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Figure out meaning of level chunk L45 (level variables) #10
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The chunks that I so far checked always contain 94 bytes and the content is similar between levels. The chunk appears to start with an int32 value that has the same value as the length of the block (0x0000005E). |
This chunk appears to contain what I call now "level variables". I first thought of "environmental variables" as I could identify the rad/bio hazard and gravity values. Since changing the remaining values did not show any immediate effect, I suspect these are some level/game values, to be handled by triggers. |
There is indeed a repeating information; From offset These three entries are almost identical across all levels. Only differences: level 1 has a few bytes different, as well as level 9. The second entry is always all bytes zero. The third entry always equals the first, with the exception of its second byte. (first is always 0x03, third is always 0x02) Now I have even less of an idea what these entries could mean. Some values "could" be tile coordinates, with the exception of level 1 pointing to the center (tile 31, fine 128) - no it's not the new-game-spawn-point. Other values appear to be common video resolutions (320x200), again with exception of level 1. Since so far construct levels (which have all these bytes zero) work just as fine, I'll leave these as a curiosity. |
Also: radiation and bio contamination register fields were mixed up. Fixed. |
Another idea I had was that this level chunk is not about level variables in general, but only the hazards. And the three entries describe detail properties of the hazards (with a third hazard not realized). Crazy idea: describing the (visual) effects. |
This structure is based on LevelData (lvldata.h). I'm inclined to keep the name "Level Variables" for this one - is a close synonym for it. |
Ok, documented stuff out of the auto-mapper. |
Determine the meaning of level chunk L45.
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