|01 4F 02 00||591||00591-.AKBA|
|01 00 00 06||3||level 3|
|AD DE||dead||not used|
|B7 06 00 00||1719||1719 packages follow (one package is edged in black)|
|Below follows the first package.|
|00 00 00 00||0, high bit||plane equation for this "side" (see AKEV/ PLEA); high bit reverses normal|
|00 00 00 00||0||AKAA range start (adjacencies for this side)|
|01 00 00 00||1||AKAA range end (adjacencies for this side)|
|00 00 00 00||0||AKAA package number ? (because the highest value is 688); unknown (some old range?)|
|01 00 00 00||1||AKAA package number ? (because the highest value is 688); unknown (some old range?)|
|00 00 00 00||0||AKBP package number ? (because the highest value is 1723)|
|00 00 00 00||0||AKBP package number ? (because the highest value is 1724)|
These 2 fields make up a range of "adjacencies". If the fields are equal then the range is empty.
Altough in most cases the 2 unknown fields have values that seem to indicate that they are an AKAA range as well, in the last level there are values that are higher than the size of the AKAA array (+2).
Apart from the AKAA range, all the fields seem to be ignored by the engine: setting them to anything (0, -1, value bigger than AKBP or AKAA count etc.) apparently has no effect on the game.
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