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  #14  
10-17-2010, 11:22 AM
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Paul
Outlaw Sniper
 
: Jun 2007
: MilkyWay
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When moving from the screen before the one in your screen shot the game script loads these:


4F = load_work_wheel
3C = load_lcd_font
21 = nop
4d = load_wdrop_splash
20 = load_slig
31 = load_mud
55 = load_slam_door
58 = ?
11 = load_switch_lever
21 = nop
06 = ?
06 ?
61 = load_STATUSLT.BAN
06 ?
02 = abe_hoist
02 = abe_hoist
02 = abe_hoist
03 = abe_hoist2
03 = abe_hoist2
03 = abe_hoist2
3C = load_lcd_font
30 = ?
06 ?
06 ?
3D = load_stone_spotlite
55 = load_slam_door
31 = load_mud
31 = load_mud
3C = load_lcd_font
19 = load_ubx_blow
19 = load_ubx_blow
31 = load_mud
3C = load_lcd_font
1C = load_portal
55 = load_slam_door
32 = nop
40 = load_lcd_font2
02 =
06 ?
06 ?
06 ?
2E = nop
21 = nop


Each number is 32bit hex. The names are the names of functions I've named based on what BND/BAN file names are used in them. It comes from the path, strange how they don't seem to match which what you have for portals etc? Maybe you can double check for these magic numbers in the save file?

Edit: I got it, there is another function for loading save files, maybe it dosent contain part of the path file after all I the type Id is also an index into a list of functions that loads data, I'm just collecting al list of what each type is for a save in the screen shot screen

Edit again:

Here is the list and order my save gets loaded.

45 = load_state_savefile (sets tons of vars)
51 = load_mud_savefile
51 = load_mud_savefile
51 = load_mud_savefile
51 = load_mud_savefile
8F = load_bomb_savefile
8F = load_bomb_savefile
51 = load_mud_savefile
63 = load_portal_savefile
7A = load_slamdoor_savefile

Last edited by Paul; 10-17-2010 at 11:49 AM..
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