Пример #1
0
        async UniTask LoadLVLSNA()
        {
            loadingState = "Loading level memory";
            await WaitIfNecessary();

            Reader  reader = files_array[Mem.Lvl].reader;
            Pointer off_current;
            SNA     sna = (SNA)files_array[Mem.Lvl];

            // First read GPT
            files_array[Mem.Lvl].GotoHeader();
            reader = files_array[Mem.Lvl].reader;
            print("LVL GPT offset: " + Pointer.Current(reader));

            if (Settings.s.engineVersion == Settings.EngineVersion.Montreal)
            {
                // SDA

                /*sna.GotoSDA();
                 * print(Pointer.Current(reader));
                 * reader.ReadUInt32();
                 * reader.ReadUInt32(); // same as next
                 * uint num_strings = reader.ReadUInt32();
                 * uint indexOfTextGlobal = reader.ReadUInt32(); // dword_6EEE78
                 * uint dword_83EC58 = reader.ReadUInt32();
                 * print(num_strings + " - " + Pointer.Current(reader));
                 *
                 * // DLG
                 * sna.GotoDLG();
                 * Pointer off_strings = Pointer.Read(reader);
                 * for (int i = 0; i < num_strings; i++) {
                 *  Pointer.Read(reader);
                 * }
                 * reader.ReadUInt32();*/

                // GPT
                sna.GotoHeader();
                if (Settings.s.game != Settings.Game.PlaymobilLaura)
                {
                    Pointer.Read(reader); // sound related
                }
                Pointer.Read(reader);
                Pointer.Read(reader);
                reader.ReadUInt32();
            }
            if (Settings.s.engineVersion != Settings.EngineVersion.Montreal)
            {
                loadingState = "Reading settings for persos in fix";
                await WaitIfNecessary();

                // Fill in fix -> lvl pointers for perso's in fix
                uint      num_persoInFixPointers = reader.ReadUInt32();
                Pointer[] persoInFixPointers     = new Pointer[num_persoInFixPointers];
                for (int i = 0; i < num_persoInFixPointers; i++)
                {
                    Pointer off_perso = Pointer.Read(reader);
                    if (off_perso != null)
                    {
                        off_current = Pointer.Goto(ref reader, off_perso);
                        reader.ReadUInt32();
                        Pointer off_stdGame = Pointer.Read(reader);
                        if (off_stdGame != null)
                        {
                            if (Settings.s.engineVersion > Settings.EngineVersion.TT)
                            {
                                Pointer.Goto(ref reader, off_stdGame);
                                reader.ReadUInt32(); // type 0
                                reader.ReadUInt32(); // type 1
                                reader.ReadUInt32(); // type 2
                                Pointer off_superObject = Pointer.Read(reader);
                                Pointer.Goto(ref reader, off_current);
                                if (off_superObject == null)
                                {
                                    continue;
                                }
                            }
                            else
                            {
                                Pointer.Goto(ref reader, off_current);
                            }
                            // First read everything from the GPT
                            Pointer off_newSuperObject = null, off_nextBrother = null, off_prevBrother = null, off_father = null;
                            byte[]  matrixData = null, floatData = null, renderBits = null;
                            if (Settings.s.engineVersion > Settings.EngineVersion.TT)
                            {
                                off_newSuperObject = Pointer.Read(reader);
                                matrixData         = reader.ReadBytes(0x58);
                                renderBits         = reader.ReadBytes(4);
                                floatData          = reader.ReadBytes(4);
                                off_nextBrother    = Pointer.Read(reader);
                                off_prevBrother    = Pointer.Read(reader);
                                off_father         = Pointer.Read(reader);
                            }
                            else
                            {
                                matrixData         = reader.ReadBytes(0x58);
                                off_newSuperObject = Pointer.Read(reader);
                                Pointer.DoAt(ref reader, off_stdGame + 0xC, () => {
                                    ((SNA)off_stdGame.file).AddPointer(off_stdGame.offset + 0xC, off_newSuperObject);
                                });
                            }

                            // Then fill everything in
                            off_current = Pointer.Goto(ref reader, off_newSuperObject);
                            uint    newSOtype             = reader.ReadUInt32();
                            Pointer off_newSOengineObject = Pointer.Read(reader);
                            if (SuperObject.GetSOType(newSOtype) == SuperObject.Type.Perso)
                            {
                                persoInFixPointers[i] = off_newSOengineObject;
                                Pointer.Goto(ref reader, off_newSOengineObject);
                                Pointer off_p3dData = Pointer.Read(reader);
                                if (Settings.s.game == Settings.Game.R2Demo)
                                {
                                    ((SNA)off_p3dData.file).OverwriteData(off_p3dData.FileOffset + 0x1C, matrixData);
                                }
                                else
                                {
                                    ((SNA)off_p3dData.file).OverwriteData(off_p3dData.FileOffset + 0x18, matrixData);
                                }

                                if (Settings.s.engineVersion > Settings.EngineVersion.TT)
                                {
                                    FileWithPointers file = off_newSuperObject.file;
                                    file.AddPointer(off_newSuperObject.FileOffset + 0x14, off_nextBrother);
                                    file.AddPointer(off_newSuperObject.FileOffset + 0x18, off_prevBrother);
                                    file.AddPointer(off_newSuperObject.FileOffset + 0x1C, off_father);
                                    ((SNA)file).OverwriteData(off_newSuperObject.FileOffset + 0x30, renderBits);
                                    ((SNA)file).OverwriteData(off_newSuperObject.FileOffset + 0x38, floatData);
                                }
                            }
                            else
                            {
                                persoInFixPointers[i] = null;
                            }
                        }
                        Pointer.Goto(ref reader, off_current);
                    }
                }
            }
            loadingState = "Loading globals";
            await WaitIfNecessary();

            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal)
            {
                globals.off_actualWorld          = Pointer.Read(reader);
                globals.off_dynamicWorld         = Pointer.Read(reader);
                globals.off_inactiveDynamicWorld = Pointer.Read(reader);
                globals.off_fatherSector         = Pointer.Read(reader);
                globals.off_firstSubMapPosition  = Pointer.Read(reader);
            }
            else
            {
                globals.off_actualWorld  = Pointer.Read(reader);
                globals.off_dynamicWorld = Pointer.Read(reader);
                globals.off_fatherSector = Pointer.Read(reader);
                uint soundEventIndex = reader.ReadUInt32(); // In Montreal version this is a pointer, also sound event related
                if (Settings.s.game == Settings.Game.PlaymobilLaura)
                {
                    Pointer.Read(reader);
                }
            }

            globals.num_always      = reader.ReadUInt32();
            globals.spawnablePersos = LinkedList <Perso> .ReadHeader(reader, Pointer.Current(reader), LinkedList.Type.Double);

            globals.off_always_reusableSO = Pointer.Read(reader); // There are (num_always) empty SuperObjects starting with this one.
            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal)
            {
                globals.off_always_reusableUnknown1 = Pointer.Read(reader); // (num_always) * 0x2c blocks
                globals.off_always_reusableUnknown2 = Pointer.Read(reader); // (num_always) * 0x4 blocks
            }
            else
            {
                reader.ReadUInt32(); // 0x6F. In Montreal version this is a pointer to a pointer table for always
                globals.spawnablePersos.FillPointers(reader, globals.spawnablePersos.off_tail, globals.spawnablePersos.offset);
            }

            if (Settings.s.game == Settings.Game.DD)
            {
                reader.ReadUInt32();
            }
            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal)
            {
                Pointer dword_4A6B1C_always_header = Pointer.Read(reader);
                Pointer dword_4A6B20_always_last   = Pointer.Read(reader);

                Pointer v28 = Pointer.Read(reader);
                Pointer v31 = Pointer.Read(reader);
                Pointer v32 = Pointer.Read(reader);
                Pointer v33 = Pointer.Read(reader);

                // These things aren't parsed, but in raycap they're null. This way we'll notice when they aren't.
                if (v28 != null)
                {
                    print("v28 is not null, it's " + v28);
                }
                if (v31 != null)
                {
                    print("v31 is not null, it's " + v31);
                }
                if (v32 != null)
                {
                    print("v32 is not null, it's " + v32);
                }
                if (v33 != null)
                {
                    print("v33 is not null, it's " + v33);
                }

                // Fill in pointers for the unknown table related to "always".
                FillLinkedListPointers(reader, dword_4A6B20_always_last, dword_4A6B1C_always_header);
            }

            // Fill in pointers for the object type tables and read them
            objectTypes = new ObjectType[3][];
            for (uint i = 0; i < 3; i++)
            {
                Pointer off_names_header = Pointer.Current(reader);
                Pointer off_names_first  = Pointer.Read(reader);
                Pointer off_names_last   = Pointer.Read(reader);
                uint    num_names        = reader.ReadUInt32();

                FillLinkedListPointers(reader, off_names_last, off_names_header);
                ReadObjectNamesTable(reader, off_names_first, num_names, i);
            }

            // Begin of engineStructure
            loadingState = "Loading engine structure";
            await WaitIfNecessary();

            print("Start of EngineStructure: " + Pointer.Current(reader));
            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal)
            {
                reader.ReadByte();
                string mapName = reader.ReadString(0x1E);
                reader.ReadChars(0x1E);
                string mapName2 = reader.ReadString(0x1E);
                reader.ReadByte();
                reader.ReadBytes(0x178); // don't know what this data is
            }
            else
            {
                reader.ReadByte();
                string mapName = reader.ReadString(0x104);
                reader.ReadChars(0x104);
                string mapName2 = reader.ReadString(0x104);
                if (Settings.s.game == Settings.Game.PlaymobilLaura)
                {
                    reader.ReadChars(0x104);
                    reader.ReadChars(0x104);
                }
                string mapName3 = reader.ReadString(0x104);
                if (Settings.s.game == Settings.Game.TT)
                {
                    reader.ReadBytes(0x47F7); // don't know what this data is
                }
                else if (Settings.s.game == Settings.Game.TTSE)
                {
                    reader.ReadBytes(0x240F);
                }
                else if (Settings.s.game == Settings.Game.PlaymobilLaura)
                {
                    reader.ReadBytes(0x240F); // don't know what this data is
                }
                else                          // Hype & Alex
                {
                    reader.ReadBytes(0x2627); // don't know what this data is
                }
            }
            Pointer off_unknown_first = Pointer.Read(reader);
            Pointer off_unknown_last  = Pointer.Read(reader);
            uint    num_unknown       = reader.ReadUInt32();

            families = LinkedList <Family> .ReadHeader(reader, Pointer.Current(reader), type : LinkedList.Type.Double);

            families.FillPointers(reader, families.off_tail, families.off_head);

            if (Settings.s.game == Settings.Game.PlaymobilLaura)
            {
                LinkedList <int> .ReadHeader(reader, Pointer.Current(reader), type : LinkedList.Type.Double);
            }

            LinkedList <SuperObject> alwaysActiveCharacters = LinkedList <SuperObject> .ReadHeader(reader, Pointer.Current(reader), type : LinkedList.Type.Double);

            if (Settings.s.engineVersion > Settings.EngineVersion.Montreal)
            {
                reader.ReadUInt32();
                reader.ReadUInt32();
                reader.ReadUInt32();
                if (Settings.s.game == Settings.Game.RedPlanet || Settings.s.game == Settings.Game.R2Demo)
                {
                    reader.ReadUInt32();
                }
                Pointer off_languages = Pointer.Read(reader);
                reader.ReadUInt32();

                Pointer.DoAt(ref reader, off_languages, () => {
                    ReadLanguages(reader, off_languages, localization.num_languages);
                });

                for (uint i = 0; i < 2; i++)
                {
                    Pointer off_matrix = Pointer.Current(reader);
                    Matrix  mat        = Matrix.Read(reader, off_matrix);
                }

                reader.ReadUInt32();
                reader.ReadUInt16();

                ReadLevelNames(reader, Pointer.Current(reader), 80);
                uint num_mapNames = reader.ReadUInt32();
                Array.Resize(ref levels, (int)num_mapNames);
                reader.ReadUInt16();
                reader.ReadUInt32();
                reader.ReadUInt32();

                if (Settings.s.game == Settings.Game.DD)
                {
                    reader.ReadUInt32();
                }

                // End of engineStructure
                Pointer off_light    = Pointer.Read(reader); // the offset of a light. It's just an ordinary light.
                Pointer off_mainChar = Pointer.Read(reader); // superobject
                Pointer off_characterLaunchingSoundEvents = Pointer.Read(reader);
                if (Settings.s.game == Settings.Game.DD)
                {
                    globals.off_backgroundGameMaterial = Pointer.Read(reader);
                }
                Pointer off_shadowPolygonVisualMaterial   = Pointer.Read(reader);
                Pointer off_shadowPolygonGameMaterialInit = Pointer.Read(reader);
                Pointer off_shadowPolygonGameMaterial     = Pointer.Read(reader);
                Pointer off_textureOfTextureShadow        = Pointer.Read(reader);
                Pointer off_col_taggedFacesTable          = Pointer.Read(reader);

                for (int i = 0; i < 10; i++)
                {
                    Pointer off_elementForShadow      = Pointer.Read(reader);
                    Pointer off_geometricShadowObject = Pointer.Read(reader);
                }
                Pointer.Read(reader); // DemoSOList

                if (Settings.s.game == Settings.Game.R2Demo || Settings.s.game == Settings.Game.RedPlanet || Settings.s.mode == Settings.Mode.DonaldDuckPCDemo)
                {
                    Pointer.Read(reader);
                }

                if (Settings.s.mode == Settings.Mode.DonaldDuckPCDemo)
                {
                    reader.ReadUInt32();
                    reader.ReadUInt32();
                }

                loadingState = "Loading level animation bank";
                //print("Animation bank: " + Pointer.Current(reader));
                await WaitIfNecessary();

                AnimationBank.Read(reader, Pointer.Current(reader), 0, 1, files_array[Mem.LvlKeyFrames], append: true);
                animationBanks[1] = animationBanks[0];
            }
            if (FileSystem.mode != FileSystem.Mode.Web)
            {
                string levelsFolder = gameDataBinFolder + ConvertPath(gameDsb.levelsDataPath) + "/";
                ((SNA)files_array[0]).CreateMemoryDump(levelsFolder + "fix.dmp", true);
                ((SNA)files_array[1]).CreateMemoryDump(levelsFolder + lvlName + "/" + lvlName + ".dmp", true);
            }

            // Read PTX
            loadingState = "Loading level textures";
            await WaitIfNecessary();

            // Can't yield inside a lambda, so we must do it the old fashioned way, with off_current
            if (sna.PTX != null)
            {
                off_current = Pointer.Goto(ref reader, sna.PTX);
                await ReadTexturesLvl(reader, Pointer.Current(reader));

                Pointer.Goto(ref reader, off_current);
            }

            /*Pointer.DoAt(ref reader, sna.PTX, () => {
             * ReadTexturesLvl(reader, Pointer.Current(reader));
             * });*/

            // Read background game material (DD only)
            globals.backgroundGameMaterial = GameMaterial.FromOffsetOrRead(globals.off_backgroundGameMaterial, reader);

            // Parse actual world & always structure
            loadingState = "Loading families";
            await WaitIfNecessary();

            ReadFamilies(reader);

            loadingState = "Creating animation bank";
            await WaitIfNecessary();

            if (Settings.s.engineVersion == Settings.EngineVersion.Montreal)
            {
                animationBanks    = new AnimationBank[2];
                animationBanks[0] = new AnimationBank(null)
                {
                    animations = new Animation.Component.AnimA3DGeneral[0]
                };
                animationBanks[1] = animationBanks[0];
            }
            else if (Settings.s.engineVersion <= Settings.EngineVersion.TT)
            {
                uint maxAnimIndex = 0;
                foreach (State s in states)
                {
                    if (s.anim_ref != null && s.anim_ref.anim_index > maxAnimIndex)
                    {
                        maxAnimIndex = s.anim_ref.anim_index;
                    }
                }
                animationBanks    = new AnimationBank[2];
                animationBanks[0] = new AnimationBank(null)
                {
                    animations = new Animation.Component.AnimA3DGeneral[maxAnimIndex + 1]
                };
                foreach (State s in states)
                {
                    if (s.anim_ref != null)
                    {
                        animationBanks[0].animations[s.anim_ref.anim_index] = s.anim_ref.a3d;
                    }
                }
                animationBanks[1] = animationBanks[0];
            }

            loadingState = "Loading superobject hierarchy";
            await WaitIfNecessary();
            await ReadSuperObjects(reader);

            loadingState = "Loading always structure";
            await WaitIfNecessary();

            ReadAlways(reader);
            loadingState = "Filling in cross-references";
            await WaitIfNecessary();

            ReadCrossReferences(reader);

            // TODO: Make more generic
            if (Settings.s.game == Settings.Game.R2)
            {
                loadingState = "Filling in comport names";
                await WaitIfNecessary();

                string path = gameDataBinFolder + "R2DC_Comports.json";

                if (!FileSystem.FileExists(path))
                {
                    path = "Assets/StreamingAssets/R2DC_Comports.json"; // Offline, the json doesn't exist, so grab it from StreamingAssets
                }

                Stream stream = FileSystem.GetFileReadStream(path);
                if (stream != null)
                {
                    ReadAndFillComportNames(stream);
                }
            }
        }
Пример #2
0
        async UniTask LoadFIXSNA()
        {
            loadingState = "Loading fixed memory";
            await WaitIfNecessary();

            files_array[Mem.Fix].GotoHeader();
            Reader reader = files_array[Mem.Fix].reader;

            print("FIX GPT offset: " + Pointer.Current(reader));
            SNA sna = (SNA)files_array[Mem.Fix];

            if (Settings.s.engineVersion <= Settings.EngineVersion.TT)
            {
                // Tonic Trouble
                inputStruct = new InputStructure(null);
                uint stringCount = Settings.s.game == Settings.Game.TTSE ? 351 : (uint)gameDsb.textFiles.Sum(t => t.strings.Count);
                Pointer.Read(reader);
                Pointer.Read(reader);
                Pointer.Read(reader);
                if (Settings.s.game == Settings.Game.TTSE)
                {
                    for (int i = 0; i < 50; i++)
                    {
                        Pointer.Read(reader);
                    }
                }
                else
                {
                    for (int i = 0; i < 100; i++)
                    {
                        Pointer.Read(reader);
                    }
                }
                reader.ReadUInt32(); // 0x35
                if (Settings.s.game != Settings.Game.TTSE)
                {
                    reader.ReadBytes(0x80);                                        // contains strings like MouseXPos, input related. first dword of this is a pointer to inputstructure probably
                }
                reader.ReadBytes(0x90);
                Pointer.Read(reader);
                reader.ReadUInt32(); // 0x28
                reader.ReadUInt32(); // 0x1
                if (Settings.s.game == Settings.Game.TTSE)
                {
                    Pointer.Read(reader);
                }
                for (int i = 0; i < 100; i++)
                {
                    Pointer.Read(reader);
                }
                for (int i = 0; i < 100; i++)
                {
                    Pointer.Read(reader);
                }
                reader.ReadUInt32(); // 0x1
                if (Settings.s.game == Settings.Game.TTSE)
                {
                    reader.ReadBytes(0xB4);
                }
                else
                {
                    if (stringCount != 598)   // English version and probably other versions have 603 strings. It's a hacky way to check which version.
                    {
                        reader.ReadBytes(0x2CC);
                    }
                    else     // French version: 598
                    {
                        reader.ReadBytes(0x2C0);
                    }
                }
                reader.ReadBytes(0x1C);

                // Init strings
                reader.ReadUInt32(); // 0
                reader.ReadUInt32(); // 1
                reader.ReadUInt32(); // ???
                Pointer.Read(reader);
                for (int i = 0; i < stringCount; i++)
                {
                    Pointer.Read(reader);                  // read num_loaded_strings pointers here
                }
                reader.ReadBytes(0xC);                     // dword_51A728. probably a table of some sort: 2 ptrs and a number
                if (Settings.s.game != Settings.Game.TTSE) // There's more but what is even the point in reading all this
                {
                    reader.ReadUInt32();
                    Pointer.Read(reader);
                    reader.ReadBytes(0x14);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    Pointer.Read(reader);
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadUInt32(); // 0, so can be pointer too
                    reader.ReadBytes(0x30);
                    reader.ReadBytes(0x960);
                }
            }
            else if (Settings.s.engineVersion == Settings.EngineVersion.Montreal)
            {
                uint num_strings = 0;
                inputStruct = new InputStructure(null);

                // SDA
                Pointer.DoAt(ref reader, sna.SDA, () => {
                    print(Pointer.Current(reader));
                    reader.ReadUInt32();
                    reader.ReadUInt32();                          // same as next
                    num_strings            = reader.ReadUInt32();
                    uint indexOfTextGlobal = reader.ReadUInt32(); // dword_6EEE78
                    uint dword_83EC58      = reader.ReadUInt32();
                    print(num_strings + " - " + Pointer.Current(reader));
                });

                // DLG
                Pointer.DoAt(ref reader, sna.DLG, () => {
                    Pointer off_strings = Pointer.Read(reader);
                    for (int i = 0; i < num_strings; i++)
                    {
                        Pointer.Read(reader);
                    }
                    reader.ReadUInt32();
                });

                // GPT
                sna.GotoHeader();
                Pointer.Read(reader);
                Pointer off_mainLight      = Pointer.Read(reader);
                uint    lpPerformanceCount = reader.ReadUInt32();
                Pointer.Read(reader);
                Pointer off_defaultMaterial  = Pointer.Read(reader);
                Pointer off_geometricObject1 = Pointer.Read(reader);
                Pointer off_geometricObject2 = Pointer.Read(reader);
                Pointer off_geometricObject3 = Pointer.Read(reader);
                reader.ReadBytes(0x90);   // FON_ related
                reader.ReadBytes(0x3D54); // FON_ related
                for (int i = 0; i < 100; i++)
                {
                    Pointer.Read(reader);                 // matrix in stack
                }
                uint matrixInStack = reader.ReadUInt32(); // number of matrix in stack
                reader.ReadBytes(0xC);
                reader.ReadBytes(0x20);
                reader.ReadUInt32();
                reader.ReadUInt32();
                Pointer.Read(reader);
                Pointer.Read(reader);
                for (int i = 0; i < num_strings; i++)
                {
                    Pointer.Read(reader);
                }
                LinkedList <int> fontDefinitions = LinkedList <int> .ReadHeader(reader, Pointer.Current(reader));

                Pointer.Read(reader);
                reader.ReadUInt32();
                reader.ReadUInt32();
                reader.ReadUInt32();
                Pointer off_geometricObject4 = Pointer.Read(reader);
                Pointer off_geometricObject5 = Pointer.Read(reader);
                Pointer off_geometricObject6 = Pointer.Read(reader);
                Pointer off_visualmaterial1  = Pointer.Read(reader);
                Pointer off_visualmaterial2  = Pointer.Read(reader);
                for (int i = 0; i < 10; i++)
                {
                    Pointer off_texture = Pointer.Read(reader);
                }
                Pointer off_visualmaterial3         = Pointer.Read(reader);
                Pointer off_gamematerial            = Pointer.Read(reader);
                uint    geometricElementIndexGlobal = reader.ReadUInt32();
                Pointer off_texture2         = Pointer.Read(reader);
                Pointer off_geometricObject7 = Pointer.Read(reader);
                for (uint i = 0; i < 7; i++)
                {
                    Pointer.Read(reader); // Material for stencils. Order: corner, border, center, side, redarrow, bullet, and another one
                }
                Pointer dword_5DCB9C = Pointer.Read(reader);

                // Now comes INV_fn_vSnaMultilanguageLoading


                print(Pointer.Current(reader));
            }
            else
            {
                Pointer off_identityMatrix = Pointer.Read(reader);
                reader.ReadBytes(50 * 4);
                uint    matrixInStack             = reader.ReadUInt32();
                Pointer off_collisionGeoObj       = Pointer.Read(reader);
                Pointer off_staticCollisionGeoObj = Pointer.Read(reader);
                loadingState = "Loading input structure";
                await WaitIfNecessary();

                for (int i = 0; i < Settings.s.numEntryActions; i++)
                {
                    Pointer.Read(reader); // 3DOS_EntryActions
                }
                Pointer off_IPT_keyAndPadDefine = Pointer.Read(reader);
                ReadKeypadDefine(reader, off_IPT_keyAndPadDefine);

                inputStruct = InputStructure.Read(reader, Pointer.Current(reader));
                foreach (EntryAction ea in inputStruct.entryActions)
                {
                    print(ea.ToString());
                }
                print("Num entractions: " + inputStruct.num_entryActions);
                print("Off entryactions: " + inputStruct.off_entryActions);
                Pointer off_IPT_entryElementList = Pointer.Read(reader);
                print("Off entryelements: " + off_IPT_entryElementList);

                loadingState = "Loading text";
                await WaitIfNecessary();

                localization = FromOffsetOrRead <LocalizationStructure>(reader, Pointer.Current(reader), inline: true); // FON_g_stGeneral

                loadingState = "Loading fixed animation bank";
                await WaitIfNecessary();

                animationBanks    = new AnimationBank[2]; // 1 in fix, 1 in lvl
                animationBanks[0] = AnimationBank.Read(reader, Pointer.Current(reader), 0, 1, files_array[Mem.FixKeyFrames])[0];
                print("Fix animation bank: " + animationBanks[0].off_header);
                Pointer off_fixInfo = Pointer.Read(reader);
            }

            // Read PTX
            loadingState = "Loading fixed textures";
            await WaitIfNecessary();

            // Can't yield inside a lambda, so we must do it the old fashioned way, with off_current
            if (sna.PTX != null)
            {
                Pointer off_current = Pointer.Goto(ref reader, sna.PTX);
                await ReadTexturesFix(reader, Pointer.Current(reader));

                Pointer.Goto(ref reader, off_current);
            }

            /*Pointer.DoAt(ref reader, sna.PTX, () => {
             *  ReadTexturesFix(reader, Pointer.Current(reader));
             * });*/
        }