LCS/VCS SCM
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32-bit int Main script size - 8 32-bit int Largest mission script size (02 00 06)h + 32-bit offset GOTO next header chunk - 8 byte Target game ('l' - Liberty for LCS[1], 'm' - Miami for VCS, unused at runtime) (Global variable space) Space for global variable storage[2] (first global index is 2) (02 00 06)h + 32-bit offset GOTO next header chunk - 8 byte Alignment (always 0, ignored) 32-bit int Number of save variables (Saved variable indices) 2-byte variable index * number of save variables 32-bit int Number of used objects (at least 1) (Used object array) 24-byte object name * number of used objects (first object name is empty and therefore unused) (02 00 06)h + 32-bit offset GOTO main script space - 8 (third header chunk is compiled only in script multifile) byte Alignment (always 0, ignored) 16-bit int Number of true globals 16-bit int Most globals (count of variables repurposed by mission scripts) 32-bit int Largest mission script size 16-bit int Number of mission scripts 16-bit int Number of exclusive mission scripts (Multi script array) (32-bit offset - 8) * number of mission scripts (Main script space) Space of main script (equal to size defined earlier) (Mission scripts space) Space of mission scripts (each one is stored at file offsets defined earlier)
^ The script multifile of LCS v2 (PAL) on PSP platform is the only one which has been compiled in Liberty mode, the rest in Miami (likely a rough mistake);
^ The global variable space includes true and most globals in this order.