps/mp/_helicopter.gsc 512826

maps/mp/_laststand.gsc 526280

maps/mp/_medals.gsc 530691

maps/mp/_mortar.gsc 534539

maps/mp/_napalm.gsc 539596

maps/mp/_popups.gsc 545885

maps/mp/_properks.gsc 548523

maps/mp/_radar.gsc 552000

maps/mp/_spyplane.gsc 553742

maps/mp/_helicopter_player.gsc 557745

maps/mp/_rcbomb.gsc 564825

maps/mp/_tacticalinsertion.gsc 569107

maps/mp/_turret_killstreak.gsc 571239

maps/mp/_tvguidedmissile.gsc 577175

maps/mp/_ballistic_knife.gsc 579864

maps/mp/mp_cairo.gsc 581959

maps/mp/mp_array.gsc 582336

maps/mp/mp_cosmodrome.gsc 583119

maps/mp/mp_crisis.gsc 586550

maps/mp/mp_firingrange.gsc 586894

maps/mp/mp_mountain.gsc 588826

maps/mp/mp_nuked.gsc 590193

maps/mp/mp_radiation.gsc 592312

maps/mp/mp_russianbase.gsc 595850

maps/mp/mp_villa.gsc 596612

maps/mp/gametypes/_bot.gsc 597370

maps/mp/gametypes/_class.gsc 604680

maps/mp/gametypes/_gameobjects.gsc 614081

maps/mp/gametypes/_globallogic.gsc 622492

maps/mp/gametypes/_globallogic_actor.gsc 633389

maps/mp/gametypes/_globallogic_audio.gsc 635084

maps/mp/gametypes/_globallogic_player.gsc 638431

maps/mp/gametypes/_globallogic_score.gsc 651829

maps/mp/gametypes/_globallogic_spawn.gsc 656574

maps/mp/gametypes/_globallogic_ui.gsc 660972

maps/mp/gametypes/_globallogic_utils.gsc 663554

maps/mp/gametypes/_globallogic_vehicle.gsc 666082

maps/mp/gametypes/_hud_message.gsc 668321

maps/mp/gametypes/_killcam.gsc 673023

maps/mp/gametypes/_missions.gsc 676486

maps/mp/gametypes/_persistence.gsc 683203

maps/mp/gametypes/_hardpoints.gsc 689207

maps/mp/gametypes/_rank.gsc 694937

maps/mp/gametypes/_spawning.gsc 699227

maps/mp/gametypes/_supplydrop.gsc 705085

maps/mp/gametypes/_wager.gsc 714878

maps/mp/gametypes/_weapons.gsc 720293

maps/mp/gametypes/_weaponobjects.gsc 728791

maps/mp/gametypes/ctf.gsc 738124

maps/mp/gametypes/dem.gsc 745737

maps/mp/gametypes/dom.gsc 752823

maps/mp/gametypes/hlnd.gsc 759817

maps/mp/gametypes/koth.gsc 761800

maps/mp/gametypes/sd.gsc 767917

maps/mp/gametypes/sab.gsc 774033

maps/mp/gametypes/tdm.gsc 779626

maps/mp/gametypes/dm.gsc 781185


With This Infromation We Should Have SOMETHING Going. Even If Its Just A Jump Hackstare. I Dont Care. I Want Black Ops To Shine In The Hacking Commnity. This Took Me A Couple Of Hours So Say ThanksHappy



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Last edited by Daddy ; 06-09-2011 at 04:00 AM. Reason: Added GSC Offsets

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07-06-2011, 08:19 PM #83
Stack0verfl0w
Computer engineer
Originally posted by xxmcvapourxx View Post
holy bible look in prem now


ok i have and ?
07-06-2011, 08:20 PM #84
Stack0verfl0w
Computer engineer
Originally posted by xxmcvapourxx View Post
holy bible look in prem now


ok i have and ?
07-06-2011, 08:37 PM #85
sorry bo prem i ment
07-06-2011, 08:55 PM #86
Stack0verfl0w
Computer engineer
Originally posted by xxmcvapourxx View Post
sorry bo prem i ment


yea i have and ?
07-06-2011, 09:05 PM #87
Stack0verfl0w
Computer engineer
Originally posted by xxmcvapourxx View Post
sorry bo prem i ment


yea i have and ?
07-07-2011, 01:23 AM #88
Originally posted by TheUnkn0wn View Post
I think its safe to say Treyarch have patched all of their security holes. Nobody's going to be "modding" Black Ops any time soon...



You cannot convert a 360 patch. Its not possible. Why? The encryption keys are completely different and if you knew the key you wouldn't need to convert a patch at all. Also, FastFiles are completely secure, proving that what you have said is bull****. You can't remember what I've accomplished in Black Ops because I've not said, that could mean I have looked at how it works but I haven't tried to mod it since I don't have a need to. (The modded perks was a glitch not a mod, if that makes sense? Patched now though)



I wouldn't want to help people ruin a game. Not only that, I think Treyarch have finally patched all the security holes (looking at the Xbox scene).


I've never said I converted the 360 patch files. I said someone who told me they have hacked Black Ops have done so. Why I believe them? Cause their a well-known private hacker.
07-07-2011, 01:36 AM #89
so will there be challenge lobbys if done correctly?

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07-07-2011, 01:42 AM #90
KCxFTW
Who’s Jim Erased?
This is very interesting!

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WTFjustHappened
07-07-2011, 02:01 AM #91
Crunk
Sir, I'm too 1337
Hunter128, released a COMMUNITY B/O Film of his Modded Lobby (XP Lobby) Not Happy or Sad

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