These are in SA\X360. They seem to control which textures are loaded for various stages. I suspect they define memory allocation for textures. Demo: Used for menus? Mercenaries: Used for the entire mercs mode (and other extra content modes?) Game: Seems to always be loaded before loading any level. S*: Loaded for specific stages. (counts for events as well). E*: Loaded for specific events. Tests with blanking out parts of SPKG data (used Mercenaries.spkg for testing) Fixeddatasizechunk: Almost everything black. Certain lights rendered. Part 1: Crash Part 2: Crash Part 3: Everything became blank except for effects Part 4: Crash Part 5: Most stuff rendered with black. Some elements render, but are just bloomy neon colourful shapes. Part 6: No change (duh!) Part 7: Same as fixeddatachunk. Shaders: Same as fixeddatachunk. -Re arranging entries in fixeddatasizechunk causes stuff to not render properly anymore. Comparison between mercenaries.spkg from release version, and same spkg from version after L4D chars were added: These are the various entries added: packageCount + 67 part1Count + 776 part2Count + 443 part3Count + 0 part4Count + 0 part5Count + 29 part6Count + 0 part7Count + 70 fixed-size Data Chunk got new 15 values which aren't 0. It's interesting to see that the order of zeroes and non-zeroes is the same, but the actual values are different. Maybe the shaders/packages were oredered differently when they re-created mercenaries spkg for this patch which made these values different.