xLostWingx:
Right. Although I'm focusing primarily on results that will benefit my prequel mod, I'm most certainly also keeping in mind the general benefit of the information I gather for other projects, including those created by other people. Hence, there are two reasons I've been posting the file format breakdowns and proof-of-concept custom graphics you've seen lately:
1. To drum up some interest in the prequel mod, and let people know I'm working on it.
2. To show people the possibilities, and hopefully get them interested in using the information I've provided to bring to life new and interesting ideas of their own.
So, your mention of new weapon possibilities for Barret is great (I had been thinking that to myself as I looked through all the enemy models of Wikia), as it could inspire someone to try some custom weapons out.
vayneruel:
Keep in mind that, if you change the size of a weapon's data, you'll need to correct all offsets that reference addresses after what you've modified (usually, just the remaining weapon data). One way around this, if you're just looking to perform a quick test, is to choose a replacement weapon which has a smaller byte size than the original you're replacing, and then append zeros to the end so that it's the same size as the original. The game will only read that data that the weapon data tells it to, and the next referenced data will be the next weapon, so the zeros will be completely ignored. Obviously this isn't the way you want to go if you're going to be adding some weapons later that are LARGER than the originals (you'll want to recoup that size to offset the difference, so you don't end up with a file that overlaps onto another file on the disc), but if you want to perform a quick and dirty test, this is certainly the quickest way to do so. Let me know if you have any questions.