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Basic guide to render Apex Legends models in Blender

Basic guide to render Apex Legends models in Blender

Apex Legends to Blender


Before you get started:

Software Download Link
Apex Legends S7 Origin or Steam
Blender 2.8+ Link
Legion Link
SEModel Link
SEAnim (Optional) Link
Blender Shader File (Credit CoReArtZz) Link
Important: Do not extract the contents of SEAnim and Semodel .zip files.

Step 1 - Folder Setup

Make sure you install the latest version of Apex Legends and install Blender 2.8 or above. I'm currently using version 2.90.1.
Create a folder anywhere you'd like to store your Apex Legends assets. As an example, I'm going to create a folder on my Desktop named "Legion".
Inside my Desktop\Legion\ folder I place the following files;
* Legion.exe
* io_anim_seanim-blender_28.zip
* io_model_semodel-blender-28.zip
* Apex Shader.blend
* Apex Shader Octane.blend

Step 2 - Blender Setup

Now we want to install the Add-ons to Blender and make sure everything is set up correctly. In order to install an Add-on to Blender. Open up blender and go to: Edit -> Preferences.
On the Left-hand side you'll see the navigation menu where you can find Add-ons. Once navigated to the Add-ons page, look at the top right corner for the Install... button.
Install the addons by locating the two .zip files placed in the Desktop\Legion\ folder. Once added, make sure you check the tickmark to enable the addon.
Once both SEAnim and SEModel have been installed and enabled. Close the preferences window and go to File -> Import.
If everything was done correctly, you should now see two new options. But we have no models.

Step 3 - Exporting Models

Let's open Legion.exe placed inside your Desktop\Legion\ folder. First go to Settings, found at the bottom right corner and change Image Export to PNG. You can leave everything else at its default values. Close the Settings window.
Select Load File at the bottom left corner. Navigate to to your Apex Legends game folder:
Go to \paks\Win64\
This is where all the .rpak files are located. Rpaks are essentially custom zip files containing multiple assets.
For now. Locate and load Common.rpak
It is not a good idea to try to export everything at once. Rather, it is ideal that you understand the file name structure used and filter your way to the specific assets you need. All basic legend models start with the pilot_ prefix for example.
If you do insist on exporting everything, make sure you do not select Spray models, as this will crash the export.
If you are unsure what model is what, you can preview the models by pressing P on your keyboard once a model has been selected. Previewing a Spray model will also crash the application.
The preview window uses the same keybindings as Maya.
For this example I'm going to use a simple asset shown in the title image. The Draconis dropship. Search for Draconis at the top to locate draconis_flying_small. Select it and press Export Selected at the bottom.
If you now take a look at your Desktop\Legion\ folder. You're going to have a new folder named exported_files. This folder is always going to contain the following folders: Animations, Images, Materials, Models. The folder will populate themselves based on what type you export.
The Draconis is categorized as a Model and thus, will be placed in the exported_files\models\draconis_flying_small\ folder.
The draconis_flying_small_LOD0.semodel file is the 3D model itself. The _images folder contains all the textures you need to finish the 3D model. Once successfully Exported. Minimize Legion and go back to Blender.

Step 4 - Importing and Texturing Models

When you opened up Blender for the first time. The project is going to add a Cube, a Camera and a Light source. Delete these three.
Now, let' go to File -> Append and locate the Apex Shader.blend file in your Desktop\Legion\ Folder. Navigate to Node Tree and select the Cores Apex Shader 1.3
Once that's done. Go to File -> Import -> SEModel. Navigate to your draconis_flying_small_LOD0.semodel file.
If you're using the default Blender Layout, look at the top right corner. This is your scene collection where draconis_flying_small_LOD0_skel should be added. Right-click the asset and choose Select Hierarchy.
Press S on your keyboard followed by 0.025 and Enter. The model should now scale down and be visible in the viewport.
While still having the Draconis Selected. Press R on your keyboard followed by X then 90 and Enter. This is going to rotate the ship on the X-axis by 90 degrees.
Middle Mouse Button, Shift + Middle Mouse Button and Scroll are the primary buttons used to navigate the viewport. That's all I'm going to explain, but if you're a complete beginner and you get frustrated over the controls, go watch some YouTube videos or just mess around a bit until you feel more comfortable.
Switch to a Textured Viewport by pressing the button circled in red in the image above. You should now see the Draconis using its very basic Albedo texture. Which is essentially the pure color information. It looks rather dull and flat because it is missing the remaining texture maps that Legion exported.
Knowing what texture does what isn't the most difficult thing to learn, but it might take a little time to get used to. Using Cryptos head model, here's a cheat sheet excluding Alpha Maps:
Only certain face models uses Subsurface Scattering
In blender. Change your bottom left viewport from Timeline to the Shader Editor.
If you click on the ship you might notice there are two parts to this model. You can expand the model from the scene collection if you want and you will find two meshes alongside the skeleton. Both of these requires their own edits through the Shader Editor.
If you click the front portion of the ship and look at the middle of your Shader Editor. It's going to display the material name of your selected object. In this case - revenge_body
Click the icon next to revenge_body to reveal all the materials needed. The ones with assigned names are the ones important. We now know that we need to texture both the revenge_body and the revenge_parts. If you want. You can go to your Desktop\exported_files\models\draconis_flying_small\_images folder and find all the textures you need for both the body and parts.
But this is quite tedious when Legend models uses multiple meshes with many textures maps. Exporting Wraith will also export 59 textures to the same folder. Trying to figure out which goes where is too time consuming for my workflow. Here is what I suggest:
  1. Go back to Legion.
  2. Search for revenge_parts and revenge_body
  3. Export them both.
  4. Go to your exported_files and go to the materials folder. We now have revenge_body and revenge_parts folder with their textures already sorted.
This means the respective folders will only contain the files needed for that specific mesh and not the entire model. This makes the workflow a whole lot faster when working with Legend models.

Step 5 - Blender Workflow

Now that all our textures are sorted and ready to go. We're ready to work on the shader to make the model look proper! Let's begin by clicking the revenge_body and look at the Shader Editor window.
The Principled BSDF Shader is the default Shader used by the Eevee and Cycles renderer. They do indeed work, but the file shader provided by CoReArtZz makes this so much easier.
Remember when you appended the node through the .blend file? This is where we add the shader.
Press an empty space in the Shader Editor and press Shift + A search for Apex and you should see Cores Apex Shader 1.3. Click it and place it in your Shader Editor.
Select the Principled BSDF shader and delete it. Connect the Cores Apex Shader 1.3 as following:
The orange box to the left is the Albedo texture, or color information, that is added by default. Look inside your exported_files\materials\revenge_body\ folder
Once again, here's a cheat-sheet if you're unsure what texture is what:
For the sake of this demonstration, I'm going to connect the maps with the names above.
This means that the screenshot above using: 0xf3ef... is now going to be called "albedo" in the screenshot below.
There's really only a few rules to adhere to.
  • Normal Maps MUST have Color Space: Non-Color
  • Emission MUST be connected to both Emission & Emission Color if you want to match the actual model. Color is otherwise optional.
  • Subsurface Scattering MUST be connected the same way as Emission, to both Subsurface & Surfsurface Color.
Do the same thing for revenge_parts. You are now done with texturing the model.

Step 6 - Rendering

If you are making a Legend render, after you've successfully textured the model, this would be the time to import an Animation if you choose. This is done by exporting an appropriate AnimationSet from Legion. Then applying an .seanim file.
For this model, we don't need an animation and we can go straight to setting blender up to render the model. For an easier life, I highly suggest using HDRI images and the Cycles renderer, assuming your hardware supports it. Up until this point, you've been using the eevee renderer, which has its own pros and cons.
Switch renderer by going to the Render Properties (Camera Icon) below the Scene view.
Let's make life a whole lot easier by adding an HDRI map. You can find free HDRI maps here. If all you want is lighting information, you don't need a size larger than 1k. I'm going to use this one: link and place it in my Desktop\Legion\ folder.
We now need to add the HDRI map to the Shader Editor. If you look at the bottom left where you changed your bottom tab to the Shader Editor in Step 3. Object should be the selected view. Change this to World.
Press Shift+A to search for and add: Texture Coordinate, Mapping and Environment Texture. Connect as following and add your downloaded .hdr file to the Environment Texture node.
Done! But you won't see any change in the viewport until you change your view to Rendered view. If you want to change the angle of which the light is emitted from the HDRI, rotate the Z value in your Mapping node above.
Let's add a Camera by hovering over the viewport. Press Shift+A and select Camera.
Pressing NumPad 0 will show you the Render View perspective from the Camera which is most likely placed inside the ship, unless you've moved the Center cursor.
Select the camera in the scene finder. Make sure you're in the camera perspective (Numpad 0) and press G on your keyboard, followed by holding down the middle mouse-button and dragging the mouse back. Left click once to complete your change.
This should in theory move the camera back. You can also use this feature if you're unable to sort it out:
If you don't see the View button, drag it out from the side panel.
Just make sure you untick the box once you're happy with the camera placement. Otherwise you're going to keep moving the camera around as you go.
If you press F12 or Render -> Render Image you should now be able to see your results in its full glory. But Cycles is not set-up in the most optimal way. Render is probably going to be quite slow and the end-result possibly grainy.
These are my Cycles Render Properties for this particular project:
Device: GPU Compute
Sampling > Render: 500
Light Paths > Max Bounces: Total - 2, Diffuse - 2, Glossy - 2, Transparency - 3.
Performance > Tiles X&Y: 256x256 (Note that CPU Compute should use SMALL values. GPU can benefit from HIGHER values)
This is the final render:
You can change your Output Resolution through the Output Properties located below Render Settings
If you want to render your image with a transparent background while still maintaining the light information from the HDRI. Go to Render Properties -> Film and enable Transparent.


Step 7 (Optional - DeNoise Image)

First go to the View Layer Properties (Icon two steps below Render Settings) and enable Denoising Data. Look at the Top menu of Blender and go to the Compositing Tab. Check Use Nodes on the top left. Press Shift+A to search and add a Denoise. Connect as following:

Step 8 - Done

This is obviously just the tip of the iceberg. This guide serves as a baseline for those that wish to learn more about 3D or Art. If I've missed anything important or made a blatant mistake. Let me know! Hopefully this serves some purpose to a few individuals!
Although this image isn't stylized, it uses the same process
Edit: Formatting.
submitted by flawzies to apexlegends [link] [comments]

Basic Datamining Tutorial

Basic Datamining Tutorial

Welcome to datamining tutorial

Just to make it clear - this tutorial doesn't include every aspect of datamining, some things you need to simply figure out by yourself.

Basic informations:
  • Dead By Daylight runs on Unreal Engine, current version DBD uses is - 4.25.1. To check current version simply find DeadByDaylight_Shipping.exe and check properties. Path: (Your Steam Folder location)\steamapps\common\Dead by Daylight\DeadByDaylight\Binaries\Win64
  • Game files are packed in .PAK file extension.
  • Dead By Daylight currently does not use AES encryption key for .PAK files.
  • To simply find files location just follow these steps: Launch Steam -> M2 click on Dead By Daylight -> Properties -> Local Files -> Browse Local Files
If you already found Dead By Daylight location, there's some basic paths:
  • UI icons are located in: DeadByDaylight\Content\UI\Icons
  • .PAK files are located in: DeadByDaylight\Content\Paks
  • Videos - Archives Cutscenes/Loading Screen: DeadByDaylight\Content\Movies
Disclaimer: Since version 4.2.0 a lot of icons, such as cosmetics, has been moved to .PAK files.

Useful tools:

Other useful stuff:
https://github.com/jesterret/DBDPakTrack - repository made by jesterret to track changes made in Dead By Daylight .PAK files, you can check exactly what has been changed in each update.
https://github.com/MasusdeDBD_API_Tracker - repository made by me, it's used to track changes made in Dead By Daylight API traffic. You can check a lot of info thanks to it, such as - release dates for events/cosmetics/archives etc. and a lot more. Each update is pushed manually. I won't explain how it exactly works, do not bother asking me and try to figure it out by yourself instead.

Useful paths in .PAK files:
  • Character models/animations/cosmetics etc.: DeadByDaylight/Content/Characters/
  • Store information, cosmetics descriptions for each character (Slasher - killer, Camper - survivor): DeadByDaylight/Content/Data/Store/Campers/ or DeadByDaylight/Content/Data/Store/Slashers/
  • Store Banners database: DeadByDaylight/Content/Data/StoreBannersDB.uasset
  • Events database: DeadByDaylight/Content/Data/SpecialEventsDB.uasset
  • Info for each DLC: DeadByDaylight/Content/Data/Dlc/
  • UI: DeadByDaylight/Content/UI/
  • UI (cosmetics): DeadByDaylight/Content/UI/UMGAssets_4k/Icons/Customization/
  • Audio: DeadByDaylight/Content/WwiseAudio/Windows/
  • Locres file (contains every 'text' in Dead By Daylight, you can use key near it to check the same text in different languages): DeadByDaylight/Content/Localization/DeadByDaylight/en/(English)
  • Archives database (challenges descriptions, lore and a lot more): DeadByDaylight/Content/Data/Archives/
  • Meshes (props etc.): DeadByDaylight/Content/Meshes/
  • Blueprints: DeadByDaylight/Content/Blueprints/
Maps & Characters & Chapters codenames template:
Download here
submitted by Masusder to LeaksDBD [link] [comments]

How to update Lenovo OEM Intel SSD Pro 7600p Series Drives and several other intel Lenovo OEM Drives that are supported by this method (listed below) - Maybe Toshiba, Samsung, UMIS, Western Digital, Lite-On and SK hynix drives as well (not tested yet)

Hi there,
in this Post i want to tell you how to update the Firmware of Intel OEM-SSD like it can be found at many Sellers for a lower price. I bought an Intel SSD Pro 7600P 512GB some time ago with Firmware L08P installed and found out that it can't be updated by using the intel ssd toolbox.

I have made a (slightly shitty but at least readable and understandable) tutorial and added pictures to this Post. So please don't judge me too hard.

Before we begin you have to know if your drive has been used as a Lenovo OEM System drive in the past. If the drive is from another systembuilder this tutorial is not suitable - or at least it might give you an idea, how the update might be done, when your drive is listed below.


I am not responsible for any financial loss, data loss, drive loss or any loss else. Do this on your own risk.

*** UPDATE ***

The tool was updated two days ago and for now it contains the Firmware L14P for this drive. Everything refering to the newer Update on the bottom of this Post


The Intel Solid State Drive Toolbox won't update your drive when a Systembuilder-Firmware is installed - contact the system manufacturer to optain newer firmware



the drive i used is the SSDPEKKF512G8L



in my case running irmfuu_7.1.12_win64 with change date 2nd of november 2019 worked in this instance

As this worked for the Drive i used id should normally work for following intel drives as well
 Intel SSDPEKKF512G7L - Intel SSD Pro 6000p 512GB SSDPEKKF360G7L - Intel SSD 600p 360GB SSDPEKKF256G7L - Intel SSD Pro 6000p 256GB SSDPEKKF256G8L - Intel SSD Pro 7600p 256GB SSDPEKKF512G8L - Intel SSD Pro 7600p 512GB - the drive i used in this Tutorial SSDPEKKF010T8L - Intel SSD Pro 7600p 1024GB / 1TB HBRPEKNX0203ALO Some misterious Intel Drive, 3 Matches on Google worldwide :( 

This Tutorial might suit for following drives as well (i have not testet this - no drive no update). The Update-Package contains executables in the manufacturers folders for all the drives supported in this package. So if you are brave enough you could give this a try (i refer to the disclaimer): These are the supported Drives

Lite-On CA3-8D256 - LiteOn CA3-8D 256GB CA3-8D512 - LiteOn CA1-8D 512GB 

SK hynix HFM128GDHTNG - SK Hynix BC501 M2 2242 128GB HFM256GDHTNG - SK Hynix BC501 M2 2242 256GB HFM512GDHTNG - SK Hynix BC501 M2 2242 512GB HFS256GD9TNG-L5B0B - SK Hynix not clear might be PC601 M2 2280 256GB - link below HFS512GD9TNG-L5B0B - SK Hynix not clear might be PC601 M2 2280 512GB - link below HFS001TD9TNG-L5B0B - SK Hynix not clear might be PC601 M2 2280 1TB - link below 
SK-Hynix Products listed at http://www.skhynix.com/products.do?ct1=50&ct2=52&lang=eng and no clear details found. The L5B0B - at least L might indicate PC601 Series where 62A0A on the Homepage is shown for PC401 drives. Maybe same technical substructure but no more information on that for now.

UMIS - Shenzhen Unionmemory Information System Limited LENSE20512GMSP34 - 512GB LENSE20256GMSP34 - 512GB RPJTJ256MED - 256GB RPJTJ128MED - 128GB LENSE40256GMSP34MESTB3A - 256GB LENSE40512GMSP34MESTB3A - 512GB 
some sort of information about LENSE20512GMSP34

further searches lead to - how could it be otherwise - another (sub)reddit(?) do we say so?

Western Digital SDAQNTW-256G-1001 - Western Digital SN720 256GB SDAQNTW-512G-1001 - Western Digital SN720 512GB SDAQNTW-1T00-1001 - Western Digital SN720 1024GB / 1TB SDAPMUW-128G-1001 - Western Digital SN520 128GB SDAPMUW-256G-1001 - Western Digital SN520 256GB SDAPMUW-512G-1001 - Western Digital SN520 512GB SDBQNTY-256G-1001 - Western Digital SN730 512GB SDBQNTY-512G-1001 - Western Digital SN730 512GB SDBQNTY-1T00-1001 - Western Digital SN730 512GB 

 Samsung MZVKV512 - Samsung SSD 950 Pro 512GB MZVPV256 - Samsung SM951 256GB MZVLW256 - Samsung PM961 256GB MZVLW512 - Samsung PM961 512GB MZVLW1T0 - Samsung PM961 1024GB / 1TB MZVLB256 - Samsung PM981 256GB MZVLB512 - Samsung PM981 512GB MZVLB1T0 - Samsung PM981 1024GB / 1TB MZVLB2T0 - Samsung PM981 2048GB / 2TB MZVPW256HEGL - Samsung SM961 256GB MZVKW512HMJP - Samsung SM961 512GB MZALQ128HBHQ-000L1 - Samsung PM991 128GB MZALQ256HAJD-000L1 - Samsung PM991 256GB MZALQ512HALU-000L1 - Samsung PM991 512GB MZALQ1T0HALB-000L1 - Samsung PM991 1024GB / 1TB 
There might be ways to flash samsung-drives with modified original software.

 Toshiba THNSN5512GPU7 - Toshiba XG3 512GB THNSF5256GCJ7 - Toshiba XG3 256GB THNSF5256GPU7 - Toshiba XG3 SED 512GB* THNSF5256GPUK - Toshiba XG3 SED 256GB* THNSF5512GPUK - Toshiba XG4 SED 256GB* KBG30ZMT128G - Toshiba BG3 128GB KBG30ZMT256G - Toshiba BG3 256GB KBG30ZMT512G - Toshiba BG3 512GB KXG5AZNV256G - Toshiba Kioxia XG5 SED 256GB* KXG5AZNV512G - Toshiba Kioxia XG5 SED 512GB* KXG5AZNV1T02 - Toshiba Kioxia XG5 SED 1024GB / 1TB* KXG5APNV2T04 - Toshiba Kioxia XG5-P SED 2048GB / 2TB** KXG6AZNV256G - Toshiba Kioxia XG6 SED 256GB** KXG6AZNV512G - Toshiba Kioxia XG6 SED 512GB** KXG6AZNV1T02 - Toshiba Kioxia XG6 SED 1024GB / 1TB** KXG6APNV2T04 - Toshiba Kioxia XG6-P SED 2048GB / 2TB** KBG40ZMT128G - Toshiba BG4 128GB KBG40ZNT256G - Toshiba BG4 256GB KBG40ZNT512G - Toshiba BG4 512GB KBG40ZNT1T02 - Toshiba BG4 1024GB / 1TB 
*Supports self encryption according to Opal 2.0
**Supports self encryption according to Opal 2.0.1
SED drives are self encrypting drives

So if somebody wants to add Tutorials for other Drives - feel free to do so.

Updated Firmware

The Firmware-Update was possible by using irmfuu_7.1.14_win32.exe without regarding that i use an 64bit OS.

The drive is now running on Firmware L14P

submitted by maddesc to TUTORIAL [link] [comments]

melonDS 0.7.3 released!

After another round of fixoring, we present you melonDS 0.7.3. So, what are the changes in this version? Mostly addressing the issues that popped up in 0.7.1/0.7.2, and improving the interface a bit.

Something that should have been done long ago, and has finally been done: the emulator's main loop was rewritten to use absolute timestamps to keep track of cycle counts. Overall, it's more reliable (far less chances of desyncs), more accurate, and also a bit faster, and the code is cleaner. So we win on all fronts.

This should fix the recent flickering issues, like that of Colour Cross.

The downside is that this breaks savestate compatibility with older melonDS versions.

In the same vein, there's another fix to GX timings. We knew that vertex timings were different when a vertex completed a polygon, but we just found out that timings also differ based on whether the polygon passes culling and clipping. This will help with games that need their display lists to be running fast enough.

To hopefully fix the saving issues, we built a new database, resulting of a mix between the Advanscene XML and savelist.bin from the R4 Wood firmware. For better detection, the new romlist.bin indexes games by their serial code rather than by the ROM's CRC32, which also means that it will work with hacked ROMs. This means you will need to make sure to replace romlist.bin with the newer one if you're extracting this melonDS release over an older one.

There's also a particular fix for Pokémon Mystery Dungeon - Explorers of Sky, which uses 128K EEPROM. It should now save properly.

However, note that the correct savefile size for this game is 128KB. If you have a savefile which is 256KB, the game will read it fine but fail to save to it (because that size is detected as FLASH memory and not EEPROM). You can fix this by opening your savefile in a hex editor and deleting the upper half of it. This is especially important if you use a savefile coming from DeSmuME as it will create a 256KB file.

We also have a neat little pile of UI improvements.

melonDS now supports hotplugging joysticks. That being said, it still defaults to the first joystick available on your system. I'm not quite sure how to go about handling multiple joysticks.

Under Linux, the crashes coming from the input config dialog should be fixed.

The main window is smarter about remembering its size: it also remembers whether it was maximized.

There's a tentative fix for hiDPI under Windows, which should atleast make the screens scale correctly.

There's a new menu for setting the window size to an integer scaling factor (1x to 4x).

The setting for savefile relocation when using savestates is now disabled by default. While the feature may be useful, having it enabled by default was confusing for unaware users.

And finally, the misc fixes:

* fix STRD_POST (fixes music in Just Sing - Vol 2)
* 2D: fix blending bugs
* add support for 8bit reads to DISPCNT/BGxCNT (fixes The Wild West)
* make nocashprint also work in ARM mode


melonDS 0.7.3, Windows 64-bit
melonDS 0.7.3, Linux 64-bit

melonDS Patreon if you're feeling generous
submitted by StapleButter to emulation [link] [comments]

How to make a perfect rip of a CD album

Since it seems like barely anyone here knows how to rip the 'Frank Ocean - Endless' CD I thought I would share a guide that could help you on your way.
What you will need (Read all of this before starting):
  1. The latest FLAC version (1.3.2 - 2017-01-01 01:58) - Download it, unzip it and follow the instructions for Exact Audio Copy compression options below but instead of using Exact Audio Copy's own "FLAC.exe" file use the exe file in the win64 folder if you have a 64-bit operating system or the exe file in the win32 folder if you have a 32-bit operating system. There is a more in-depth explanation to this below.
  2. The latest Exact Audio Copy version (1.3 - 2016-09-04) - Download the exe file and follow the setup instructions below then come back to read the rest of this. After installing Exact Audio Copy go to "C:\Program Files (x86)\Exact Audio Copy\FLAC" and delete the "FLAC.exe" file. Now go to your "flac-1.3.2-win" folder that you unzipped and copy the file "flac.exe" that is in "flac-1.3.2-win\win64" (64-bit) or "flac-1.3.2-win\win32" (32-bit) and paste it where the old "FLAC.exe" file that you deleted was. Then in Exact Audio Copy go to the settings for "Compression" and "External Compression" and under "Program, including path, used for compression" click on "Browse" and choose the new "flac.exe" and make sure all the other settings are still correct afterward.
  3. The Apollo.rip guide to setting up Exact Audio Copy and ripping CDs - To get the AccurateRip offset correction you must insert a CD album that is very popular and widely recognized, preferably an album that has sold really well and therefore has been ripped many times. Do this before starting Exact Audio Copy. Once you have the correct offset correction for your CD reader you can insert the CD you actually want to rip, since the offset correction will be the same for all CDs. Also in 'Step 3: EAC Options' in the options for "Extraction" you should change both "Extraction and compression priority" and "Error recovery quality" to "High", the guide unfortunately missed that. I would suggest to only add artist name, album title, year, genre and the song titles. Skip adding an album cover image, it just makes every song file larger for no good reason. Also skip the logchecker part.
  4. The command-line you must add to the "Additional command line options" in Exact Audio Copy:
    -8 -e -p -V -T "ARTIST=%artist%" -T "TITLE=%title%" -T "ALBUM=%albumtitle%" -T "DATE=%year%" -T "TRACKNUMBER=%tracknr%" -T "GENRE=%genre%" -T "PERFORMER=%albuminterpret%" -T "COMPOSER=%composer%" %haslyrics%--tag-from-file=LYRICS="%lyricsfile%"%haslyrics% -T "ALBUMARTIST=%albumartist%" -T "DISCNUMBER=%cdnumber%" -T "TOTALDISCS=%totalcds%" -T "TOTALTRACKS=%numtracks%" -T "COMMENT=%comment%" %source% -o %dest%
submitted by ULBAZOR to FrankOcean [link] [comments]

[Question]FutureRestore has stopped working

Hello, I'm having troubles with FutureRestore when I run the following command...
What can I do to solve this issue?
Windows 10 x64 bits https://imgur.com/a/tWp0h
C:\Users\tom\Documents\futurerestore_win64_v173\futurerestore_win64_v173>futurerestore.exe -t C:\Users\tom\Desktop\tsschecker_v212_mac_win_linux\588747931081_iPhone4,1_9.3.5-13G36_9112c716ef922e7c9d78f76404ea232205ae6e00.shsh2 -b C:\Users\tom\Documents\futurerestore_win64_v173\futurerestore_win64_v173\Trek-6.0.00.Release.bbfw --latest-baseband C:\Users\tom\Documents\futurerestore_win64_v173\futurerestore_win64_v173\iPhone4.ipsw 
Version: a0113a4e46bfd00962cd25e3af548fc8b0bd21fd - 173 Odysseus Support: no INFO: device serial number is C8PJ611GDTD6 [INFO] 32bit device detected futurerestore init done reading ticket C:\Users\tom\Desktop\tsschecker_v212_mac_win_linux\588747931081_iPhone4,1_9.3.5-13G36_9112c716ef922e7c9d78f76404ea232205ae6e00.shsh2 done Found device iPhone4,1 n94ap user specified to use latest signed baseband (WARNING, THIS CAN CAUSE A NON-WORKING RESTORE) [TSSC] opening firmware.json [DOWN] downloading file https://api.ipsw.me/v2.1/firmwares.json/condensed [TSSC] selecting latest iOS: 9.3.5 [TSSC] got firmwareurl for iOS 9.3.5 build 13G36 100 [===================================================================================================>] downloading Baseband 100 [===================================================================================================>] [WARNING] Failed to read BasebandGoldCertID from device! Is it already in recovery? [WARNING] Using tsschecker's fallback BasebandGoldCertID. This might result in invalid baseband signing status information [WARNING] Failed to read BasebandSerialNumber from device! Is it already in recovery? [WARNING] Using tsschecker's fallback BasebandSerialNumber size. This might result in invalid baseband signing status information [TSSC] opening download/basebandManifest.plist [TSSR] User specified to request only a Baseband ticket. Request URL set to https://gs.apple.com/TSS/controller?action=2 Sending TSS request attempt 1... response successfully received Found device in Recovery mode Device already in Recovery mode Found device in Recovery mode Identified device as n94ap, iPhone4,1 Extracting BuildManifest from IPSW Product Version: 7.1.2 Product Build: 11D257 Major: 11 Device supports Image4: false Got APNonce from device: 83 96 8e df de b5 a2 42 db d9 b8 72 70 c0 9d 70 de 28 f1 2a checking APTicket to be valid for this restore...
submitted by ChileanGuy0 to jailbreak [link] [comments]

Impossible Python login with Requests library

I'm trying to log in to my university's e-book library website with Python using Requests, but I can't get it to work. Here's the website: https://dliportal.zbra.com.bLogin.aspx?key=facamp
I'll try to explain what I already tried to do, and how the website reacts to the browser. I'd really appreciate if someone could help me solve this problem.
First, the website's HTML form:
GET response data (dliportal.zbra.com.br) Website's HTML form

There are a lot of input tags, and checking Network Monitor on Chrome after login, I noticed that "VIEWSTATE", "VIEWSTATEGENERATOR", "EVENTTARGET", "EVENTARGUMENT", "__EVENTVALIDATION", as well as my credencials in "userIdTextBox" and "passwordTextBox" are sent with a POST request using the values from html's form:
POST data (dliportal.zbra.com.br)
**General** Request URL:https://dliportal.zbra.com.bLogin.aspx?key=facamp Request Method:POST Status Code:302 Found Remote Address: Referrer Policy:no-referrer-when-downgrade **Response Headers** Cache-Control:public, max-age=3600 Content-Length:7295 Content-Type:text/html; charset=utf-8 Date:Mon, 04 Sep 2017 21:49:31 GMT Expires:Mon, 04 Sep 2017 22:49:30 GMT Last-Modified:Mon, 04 Sep 2017 21:49:30 GMT Location:https://sso.vitalsource.com/auth/redirects/[a_long_string_here] Server:Microsoft-IIS/8.5 Vary:* X-AspNet-Version:4.0.30319 X-Powered-By:ASP.NET **Request Headers** Accept:text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,image/apng,*/*;q=0.8 Accept-Encoding:gzip, deflate, br Accept-Language:pt-BR,pt;q=0.8,en-US;q=0.6,en;q=0.4 Cache-Control:max-age=0 Connection:keep-alive Content-Length:1126 Content-Type:application/x-www-form-urlencoded Cookie:ASP.NET_SessionId=10xulosmwzxsxhbkqfnqupwy; _ga=GA1.3.982569079.1504561026; _gid=GA1.3.1369811403.1504561026; _gat=1 Host:dliportal.zbra.com.br Origin:https://dliportal.zbra.com.br Referer:https://dliportal.zbra.com.bLogin.aspx?key=facamp Upgrade-Insecure-Requests:1 User-Agent:Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/60.0.3112.113 Safari/537.36 **Query String Parameters** key:facamp **Form Data** __VIEWSTATE:/wEPDwUJOTQ5NjU5Mjg2D2QWBgIBD2QWAgIDDxYCHglpbm5lcmh0bWwF5wENCiAgICAgICAgI3VuaXZlcnNpdHlMb2dvIHsNCiAgICAgICAgICAgIHdpZHRoOiAyMDBweDsNCiAgICAgICAgICAgIGhlaWdodDogMzAwcHg7DQogICAgICAgICAgICBkaXNwbGF5OiBibG9jazsNCiAgICAgICAgICAgIGJhY2tncm91bmQ6IHVybChJbWFnZS5hc3B4P2Fzc29jaWF0aW9uPWZhY2FtcCkgbm8tcmVwZWF0Ow0KICAgICAgICAgICAgbWFyZ2luOiAzMHB4IGF1dG87DQogICAgICAgIH0NCiAgICBkAgMPFgIfAAVARkFDQU1QIC0gRmFjdWxkYWRlcyBkZSBDYW1waW5hcyAtIEFjZXNzbyDDoCBQcm9mZXNzb3JlcyBlIEFsdW5vc2QCBw8WAh8ABeYBQ2FzbyBuw6NvIGNvbnNpZ2EgYWNlc3NhciBvdSBuw6NvIHRlbmhhIG9zIGRhZG9zIGRlIGFjZXNzbywgZmF2b3IgY29udGF0YXIgYSBGQUNBTVAgLSBGYWN1bGRhZGVzIGRlIENhbXBpbmFzIGF0cmF2w6lzIGRvIGVtYWlsOiA8YSBocmVmPSdtYWlsdG86c3Vwb3J0ZV9iaWJsaW90ZWNhX3ZpcnR1YWxAZmFjYW1wLmNvbS5icic+c3Vwb3J0ZV9iaWJsaW90ZWNhX3ZpcnR1YWxAZmFjYW1wLmNvbS5icjwvYT5kZGdWXrbiD3bNgSETfq7ip2QrqTlS __VIEWSTATEGENERATOR:C2EE9ABB __EVENTTARGET:loginButton __EVENTARGUMENT: __EVENTVALIDATION:/wEdAARagD/5Vf04/C/8v8SJMNZdjiw86D7eNbSVjVVvFunipFwgSqpCSL2Tos3TZ5JWb9vOzLf+PULXAx0siEaqrIWOgTSIXBJ5uo+c7a8pkO6cT0yZ6wM= userIdTextBox:--myUsername-- passwordTextBox:--myPassword-- loginButton:Enviar 
Please notice the "Location" entry under Response Headers. It leads the browser to another URL: https://sso.vitalsource.com/auth/redirects/[a_long_string_here].
So far so good, I could perfectly reproduce this behavior via Requests library with the following code:
My Python Code
import requests, bs4 url = 'https://dliportal.zbra.com.bLogin.aspx?key=facamp' userA = 'Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:55.0) Gecko/20100101 Firefox/55.0' cred = {'userIdTextBox':'--myUsername--', 'passwordTextBox':'--myPassword--'} s = requests.Session() s.headers['User-Agent'] = userA r1 = s.get(url) # Generate HTTP request's body extracting CSRF data from HTML's form r1 = s.get(url) soup = bs4.BeautifulSoup(r1.text, 'html.parser') vbody = {} for elem in soup.form.findAll('input'): if 'value' in elem.attrs.keys(): vbody[elem['name']] = elem['value'] else: vbody[elem['name']] = cred[elem['name']] r2 = s.post(url, data=vbody) print(r2.url, '->', r2.status_code, r2.reason) # https://sso.vitalsource.com/auth/redirects/[a_long_string_here] -> 401 Unauthorized 
As you can see on the last code comment, it redirects me to the right website, but I get code 401 Unauthorized. If I login via browser, here's the GET request to the former website:
GET data (sso.vitalsource.com)
**General** Request URL:https://sso.vitalsource.com/auth/redirects/NTVV35ZSFJ3M74GZDBKHWGZ7BUSYMRBCEFZHDFAUTKB7T4EM4C Request Method:GET Status Code:302 Found Remote Address: Referrer Policy:no-referrer-when-downgrade **Response Headers** Cache-Control:no-cache Connection:Keep-Alive Content-Encoding:gzip Content-Length:113 Content-Type:text/html; charset=utf-8 Date:Mon, 04 Sep 2017 21:49:33 GMT Keep-Alive:timeout=15, max=411 Location:https://integrada.minhabiblioteca.com.bbooks/ P3P:CP="ALL DSP COR CURa ADMa DEVa OUR IND COM NAV" Served-By:lvvsboappp08.vitalbook.com Server:Apache Set-Cookie:_jigsaw_session=bWhIMGtyVXhidmxybTFLdDVRclRRclRxTEdGc1ZFZGdlTFJkWUF0T3JYYjFaWERJcHl2eWJWS21YYlNQL1hwcGhnRks5SDU5cjloSExMaHhXeGlMalFMQzRyVnc4ZFUvSzJQM1UzSXRmWnFtUVlNNTlGNVZuOWhDeUdveUorcitBYVFicVFIT0xlUHRPdGkzd3lGR0pBRXlxZG45OWhQVmdjbDgvWFBSWEtMYUlpZnJYN2lORlo4QWNDckVzcU9PakI1SDNMa1VCd2FVVlcrcTNhUGVmSHN2SnZkdEJGUnRKWEdwamRQR3JEQT0tLXRKL2Z3TE8vcklHUkVXcmp0SXpxNXc9PQ%3D%3D--c0e95c8c387a31ed93c406be8b1e42569b8c7000; path=/; HttpOnly Set-Cookie:bookshelf_signin_services=WHBS5F3VDXWHFZHYV7SVDJWJF43F4ERRD6F6Y56ACNJTSX6P6F; domain=vitalsource.com; path=/; expires=Mon, 04 Sep 2017 21:54:33 -0000 Set-Cookie:doorman-bookshelf_signin-services=WHBS5F3VDXWHFZHYV7SVDJWJF43F4ERRD6F6Y56ACNJTSX6P6F; domain=vitalsource.com; path=/; expires=Mon, 04 Sep 2017 21:54:33 -0000 Status:302 Found Vary:Accept-Encoding X-Content-Type-Options:nosniff X-Powered-By:Phusion Passenger 4.0.59 X-Request-Id:38ac3ad5-8270-4088-96b4-0be67b4cc941 X-Runtime:0.063307 X-XSS-Protection:1; mode=block **Request Headers** Accept:text/html,application/xhtml+xml,application/xml;q=0.9,image/webp,image/apng,*/*;q=0.8 Accept-Encoding:gzip, deflate, br Accept-Language:pt-BR,pt;q=0.8,en-US;q=0.6,en;q=0.4 Cache-Control:max-age=0 Connection:keep-alive Host:sso.vitalsource.com Referer:https://dliportal.zbra.com.bLogin.aspx?key=facamp Upgrade-Insecure-Requests:1 User-Agent:Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/60.0.3112.113 Safari/537.36 
Notice that it's sending no cookie under "Request Headers", or any other piece of relevant information. I have no idea why it's not working. Could it possibly be because of the javascript present on the first webpage HTML?
Please, I'd really appreciate if someone could help me solve this problem. I can send any further information in detail if needed.
Thank you in advance.
submitted by Thiago_Rangel7 to Python [link] [comments]

Teamspeak Overlay is now working

Teamspeak has a new update that seems to have fixed the issue with the overlay. The new version of the overlay(3.7.18) can be downloaded here.
You can't install it through the Teamspeak addon installer as it failed for me and others. You have to manually extracted the download then swap out the file/folders with the updated files/folders. I used 7zip for this, a free program. Once extracted, go into the program files>teamspeak 3 client>Plugins>TS3 overlay to swap the files. Do not simply paste over the old files as that did not seem to work, remove them and paste in the new ones. Also, be sure to remove the old ts3overlay_win32.dll and ts3overlay_win64.dll, which sit is in the plugin folder(not plugin>ts3overlay) and replace it with the new ones.
Let me know if there are any questions. Hopefully this will fix it for everyone.
Edit Apparently for some the installer works, so you might as well give that a whirl first. Otherwise, use the method above.
submitted by nofear1056 to purebattlefield [link] [comments]

How to Fix .Exe Not a Valid Win32 Application Error In All ... Engineer Support - YouTube [100%] How to Fix .Exe Not a Valid Win32 Application In ... How to fix error ISDone.dll file specified for ... How to Fix ALL Error in GTA 5 - YouTube

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