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zoinkity
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 PostPosted: Mon Dec 04, 2006 4:47 pm    Post subject: Reply with quote Back to top

You can not do that. All the data in that huge block of data must be sequential. You can't jump like this:
BD000000
BF000000
BD001000

What happens is when it makes the offset table to each thingy it will look at the BD000000 file and assume it is 0x2000000 large, which it isn't. Then, it will assume BF000000 is 0xFEFFF000 large, which it certainly isn't. That will crash the game.

So, you must reorgainize the table in a way that the filesizes make sense. In other words, you get the fun task either copying over citadel's background data and reorgainizing pointers or removing everything unused and restructuring the table.
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Wreck
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 PostPosted: Thu Dec 07, 2006 9:26 pm    Post subject: Reply with quote Back to top

It all must be in ascending order, then?
I once tried switching around room models without success. Figured that it was probably because it wasn't ordered correctly. It's all gotta be nice and neat. Modify one thing, you'd better be prepared to change something else.
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zoinkity
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 PostPosted: Sat Dec 09, 2006 11:22 am    Post subject: Reply with quote Back to top

Switching room models is an even worse idea. Then you have to decompress the stage's background file and reorgainize the offsets to each room relative to the address of the BG. Silly, eh?

You really can edit the stuff, just be careful. I added in three suits and two heads so far, as well as a few images. All of it ran along with the normal game, so it can't be that difficult.
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