Editing District loading glitch

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The doors' disappearance can be used to access normally closed-off areas. For example, the doors leading to a normally inaccessible plaza in the northeast corner of district 8 (just south of Tayari Plaza) are open. Because viewing an Engineer-created glyph in the nearby district requires the player to cross the partial load trigger, some wrongly think that viewing the glyph makes the doors disappear.<ref>http://www.youtube.com/watch?v=M4UrE8O8PMw</ref> A larger area accessible with this glitch is the southernmost tip of the map. In the room with an audio log inside, there are multiple normally locked security doors that will be removed by the glitch, opening the way into the area behind the [[Anti-vehicle barrier|Energy Barriers]]. There's also an equivalent room in the Kikowani Station district, allowing access to the unmapped area there.
The doors' disappearance can be used to access normally closed-off areas. For example, the doors leading to a normally inaccessible plaza in the northeast corner of district 8 (just south of Tayari Plaza) are open. Because viewing an Engineer-created glyph in the nearby district requires the player to cross the partial load trigger, some wrongly think that viewing the glyph makes the doors disappear.<ref>http://www.youtube.com/watch?v=M4UrE8O8PMw</ref> A larger area accessible with this glitch is the southernmost tip of the map. In the room with an audio log inside, there are multiple normally locked security doors that will be removed by the glitch, opening the way into the area behind the [[Anti-vehicle barrier|Energy Barriers]]. There's also an equivalent room in the Kikowani Station district, allowing access to the unmapped area there.
== Explanation ==
:''The behavior described here has been deduced from observations, and has not been officially confirmed.''
The data for a Halo level is stored in units called "BSPs". Each district of Mombasa Streets is a separate BSP. ''Halo 3: ODST'' has two BSP Memory Areas (BMAs), where loaded BSP data is stored. The first is the ''current BMA'', used to hold data for the district the player is currently in. The second is the ''adjacent BMA'', which stores data for the district a player is about to enter.
When a player approaches a district boundary, the district they are approaching is partially loaded. Incomplete pieces of data for the district being approached are copied into the adjacent BMA, replacing any data that was previously there. When the player actually enters the district, the remaining data is also loaded, and then the BMAs are swapped; the exited district becomes the adjacent, and the entered district becomes the current.
The glitch, then, stems from passing between loading boundaries in such a manner as to cause partial loading to fail. The district one chooses to glitch has its data partially overwritten by data from another district; that data is then restored later, but incorrectly so.<ref>http://gruntspajamas.com/forum/index.php?topic=116.0</ref>


==Sources==
==Sources==

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