The first string for the title is shorter than the original antihack header. Ive managed to get them loaded and ingame but as you say the tiles etc are very messed up.
Did you take into account that extra bit that's set in the first byte of the back image tile? It's the most sig bit of the bgimg word,
1000000000000000
^
If you OR the value of the bgimg with $8000 it will unset that bit, and then the bgimg values look correct, which should display the correct bg image on that tile.
If you then add 2 bytes inbetween bgimg and midimg - ie. skip those 2 bytes, then read as normal, then skip 1 extra byte at the end of the tile I assume it will display as normal.
Assuming that all works, the questions will be:-
1) What's the msb of bgimg set for? Maybe just to confuse our clients?
2) What are the 3 new bytes for? I guess we will know this once someone confirms new functionallity in the korean client - possibly new skills related to tile placement, maybe even dynamic maps - maps that change with weather? It's possible that the 2 bytes inbetween bgimg and midimg are used to an alternative bgimg, maybe one covered in snow or something?
EDIT:
You would need to edit TMapHeader_AntiHack first (Kyn done this today), and then something like this:-
Code:
TMapInfo = record
BkImg: word; //OR this with $8000 to get the actual image index
mysteriousnewword: word; //NEW
MidImg: word;
FrImg: word;
DoorIndex: byte;
DoorOffset: byte;
AniFrame: byte;
AniTick: byte;
Area: byte;
light: byte;
notsureifextrabytegoeshereorabovesomewhere: byte; //NEW
end;
And check that it's reading the tile data from the correct place following the header. I haven't looked at the code so not sure if it will automatically read from the correct place once the header class has been altered.