FG1 is also used for the tiles in the main screen and lots of other stuff, VLC is another type which is some strange compression used in AE cam files. Before that there is a NULL, and the length of the segment is before that (check my edited cam file image, its a screen shot of the header struct)
Strange though, because if you remove that stuff in most instances the game will crash because it can't find the data its looking for, every "FG1 /Anim/Bits/etc" has its own resource ID, if its not found then the game goes boom
I've almost figured out how to decode AE type 4 sprites though, type 3 looks VERY strange, and the cam files are just looking impossible atm
I won't be doing much with AO files for a while, since AE's formats seem a lot more matured and stable
edit: maybe you should try editing it out of the main screen where abe says hello or whatever and see what happens
edit again: heres the header FYI
struct TChunkHeader // First thing in the file, the file chunk header
{
public:
DWORD iLength; // Length of the section
WORD iType; // Type of the section Font, Anim, etc
WORD iID; // Resource ID
TChunkHeader()
: iLength( 0 ), iType( 0 ), iID( 0 )
{
// Constructor is empty
}
};
Last edited by Paul; 12-17-2007 at 09:47 AM..
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