Comments (4)
Can you revisit this and let me know what's been done so far in Binary Editor for this, it's been there for some time, however I am not sure if i have implemented 100% of it. I think I've done the function table.
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I know this would be a pain, but if you could annotate an image and highlight the blocks of a simple class, it would be greatly appreciated, as I plan to add this to binary interpreter and hopefully binary relinker.
Right now binary interpreter reads Class backwards. so we can see the list of functions, the count, etc. However I need a more detailed document describing the layout of Class.
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This is the format for classes in Mass Effect, Mass Effect 2, and Mass Effect 3 for technical documentation purposes.
Mass Effect, Mass Effect 2
These are 100% identical to each other in both games.
Unreal Unique Index (Int32)
SuperClass Index (Int32 ObjectReference)
Unknown1 (Int32)
CompilingChainNextItem (Int32 ObjectReference)
IgnoreMask (UInt64)
LabelOffset (Int16)
[UnrealScript Block. Ends with 10 consecutive FF's. It seems there is always at least 0x6 bytes before the FF's can start. ]
StateMask (Int32)
Local Functions Table Size (Int32)
- The following repeats LocalFunctionsTableSize amount.
- Function NameReference (Int32, Int32)
- Function ObjectReference (Int32 ObjectReference)
Class Mask (Int32)
00 (Byte) - Seems to be a spacer or alignment, however during all my scans this is always present
Outerclass (Int32 ObjectReference)
Implemented Interfaces Table
- InterfaceTable Name (Int32, Int32)
- InterfaceTable Count (Int32)
- The following repeats ImplementedInterfacesTableSize amount.
- Interface NameReference(Int32,Int32)
Components Table Count (Int32)
- The following repeats ComponentsTable amount.
- Component NameReference (Int32, Int32)
- Component ObjectReference (Int32 ObjectReference)
Unknown2 (Int32)
Unknown3 (Int32)
Class Defaults Reference (Int32 ObjectReference)
Mass Effect 3
This is similar but not identical to the previous 2 games.
Unreal Unique Index (Int32)
SuperClass Index (Int32 ObjectReference)
Unknown1 (Int32)
CompilingChainNextItem (Int32 ObjectReference)
IgnoreMask (UInt64)
LabelOffset (Int16)
[UnrealScript Block. Ends with 10 consecutive FF's. It seems there is always at least 0x6 bytes before the FF's can start. ]
StateMask (Int32)
Local Functions Table Size (Int32)
- The following repeats LocalFunctionsTableSize amount.
- Function NameReference (Int32, Int32)
- Function ObjectReference (Int32 ObjectReference)
Class Mask (Int32)
Outerclass (Int32 ObjectReference)
Components Table
- ComponentsTable Name (Int32, Int32)
- ComponentsTable Count (Int32)
- The following repeats ComponentsTable amount.
- Component NameReference (Int32, Inte32)
- Component ObjectReference (Int32 ObjectReference)
- The following repeats ComponentsTable amount.
Implemented Interfaces Table Size (Int32)
- The following repeats ImplementedInterfacesTableSize amount.
- Interface ObjectReference (Int32 ObjectReference)
- Interface Property ObjectReference (Int32 ObjectReference)
None NameReference (Int32, Int32)
Unknown2 (Int32)
Class Defaults Reference (Int32 ObjectReference)
Full Functions Table Size (Int32)
- The following is repeated until FullFunctionsTableSize amount.
- Function Reference (Int32 ObjectReference)
There appears to be 8 bytes at the bottom after this that are also functions, like the size is -2 or something. I will need to look into this.
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