I'm back, was on vacation.
Well, my vacation will be over the day after tomorrow, so I better have all of this finished until then
For finding how many of the position/rotation structs are in the sector, I think for now you will just have to keep reading until you hit a "DES!" block, or until you read 2048 times the size in case there are exactly that number of structs so that no DES padding is used.
Alright, I did so for now.
If it works like Driver 1, there is additional data that actually accesses those structures based on your position, so the game doesn't need to know how many of them there are.
Whenever you find out where that data is, let me know
The level looks much cleaner now, but I noticed lots of tiles have their models wrong. E.g. piles of sand instead of roads. I can't implement it right now, but my thoughts:
There is this hierarchy with bundles at the bottom. Bundles bring models and textures. (19 of them in MLEVELS CHICAGO)
Then there are sector definitions. A sector uses a a bundle. Two identical sectors share the same bundle. (10 of them in MLEVELS CHICAGO)
Eventually, there are sectors (384 in MLEVELS CHICAGO).
For each sector, find its sector definition (or FFFF if unused). A'ight. Then for that definition, find the bundle of models and textures. Now here's the point:
Bundles bring a "size of model definitions / 2048" and sector definitions do, too. I suspect only one of them is correct. I'll check if that makes sense.