Thread: Packing OSRS regions/maps to 667?

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  1. #1 Packing OSRS regions/maps to 667? 
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    Blazedroid's Avatar
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    I know it's possible. Does anyone know the easiest method to pack OSRS maps/regions in to a 667 cache? There's only a couple I need.
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    SoulSplit's Avatar
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    Here's a hands-on guide suitable for people with little to no knowledge on the different RS cache formats:

    First off you need a cache library that supports both caches (the one you're trying to pack FROM, and the cache you're trying to pack TO). This is easily found by downloading 500+ revision servers. They mostly support the same revisions (450~ to 650~) and they pretty much all depend on a cache library to read data.

    In this cache library, you're going to be looking for methods used to read data from the cache. Usually looks something like this:
    Code:
    byte[] file_data = cache.getIndexes()[x].getArchive(y).getFile(z);
    Now, as you can see, the code is pretty self-explanatory.

    What you're going to do is make 2 new cache (usually called Store) instances. It will look something like this:
    Code:
    Store cache = new Store("path to cache here");
    The cache library usually not only contains methods to read the data, but also writing data.
    Usually looks something like this:
    Code:
    cache.getIndexes()[x].putArchive(x);
    And to finish it off, here's how it could be used to pack a model from an OSRS cache, to a 530 cache.

    Code:
    cache_530.getIndexes()[7].putArchive(model id, cache_osrs);
    Before you go nuts using the cache library, I highly suggest you read through the cache library to see what is actually going on. This way, you'll learn how to support whatever revision of cache & data you want. Compare, compare & compare. Reference data is ALWAYS available in the client.

    Here's some information about the different cache formats:

    Spoiler for OSRS cache information (credits to All3n):
    0 - Skeleton
    1 - Skin
    2 - Config - See Below
    3 - Interface
    4 - Sound Effects_1
    5 - landscape/maps
    6 - Music_1
    7 - Models
    8 - Sprites
    9 - Texture
    10 - Huffman
    11- Music_2
    12 - Client Scripts
    13 - Fonts Parent
    14 - Sound Effects_2
    15 - Sound Effects_3

    Config
    0 -
    1 - Underlay Defintion
    2 - Empty
    3 - IdentityKit
    4 - Overlay Definition
    5 - Unknown
    6 - Object Definition
    7 - Empty
    8 - MappedValues
    9 - NPC Definition
    10 - Item Definition
    11 - Empty
    12 - Animation(Sequence) Definition
    13 - AnimatedGraphic(SpotAnimation/GFX) Definition
    14 - VarpBit Definition
    15 - Empty
    16 - Varp Definition



    Spoiler for RS2 cache information (credits to Mr Pro Pop):
    Skeletons 0

    Skins 1

    Config 2

    Interfaces 3

    Sound effects 4

    Landscapes 5

    Music 6

    Models 7

    Sprites 8

    Textures 9

    Huffman encoding 10

    Music2 11

    Interface scripts 12

    Fonts 13

    Sound effects2 14

    Sound effects3 15

    Objects 16

    Clientscript mask 17

    Npcs 18

    Items 19

    Animations 20

    Graphics 21

    Script configs 22

    World map 23

    Quick chat messages 24

    Quick chat menus 25

    Materials 26

    Configuration particles 27

    DEFAULTS 28

    Configuration billboard 29

    Native libraries 30

    Graphic shaders 31

    P11 Fonts/Images 32

    Game tips 33

    P11 Fonts2/Images 34

    Theora 35

    Vorbis 36


    Maps however are a different monster. Now that you know how to read and write data in the client, time to learn xteas. You can read Kris' post about it here.
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  4. #3  
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    Bartvh's Avatar
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    Quote Originally Posted by Technotik View Post
    Here's a hands-on guide suitable for people with little to no knowledge on the different RS cache formats:

    First off you need a cache library that supports both caches (the one you're trying to pack FROM, and the cache you're trying to pack TO). This is easily found by downloading 500+ revision servers. They mostly support the same revisions (450~ to 650~) and they pretty much all depend on a cache library to read data.

    In this cache library, you're going to be looking for methods used to read data from the cache. Usually looks something like this:
    Code:
    byte[] file_data = cache.getIndexes()[x].getArchive(y).getFile(z);
    Now, as you can see, the code is pretty self-explanatory.

    What you're going to do is make 2 new cache (usually called Store) instances. It will look something like this:
    Code:
    Store cache = new Store("path to cache here");
    The cache library usually not only contains methods to read the data, but also writing data.
    Usually looks something like this:
    Code:
    cache.getIndexes()[x].putArchive(x);
    And to finish it off, here's how it could be used to pack a model from an OSRS cache, to a 530 cache.

    Code:
    cache_530.getIndexes()[7].putArchive(model id, cache_osrs);
    Before you go nuts using the cache library, I highly suggest you read through the cache library to see what is actually going on. This way, you'll learn how to support whatever revision of cache & data you want. Compare, compare & compare. Reference data is ALWAYS available in the client.

    Here's some information about the different cache formats:

    Spoiler for OSRS cache information (credits to All3n):
    0 - Skeleton
    1 - Skin
    2 - Config - See Below
    3 - Interface
    4 - Sound Effects_1
    5 - landscape/maps
    6 - Music_1
    7 - Models
    8 - Sprites
    9 - Texture
    10 - Huffman
    11- Music_2
    12 - Client Scripts
    13 - Fonts Parent
    14 - Sound Effects_2
    15 - Sound Effects_3

    Config
    0 -
    1 - Underlay Defintion
    2 - Empty
    3 - IdentityKit
    4 - Overlay Definition
    5 - Unknown
    6 - Object Definition
    7 - Empty
    8 - MappedValues
    9 - NPC Definition
    10 - Item Definition
    11 - Empty
    12 - Animation(Sequence) Definition
    13 - AnimatedGraphic(SpotAnimation/GFX) Definition
    14 - VarpBit Definition
    15 - Empty
    16 - Varp Definition



    Spoiler for RS2 cache information (credits to Mr Pro Pop):
    Skeletons 0

    Skins 1

    Config 2

    Interfaces 3

    Sound effects 4

    Landscapes 5

    Music 6

    Models 7

    Sprites 8

    Textures 9

    Huffman encoding 10

    Music2 11

    Interface scripts 12

    Fonts 13

    Sound effects2 14

    Sound effects3 15

    Objects 16

    Clientscript mask 17

    Npcs 18

    Items 19

    Animations 20

    Graphics 21

    Script configs 22

    World map 23

    Quick chat messages 24

    Quick chat menus 25

    Materials 26

    Configuration particles 27

    DEFAULTS 28

    Configuration billboard 29

    Native libraries 30

    Graphic shaders 31

    P11 Fonts/Images 32

    Game tips 33

    P11 Fonts2/Images 34

    Theora 35

    Vorbis 36


    Maps however are a different monster. Now that you know how to read and write data in the client, time to learn xteas. You can read Kris' post about it here.
    It is not as simple as that. You need to decode the data, then encode in a new format, update the reference to all assets etc..
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  5. #4  
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    SoulSplit's Avatar
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    Quote Originally Posted by Bartvh View Post
    It is not as simple as that. You need to decode the data, then encode in a new format, update the reference to all assets etc..
    Obviously - to actually use the data is a different story. My post was just an introduction to actually edit the cache.
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