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#modding

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AdrienTDBut then the game would require more RAM.
AdrienTDSo it might be possible only on PC and not consoles.
NekinSo well ... Can we make a XXL randomizer with every catapult sending you to a random location (start after a catapult) every time ? :wifiStare:
AdrienTD:VitrioThinks:
AdrienTDPossible but that would require a lot of work.
NekinJust submitting my stupid idea ^^
Nekinbut knowing that's possible still makes me happy, even if it would maybe never be done
Nekinso thx for the answer @AdrienTD ๐Ÿ™‚
AdrienTDGood news! I managed to bypass the LVL header checksum check from the DRM. ๐Ÿ•ต, 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. ๐Ÿ˜‰
NoTeefynice! Just make sure to not cause a RAM leak ๐Ÿ˜„
AdrienTDThere 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.
NoTeefyTrue that, but what I can tell you is that it's clearing up stuff if you swap levels
NoTeefylike the player/model classes
AdrienTDThat shouldn't be a problem I guess, the game should still clean all the objects as the game always did.
AdrienTDWhat I pretty much did was remove a checksum check and the decryption part.
NoTeefyhum, sounds good then
Martyste TendertailAmazing.
Martyste TendertailMaybe OSome could make use of that to improve some of the game's limits?
PegPeregoGauchoIf mat was a tool developer at ELB I think he knows much more than we do
PegPeregoGauchoBut thank God I'm not limited anymore :lul: