Thus enabling us to skip from chunk to chunk in a simple loop, so we can look for specific chunks and begin hacking game data. I've highlighted the length value blue. This length value is the number of bytes of the chunk. Which gets us to the padding info. However a problem here is that at lot of the chinks are variable in size.
Lets write a simple program that lists all the chunks in a mission file and store their offsets.
Then we can do some more interesting things once we know where to start prodding and changing values. I won't go through the whole process of writing this program, but I'll list the structures to make it easier. For you programmers, we'll use a simple Visual Basic and C structure to represent and store our chunk data. If you download the above files and have problems, you're on your own, I can't give any technical support, sorry. A 'C' version of the above program will be available in part 2 of this feature.