   Help!
  My game was originally developed on Linux.Right now, I''m trying to port it to Windows.Basically, all of the resource data in my whole game is stored in an "arc" file. The "arc" file format begins with a bunch of structures like the following:struct{  char file_name[128];  Uint32 offset;  Uint32 size;}Their is one of these for every file stored in the "arc". Following these structures is the actual file data.So, at program startup, the unarc parser reads in all these structures, then reads in the entire "file area" of the archive. It then creates a hash table keyed off the file names. It can locate a particular file in memory by using the offset and size strucutre member...Anyhow, my problem is this: This all works on Linux, but fails miserably on windows. The file info structures look fine, the hash table is built correctly, but SDL cannot recognise the data area as any of the image file formats it supports...I realize that this problem is probably to complex to diagnose in a forum like this (even if I was posting the code)... My main question is, given that this works on Linux, what types of things would you be looking at?    Tony 
  How are you reading the files in?  stdio.h?  Cause I''ve ''heard'' that windows and linux handle reading in files slightly differently, for instance I had a windows problem where I ported code from Visual C++ to Borland C++ that simply loaded a bmp file.  But it didn''t work at all in Borland C++ and it was pretty much exactly the same problem that you''re having.;  Double-check the size of the structures (at runtime, using sizeof(), on both the Windows machine and the Linux machine). The compilers you''re using for each might be using different structure padding options, maybe? 