Difference between revisions of "LCS/VCS SCM"

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m (moved LCS/VCS MAIN to LCS SCM)
m (No need to specify the target game beyond LCS and VCS.)
Line 2: Line 2:
 
   32 bit int                Largest mission size
 
   32 bit int                Largest mission size
 
  (02 00 06)h + 32 bit int    Jump to second segment - 8
 
  (02 00 06)h + 32 bit int    Jump to second segment - 8
  byte                        Align (always 6Dh)
+
  byte                        Target game ('l' - Liberty for LCS, 'm' - Miami for VCS)
 
   (global vars)              Space for variable saving
 
   (global vars)              Space for variable saving
 
  (02 00 06)h + 32 bit int    Jump to third segment - 8
 
  (02 00 06)h + 32 bit int    Jump to third segment - 8

Revision as of 13:30, 17 March 2015

  32 bit int                 MAIN size - 8
  32 bit int                 Largest mission size
(02 00 06)h + 32 bit int     Jump to second segment - 8
byte                         Target game ('l' - Liberty for LCS, 'm' - Miami for VCS)
  (global vars)              Space for variable saving
(02 00 06)h + 32 bit int     Jump to third segment - 8
byte                         Align (always 0)
  32 bit int                 Subsegments size
  (data of 2 subsegments)    (1 byte value incrementing by 4 each time and 1 byte value incrementing by 1 each block) * (subsegments size * 2)
  32 bit int                 Number of models
  (model names)              24 byte model names * number of models (model 0 name is empty and therefore unused)
(02 00 06)h + 32 bit int     Jump to fourth segment - 8
byte                         Align (always 0)
  32 bit int                 Unknown size
  32 bit int                 Largest mission size
  32 bit int                 Number of missions
  (mission addresses)        (32 bit addresses - 8) * number of missions
(MAIN code)                  MAIN section, equal to size defined earlier
(mission code)               The mission data, missions stored at offsets defined earlier