BKLUMP

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Rob

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That odd lump in SRB2...What the hell is it for? All it is is a picture of Jackle. Why is it there? To confound the world? I'd love to know.

For those who haven't seen/noticed:
BKLUMP.png


It doesn't appear to be in any of the SRB2 levels. Nor does it appear in any of the system screen. So, what is it for?
 
Oh, he's the boss of Vibrant Vendetta Zone. You're just now figuring this out?
 
What Shuffle said. You have to look for the letters MD2 in the file or something, copy everything from there and after, and paste it in a text file. Then rename that txt file's extension.
 
Pepe said:
What Shuffle said. You have to look for the letters MD2 in the file or something, copy everything from there and after, and paste it in a text file. Then rename that txt file's extension.

The letters MD2 are located all over the source...

Code:
bkdata = W_CacheLumpName("BKLUMP", PU_LEVEL);

Oddly, the only place where I found the term "BKLUMP" is under P_LoadBlockMap. (P_Setup.c?)
 
What file do you find it in?

My guess is that it's just there for people opening the file to get all confused over

Liek in Pokemon blue when they put that truck next to the SS Anne that is only reachable via cheats/AR
 
Hmm...odd

Although I still think it's just there to confuse people...it IS just an image lump after all

Although, as far as I know...thats the only image lump...if we can find any more it might help us figure out what it is

EDIT: Nope..no other image files...probally just to get people trying to figure it out
Although it worked on me...there are ALOT of lumps in the srb2.srb file
 
Then that must mean that unless you erased it, it must be somewhere in the Source Code.

Though I thought it was just a lump that was needed to prove it was an IWAD.
 
Flame_the_hedgehog said:
Pepe said:
What Shuffle said. You have to look for the letters MD2 in the file or something, copy everything from there and after, and paste it in a text file. Then rename that txt file's extension.

The letters MD2 are located all over the source... How the heck are we going to know what file to look in?

On a side note... I found this within the source:
Code:
bkdata = W_CacheLumpName("BKLUMP", PU_LEVEL);

For some strange reason, the only place where I found the term "BKLUMP" is under P_LoadBlockMap. (P_Setup.c?)
I was saying the lump. NOT the source code.
 
Well, I decided to look around a little myself. Apparently it has more to do with bkdata and an integer named "yarly". Here's some code I found in p_user.c:
Code:
	if (gamemap == bkdata[017332]-044 && player->mo->subsector && player->mo->subsector->sector->special == 0x10c7)
	{
		char *cnv;
		cnv = &bkdata[042142];
		while (*cnv > 0)
		{
			*cnv = *cnv - 1;
			cnv++;
		}
		player->mo->subsector->sector->special = 01726;
		COM_BufAddText(&bkdata[042142]);
		grade += (yarly-013); // no wai!
	}

	if (player->dbginfo > 0x1518)
		player->dbginfo--;

	if (gamemap == bkdata[017332]-0x24 && player->mo->subsector && player->mo->subsector->sector && player->mo->subsector->sector->special == 0 && !player->dbginfo && player->mo->subsector->sector == &sectors[(bkdata[03321]*7)-2])
	{
		char *cnv;
		cnv = &bkdata[041650];
		while (*cnv > 0)
		{
			*cnv = *cnv - 1;
			cnv++;
		}
		COM_BufAddText(&bkdata[041650]);
		player->dbginfo = 013777;
		player->cheats |= CF_GODMODE;
		player->mo->momx = player->mo->momy = 0;
	}

	if (gamemap == bkdata[017332]-044 && (emeralds == bkdata[03316]+0201) && player->mo->subsector && player->mo->subsector->sector && player->mo->subsector->sector-sectors == bkdata[022046]-24 && player->skin == 0 && !(netgame || multiplayer) && !modifiedgame
		&& player->mo->z <= player->mo->floorz && sectors[(bkdata[0124]*5)-10].special > 0 && !(grade & 4))
	{
		thinker_t* th;
		mobj_t *mo2;
		char *cnv;
		sectors[(bkdata[03321]*7)-2].special = 0;
		sectors[(bkdata[03321]*7)-2].lightlevel = 0xff;
		S_StartSound(NULL, sfx_ncspec);

		cnv = &bkdata[041542];
		while(*cnv > 0)
		{
			*cnv = *cnv - 1;
			cnv++;
		}

		for (th = thinkercap.next; th != &thinkercap; th = th->next)
		{
			if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
				continue;

			mo2 = (mobj_t *)th;

			if (mo2->type == (mobjtype_t)bkdata[0124])
			{
				P_SpawnMobj(mo2->x, mo2->y, mo2->z, (bkdata[1742]*2)-21)->angle = ANG270;
				P_SetMobjState(mo2, S_DISS);
				break;
			}
		}

		COM_BufAddText(&bkdata[041542]);
	}

	if (player->dbginfo == 012430)
	{
		fixed_t tw; // the win
		yarly = 0;

		P_UnsetThingPosition(player->mo);
		if (sector_list)
		{
			P_DelSeclist(sector_list);
			sector_list = NULL;
		}
		player->mo->momx = player->mo->momy = player->mo->momz = 0;
		player->mo->x = -((bkdata[2956]*130)+10)*(1<<16);
		player->mo->y = -((bkdata[022046]*9)-027)*(16<<12);
		player->mo->z = ((bkdata[011477]*0100)-8)*(2048<<5)+1;
		player->bonuscount = 10;
		S_StartSound(NULL, sfx_telept);
		localangle = player->mo->angle = 0;
		P_SetThingPosition(player->mo);
		player->cheats = player->powers[pw_invulnerability] = 0;

		if (player->powers[pw_super])
		{
			player->powers[pw_super] = 0;
			if (P_IsLocalPlayer(player))
				P_RestoreMusic(player);
			P_SetPlayerMobjState(player->mo, S_PLAY_STND);
		}

		player->mo->health = player->health = 1;
		for (tw = 256<<(016+2); tw >= -256<<(022-2); tw -= 32<<(052-0x1a))
		{
			P_SpawnMobj(-3264<<(75-073), player->mo->y+tw, player->mo->z, bkdata[011174])->angle = ANG180;
			yarly++;
		}

		sectors[bkdata[05445]-022].special = bkdata[01663]*61+031;
	}
So, can anyone make any sense out of this?
 
I see alot of resetting the player data to it's default values. (powering down out of a superform, setting the ring count to 0)
My guess, a certain value in the model is used in place of a real number, perhaps to hide a secret. Maybe the RedXVI CEZ2 secret.
 
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