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This page details the technical '''inner workings of ManiaPlanet''' (and the original TrackMania). It describes the game's classes, data structures and functions, and is as such geared towards reverse engineers and programmers.
 
This page details the technical '''inner workings of ManiaPlanet''' (and the original TrackMania). It describes the game's classes, data structures and functions, and is as such geared towards reverse engineers and programmers.
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This documentation goes together well with [http://forum.mania-creative.com/thread-2983.html TM2Unlimiter], which is an open source tool that contains all the code listed below and is kept up to date with the newest ManiaPlanet function addresses.{{deadlink}}
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This documentation goes together well with [[#Tools|TM2Unlimiter]].
    
== Basic data structures ==
 
== Basic data structures ==
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All objects, both from the current .gbx file and from external files, are stored in the nodEntries list. The main object of the .gbx file is always at index 0. Every time a subobject is read from the .gbx file, or an external file is referenced, the nodEntries index is specified where the object should be stored. The process of reading .gbx files is explained in detail on the [[GBX|GBX page]].
 
All objects, both from the current .gbx file and from external files, are stored in the nodEntries list. The main object of the .gbx file is always at index 0. Every time a subobject is read from the .gbx file, or an external file is referenced, the nodEntries index is specified where the object should be stored. The process of reading .gbx files is explained in detail on the [[GBX|GBX page]].
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== Tools ==
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* {{ArchiveOrg|http://forum.mania-creative.com/thread-2983.html|TM2Unlimiter|https://web.archive.org/web/20120531221658/http://forum.mania-creative.com/thread-2983.html}}: an open source tool that contains all the code listed above and was kept up to date with the newest ManiaPlanet function addresses.
    
[[Category:Internals]]
 
[[Category:Internals]]

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