You may have noticed that a new file appeared in the game data named pacdescriptor.prs this file contains the hardcoded data that was in the exe that can't be dynamically generated (such as ID's and loop offsets) This is a file format I've come up with so isn't standard to PSO. So I've added code to the Ephinea client so that it can process these PAC files and dynamically construct the hardcoded offsets. Modders would have to ensure that the replacement sample is smaller or the same size as the sample they were replacing. Along with ID's, loop information and so on. The issue with these files is that the offsets for where each sample is located in the PAC is hardcoded into the game's EXE. To add samples to PSO requires adding them to the PAC file located in the subfolder data\sound.
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