![]() And maybe some of those lone bytes are events with values changed by the clock? Not sure. something else? Maybe the clock or the frame? That's the only thing I can imagine changing. The game is clearly calculating a new checksum based not just on changes in the save's data (of which I made none), but apparently also on. ![]() The only adjacent bytes I see other than $9A1-9A5 (which unless I'm mistaken do not look like a checksum) are $9FE-9FF, and perhaps it was a coincidence that $9FF was the same for. I understand that checksums are usually contained in adjacent blocks of certain bit length, such as 16, 32, 128, etc. sv3 (both pairs are identical in terms of user-affected values) I'll include the info even if it's kind of inscrutable without context. The 9th differed between the two file sets. ![]() Each time there were 8 bytes in common that were altered. All I did was open a file and immediately save it, then compare the before and after, having made no changes at all. So I've narrowed the changes down to 10 bytes. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |