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Paul you're awesome! Thanks you you I've figured out what PositionID is! It's a pointer to these! It has much more information than position then, it explains why I could move the mines to the Mud's position but not the path blocker!
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I'm pretty sure I can parse most of the path file now (for AE at least). It might just mean collecting some hard coded offsets. I think each screen must point somewhere in to the massive list of objects, then it loads them all until it hits 04 and it skips 03 (03 = already loaded).
Edit: If we can figure out exactly how to link these things and what the params mean then it should be fairly simple to edit objects in any level
