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- #HOI4 CHECKSUM HOW TO#
- #HOI4 CHECKSUM .EXE#
- #HOI4 CHECKSUM FULL#
- #HOI4 CHECKSUM MODS#
- #HOI4 CHECKSUM CODE#
I certainly couldn't have guessed this code just by looking at its outputs: uint sum = 0 Here's a checksum algorithm from a crackme I'm entertaining myself with: But if their goal was to prevent tampering (and that's fairly likely) then they wouldn't have used a standard checksum if they have any clue. You may of course be lucky to have a game which uses a standard, well-known checksum, to detect corruption. But in my opinion reverse-engineering even simple checksums just by looking at the numbers is bordering on impossibility, unless you have a high-functioning autist friend with superhuman abilities to see patterns – perhaps not even then. Not to say that it's easy, because it is probably going to be rather hard. The easiest way may, indeed, be to grab a debugger like OllyDbg, locate the checksumming code, and reverse-engineer it.
#HOI4 CHECKSUM FULL#
If someone can help me out of this, I can also post a link to the full list (as Microsoft Excel or TXT format)
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#HOI4 CHECKSUM HOW TO#
I still cannot see a pattern between those varying bytes, and the checksum, so I was wondering if someone else maybe sees a pattern between those? Or maybe a technique of how to find patterns between them. See a part of the list below here (50 records out of 924): > The bytes Checksum (as Hex and unsigned long) (Note that I cannot manually make changes to the file and the game just makes a checksum for it, every time I saved the file it added +2 to the unsigned long containing the varying number, so that's how I created the list.)
#HOI4 CHECKSUM .EXE#
exe seems to be using a CRC32 check.Įdit 1: After some time I managed to get 924 different versions of the same file, except 2 bytes which vary each save, and I also got the checksums of these files to see how it reacted on those changes, and I made a list about this. Maybe also important to know is that the game is from 2004, and in other files it used DJB2 for string-hashes.
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I'm currently just trying some checksums which I found on different sites in a C++ program. I was wondering if there is a better way to find which checksum is used for these files, or if someone knows any tips to find out which checksum is used. It seems to be that the checksum which comes the closest to the checksum included in the savegames seems to be just adding all bytes to an unsigned long, which returns a value around ~2507737.
#HOI4 CHECKSUM MODS#
Also do not miss the last part about starting the game up and loading in to the main menu once before activating any mods after doing the clean re-install.Together with some other people we are trying to make a Savegameeditor for a game, but we came accross some problems. The important part of the clean re-install is the order of which things are done. A clean re-install will fix all checksum issues but is a little more hassle:įollow the instructions that start with: Procedure to solve point 1º If not then you will need to do a clean re-install. If you are experiencing issues with your checksum (when going for achievements or trying to play multiplayer) you can first try the 'Clear user directory' button on the launcher and see if that helps. This because those files won't be removed when uninstalling nor replaced if verifying. If you have made any edits to any game files then delete those files manually. Note that DLC's have no impact on checksums. So make sure that you are using the same mods and only the same mods when trying to play multiplayer together. Keep in mind that most mods will change the checksum. The current live version is 1.10.8 with the checksum 0aab The in-game checksum is the only one you should care about! Do not pay attention to the one in the launcher, as this is not your final checksum.
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