I've converted them into what it's represent. This structures is deflating bytes free (Cf. The last bytes of the structure and the last sietch ends at offset d7727. Sietches structure starts at offset d6038 and ends at offset d7701. Here is the Sietches structures in the savegame file (DUNECD_Savefiles_Sietches.zip) that I posted. There's little exception means to avoid the deflating byte to be proceeded.Īnd the that haven't to be converted. Take care not to interpret a Repeat-F7 byte like a false-negative: =>. If you experience too more bytes that can't be counted manually, I advise you to copy/paste the sentence in Notepad++ or an He圎ditor to do it for you (look in the status bar). For few bytes, like, (00 X 10) bytes, you've to write "F70A00" instead of such expression. You 'll have to transcribe all the redundancies of 3+ bytes at the end of your changes before applying them and saving your work for better compatibility, but it's not required most of the time (for little editing). It's used in the file's frame many times. Don't know if it's a repeat-byte.Įx: in the file means => (F7Repeat)(4Time)(ByteC4) I've seen very rarely, a the beginning of the savegame file. The game never use triple identical bytes (or more) as a result. It's used to convert 3 minimum consequential and identical bytes.
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