.ahc overrrides or adds to the camera settings for various characters for specific parts of the stage. FSM files contain scripts and spawn arrays. Removing them will also remove all enemies, and all scripts (cutscene triggers and such). Another type of FSM file seems to be .s66e8a91 in the soft directory. havok/ - contains stage collision data for physics (ie, destroying crates) s100: s100_ev00.66b45610 - is the trigger for the cutscene (where all the enemies disappear) kill_6_4.66b45610 - I think this is the script which removes all the enemies after the cutscene s407_fsm: This file contains info about trigger areas and links them to SetEmArea. Do this hex operation to make the trigger spawn ridiculously big: 01 00 00 00 00 00 FA C4 00 00 FA C3 00 80 3B 45 00 00 00 00 to 01 00 00 00 FF FF FF FF 00 00 FA C3 00 00 00 00 00 00 00 00 01 00 00 00 00 80 3B 45 00 00 FA C3 00 80 3B 45 00 00 00 00 to 01 00 00 00 00 00 00 00 00 00 FA C3 00 00 00 00 00 00 00 00 01 00 00 00 00 80 3B 45 00 00 FA C3 00 80 3B C5 00 00 00 00 to 01 00 00 00 00 00 00 00 00 00 FA C3 FF FF FF FF 00 00 00 00 01 00 00 00 00 00 FA C4 00 00 FA C3 00 80 3B C5 00 00 00 00 to 01 00 00 00 FF FF FF FF 00 00 FA C3 FF FF FF FF 00 00 00 00 s117: to_103_2 - is the file which controls which next level is loaded after the cutscene. Search for "67" s118: s118_IDf15_Ins.15302ef4 - Has the link to the next level. Search for "68". The last 2 float variable in the file can be replaced with null values (to make this file injectable via quickbms on xbox) s107: -3250.66b45610 - Is the script which deactivates the lantern halfway through the map (probably triggered via the fsm) --If you move it to /fix it gets auto triggered right away --The script seems to affect every lantern in a stage --Changing name of scripts has no effect --3AB (1 byte value) (normally 01) - Doesn't seem to change anything --3B0 (4 byte value) (normally 00) - Doesn't seem to change anything --3C0 (8 byte value) (normally 00) - Doesn't seem to change anything --3B8 (4 byte value) (normally FE FF 00 00) - Changing this to 00 makes the game crash --363 (8 byte value) (normamly 20 00 00 00 18 00 00 00) - Doesn't seem to change anything --39E (9 byte value?) - Changing it makes game crash --345 (5 byte value?) - Changing it makes game crash s610: s610_ev00 - is the file which controls which next level to load after the cutscene. 5 bytes after "jump_p0000". should be "FC 01" for s508. s312: effects\ - Water effects, fog effects, sky effects, some sounds effects are called from here scr\s312_00.sdl - References a ton of stiles in scr00\ which basically has all the geometry in the level scr\scr00\s312_IDo00_Ins.15302ef4 - Flower objects. auto loaded? sdl does not call movement/collision data. .mod does not contain movement/collision data scr\scr00\s312h_scr.51fc779f - Collision data for player movement. auto loaded? scr\scr00\s312h_eff.51fc779f - Detailed data about surfaces (what sound and effects to activate when walking on wood, grass, etc... what sound and effects to activate when shooting wood, grass, etc... may also contain collision data for bullets) -lights/ contain all information about lighting in a stage (except for lightmaps). It's possible to swap these around (replace the xfs, and keep the LightLnk in their original directories). -Dynamic light changes (walking into a house and getting more shadow on the character) is something I'm not sure where is defined. It's not defined in lights/, although that may still have an effect on characters and objects. -Everything in effects\efl\auto is loaded automaticaly I think. Everything in effects\efl\ seems to be loaded manually by other files. -the xfs files in s###\se\ seems to define most backgrounds noises for levels. (auto loaded I think, no matter the filename) s205: s205_a00_ANIM.sdl or s205_a01_ANIM.sdl affect the lighting on enemies s201: -rain sound effects are in se_s201.spc and se_s201.srq (I think it's called directly from the srq file) -Removing s201_sce.65b275e5 causes a crash s301: -One of the idf files contains the cutscene trigger s304: -The effect SDL adds an odd powerful light when porting this to mercs. s203: -CopyJosh.66b45610 - Seems to be used for the 2 mini cutscenes near the end (after chainsaw guy spawns). If the file is gone, Josh is in a t-pose during these mini cutscenes. -s203_fsm.65b275e5 - Probably related to enemy spawns. Doesn't seem to affect Josh. -s203_npc.65b275e5 - Seems to make Josh keep following you forever after leaving the elevator. (looking at the file, it seems to have trigger areas for when the player exits the elevator, and that calls scripts which defines Josh's behavior) -s203.266e8a91 - Seems to be key for Josh behaviour. With it deleted, Josh will be invisible at the start, but will appear after a few seconds (near the console), and he'll start to follow the player around. -Josh_act - Not confirmed, but I think this file is responsible for all the actions Josh does (basically one long script). Josh still spawns with this file gone. -Josh is not spawned within any file in s203. I removed all files from the stage, but he still spawned. s209: -josh_act - Removing it makes Josh follow the player around all the time instead of following his scripted stuff. -s209_ev30.66b45610 - Unknown, couldn't see a change with it gone. -s209_ev20.66b45610 - When deleted, it disables the cutscene where you approach the boat. It also makes Josh spawn instantly instead of after the cutscene. -s209_idf04_ins - Includes the wiretraps -s209_ido00_ins: --1st: Door with lock (OM101F_IDo00_U002) -s209_doorlock2.66b45610 - Controls the lock for the door? s207: -s207_IDf10_Ins.15302ef4 - Contains the invisible walls at the 2 fire locations -s207_IDf03_Ins.15302ef4 - ? -s207_IDf04_Ins.15302ef4 - The "Investigate" prompt at the blocked door? -s207_mes.65b275e5 - 2 of the message prompts (near the fires) -s207_door.65b275e5 - Exit door (I'm pretty sure it also includes the variable for the next level: s203) -s207_IDo00_Ins: --1st: Blocked door (OM1017_IDo00_U000) --2nd: Valve (OM08DF) --3rd: Valve --4th: Zip line (OM08EC) --5th: Zip line --6th: Valve --7th: Big machinery (OM08ED) --8th: Big machinery --9th: Barrel (OM0890F) (last 2 are the barrels near the exit: 0B F8 89 45 00 00 96 43 11 18 0A 44 and B3 7D 8B 45 00 00 96 43 21 43 D2 43) s113: -s113_ido00_ins - OM100F_IDo00_U154 (door at the start of the level) -gate_door.66b45610 - Lock for the door at start of the level s106: -s106_IDo00_Isn: --1st: Telephone pole --2nd: Stand you can climb up to --3rd: Car --4th: Stand you can climb up to --5th: Car? --6th: Car? --7th: Tree --8th: Tree --9th --10th: Tree --11th: Bush --12th: Bush --13th: Stand --14th: Stand --15th: Stand --16th: Container --17th: Container --Last object: Door between start area and big open area s114: -act11.66b45610 - This file makes the megaphone majini do his speak animations and also activate all of his speech.