TEXT   59

spk

Guest on 13th May 2022 08:13:04 AM

  1. These are in SA\X360. They seem to control which textures are loaded for various stages. I suspect they define memory allocation for textures.
  2.  
  3. Demo: Used for menus?
  4. Mercenaries: Used for the entire mercs mode (and other extra content modes?)
  5. Game: Seems to always be loaded before loading any level.
  6. S*: Loaded for specific stages. (counts for events as well).
  7. E*: Loaded for specific events.
  8.  
  9. Tests with blanking out parts of SPKG data (used Mercenaries.spkg for testing)
  10. Fixeddatasizechunk: Almost everything black. Certain lights rendered.
  11. Part 1: Crash
  12. Part 2: Crash
  13. Part 3: Everything became blank except for effects
  14. Part 4: Crash
  15. Part 5: Most stuff rendered with black. Some elements render, but are just bloomy neon colourful shapes.
  16. Part 6: No change (duh!)
  17. Part 7: Same as fixeddatachunk.
  18. Shaders: Same as fixeddatachunk.
  19.  
  20. -Re arranging entries in fixeddatasizechunk causes stuff to not render properly anymore.
  21.  
  22. Comparison between mercenaries.spkg from release version, and same spkg from version after L4D chars were added:
  23. These are the various entries added:
  24. packageCount + 67
  25. part1Count + 776
  26. part2Count + 443
  27. part3Count + 0
  28. part4Count + 0
  29. part5Count + 29
  30. part6Count + 0
  31. part7Count + 70
  32. fixed-size Data Chunk got new 15 values which aren't 0. It's interesting to see that the order of zeroes and non-zeroes is the same, but the actual values are different. Maybe the shaders/packages were oredered differently when they re-created mercenaries spkg for this patch which made these values different.

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