| AdrienTD | But then the game would require more RAM. |
| AdrienTD | So it might be possible only on PC and not consoles. |
| Nekin | So well ... Can we make a XXL randomizer with every catapult sending you to a random location (start after a catapult) every time ? |
| AdrienTD | |
| AdrienTD | Possible but that would require a lot of work. |
| Nekin | Just submitting my stupid idea ^^ |
| Nekin | but knowing that's possible still makes me happy, even if it would maybe never be done |
| Nekin | so thx for the answer @AdrienTD ๐ |
| AdrienTD | Good news!
I managed to bypass the LVL header checksum check from the DRM. ๐ต, and made the game load the headers from the LVL files themselves unecrypted instead of the EXE.
This means that we can edit the LVL header without the game exiting. As the header contains the maximal number of objects allocated per class, this also means that we can raise up the maximum of objects in a level, for example geometries, romans, torches, crates, ... We can also add rocket romans. ๐ |
| NoTeefy | nice! Just make sure to not cause a RAM leak ๐ |
| AdrienTD | There might be a case where the game would try to free memory from the DRM that isn't allocated anymore, but maybe it does check if it is a null pointer first, but it would do it when the game quits anyway. |
| NoTeefy | True that, but what I can tell you is that it's clearing up stuff if you swap levels |
| NoTeefy | like the player/model classes |
| AdrienTD | That shouldn't be a problem I guess, the game should still clean all the objects as the game always did. |
| AdrienTD | What I pretty much did was remove a checksum check and the decryption part. |
| NoTeefy | hum, sounds good then |
| Martyste Tendertail | Amazing. |
| Martyste Tendertail | Maybe OSome could make use of that to improve some of the game's limits? |
| PegPeregoGaucho | If mat was a tool developer at ELB I think he knows much more than we do |
| PegPeregoGaucho | But thank God I'm not limited anymore |