Some interesting things found in my research:
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PLOT.TXT works as follows:
This displays text that your boss says to you at the start and end of each case. These are up to 5 pages, which are denoted by string ID. This ID is of the form: *PL<MISSION SET ID x2 bytes><CRIME NUMBER x1 byte><SPECIAL>
When you successfully complete a crime, then it displays the pages noted by special going from 0 to 4. If you fail a crime, then it displays the pages noted by special going from 5 to 9.
At the start of a crime, if you failed the previous one, then it displays the messages noted by special going from A-F. Finally, at the start of a mission set, you get the messages stored in: *PL<MISSION SET ID>9<0 to 5>
Note that several IDs can be associated with the same block of text.
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Looking into how it picks the crime, there's a big list in the exe of the mission sets, where it holds the crime ids, a name for the mission set (which is seemingly unused - possibly from their own mission editor?), and a list of references to two strings: VICTIM and OBJECT. These are used to replace $VICTIM and $OBJECT in event messages. $VICTIM is also used in the high score table to help describe the case (along with a short name of the crime type).
So, changing the mission set requires this list to be altered, along with changing the VICTIM and OBJECT text, and then these pointers to the text. All quite cool!
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If the number of crimes in a mission set ever gets to 7 (the maximum) then it sets the "VICTIM" of the crime to be your apartment, where the "OBJECT" the crime is about is set to a "Mattress full of cash". Really looks like deleted content! But cool, and could be used in a longer mission set (as the current game only has 3 crimes per mission set)
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On both the practice screen and the training screen, there's text for a "STAMINA" choice. Tweaking a byte makes this appear in the list; however it appears to do nothing in either case. I'm guessing it probably allowed you to take more hits. Interesting to see anyway.
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Getting closer to the weird participant data - I've got the locations where they're used. Now to figure out exactly what they affect. I've also found the places where it creates thoes mini-clues (so things like car X assigned to person Y). The logic seems a little disconnected to the data, but I should be able to get it in a few days of analysing.
I've tested increasing the number of crimes, and it works beautifully. However, it really doesn't look possible to increase the number of mission sets. That's ok, as there's enough of them - it just means any 'mission expansion' will just have to replace the current ones. I'm really excited by being able to make the mission sets more interesting however!
Post edited February 09, 2014 by deanolium