Adding modding folder with a hacked build.
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## Archives
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This section covers the archive files. There is one template archive file, called ```archive.dat```, and a number of save-game files, called ```savgamXX.dat```. All of these files are regular resource files.
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Any new game is based on the archive.dat file. All these archive files contain the complete game state, including the level layout. In other words: Citadel itself, with all its content, is represented through such a file; Properties and media for the content is in the other resource files.
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## Map specific data
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Each level has 98 resources reserved, but only 51 in use. The level-specific resources are grouped according to the level identifier. For example, on Citadel level R, the resources start with ID ```4002``` (decimal) up to ```4053```. Level 1 uses ```4102``` to ```4153``` and so forth.
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On the following pages, resources identified as ```LXX``` refer to level-specific resource ```XX``` for any level. These numbers will always be given in decimal.
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## Extra Resources
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### Name of archive, resource 0x0FA0 (4000)
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This resource contains the name of the archive (title of the save-game). It is a 0x00 terminated string, with a dynamic length of up to 32 bytes (including the termination character).
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> The archive.dat file contains extra (unknown) data after the name in this resource, up to a complete length of 128 bytes. A save-game file has only the name in this resource. The name of the template archive is "Starting Game".
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### [Game state resource 0x0FA1 (4001)](gameState.md)
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This resource contains information about the game and the hacker.
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It also contains the [level variables](levelVariables.md).
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### Additional Resources
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Save-game files contain 4 further resources that are not present in archive.dat :
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* 0x0000 Unknown int32. ```0x00000000``` at first investigation
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* 0x024E Unknown.
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* 0x024F Unknown.
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* 0x0F9F Unknown int32. ```0x00004444``` at first investigation
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## Index
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### By topic
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* [Map Information](mapInformation.md)
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* [Level Objects](levelObjects.md)
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* [Surveillance Cameras](surveillanceCameras.md)
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* [Loop Configuration](loopConfiguration.md)
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### By level-specific resource ID
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* ```L02``` Map version number. int32 with value ```0x0000000B``` for all maps.
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* ```L03``` Object version number. int32 with value ```0x0000001B``` for all maps.
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* ```L04``` [Basic level information](mapInformation.md)
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* ```L05``` [Map Layout](mapInformation.md)
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* ```L06``` [Level schedules](levelSchedules.md)
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* ```L07``` [Level texture map](mapInformation.md)
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* ```L08``` [Main object table](levelObjects.md#level-object-table)
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* ```L09``` [Level object cross-reference table](levelObjects.md#level-object-cross-reference-table)
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* ```L10``` to ```L24``` 15 object [class specific tables](levelObjects.md#class-tables-and-entries)
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* ```L25``` to ```L39``` 15 object [class default info](levelObjects.md#class-default-information)
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* ```L40``` Miscellaneous savefile version number. int32. For all maps: ```CD-Release```: ```0x0000000D```. All other: ```0x0000000B```
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* ```L41``` Unused entry. byte with value ```0x00``` for all maps.
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* ```L42``` [Texture animation](textureAnimation.md)
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* ```L43``` [Surveillance Sources](surveillanceCameras.md)
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* ```L44``` [Surveillance Surrogates](surveillanceCameras.md)
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* ```L45``` [Level variables](levelVariables.md)
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* ```L46``` [Map notes](mapInformation.md#map-notes)
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* ```L47``` [Map notes pointer](mapInformation.md#map-notes)
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* ```L48``` Unknown. 0x30 byte length.
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* ```L49``` Unknown. 0x1C0 byte length.
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* ```L50``` Unknown int16. ```0x0000``` for all maps.
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* ```L51``` [Loop Configuration](loopConfiguration.md)
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* ```L52``` Unknown int16. (Only present in ```CD-Release```)
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* ```L53``` Unknown. 0x40 byte length, all zeroes. (Only present in ```CD-Release```)
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### Levels of Citadel
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This is the level list of the base game:
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* Level 00: Reactor level
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* Level 01-09: Levels 1-9
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* Level 10: SHODAN cyberspace
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* Level 11: Delta grove
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* Level 12: Alpha grove
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* Level 13: Beta grove
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* Level 14: Cyberspace for levels 1 and 2
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* Level 15: Cyberspace
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