I think I'm gonna give up on this for a while again because once again its doing my head in :@! Anyway..
-AE Cam files, it calls mdec_rest before applying the 1kb array and doing the recursive function, the recursive function could be the one thats doing the height stretching.. so that must mean they are mdec compressed?
-Hard coded info in paths etc, it seems that there are OVL files on the psx versions, OVL = overlay which is like a windows dll which would explain the hard codedness..
-BLY files, as per the psx demo these BLY file names are in AE and AO which suggests theyre some sort of debug version of the paths/scripts? Either way the format appears to be completely different from looking at the psx demo, so who knows.
-IDX, seems these are also removed from the PC version? S1.LVL has many IDX'es for each of the other levels in the psx version.
-PSX cam images, the demo and full version of psx AO have some other mdec or whatever related compression it would seem.
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