It's a windows based packer. It allows you to take files, and give them instructions for unpacking or packing. If you take a looky at UI's cached files, you'll see the code is extremely messy. Im assuming all of the characters and unreadable stuff are textures, wireframes (.3ds, .x), sound clips, and animations. I've even seen some of the controls for weapons, and controls for input. Let's say for instance, if you're in the warthog, and you click in the right thumbstick, nothing should happen. If we get a map packer, we can have the back gunner seat be empty, and still have it fire at AI. There are built in debug codes for Halo as well such as AI_Braindead // Renders AI Braindead, and other methods that they used to test. I think in the end, they liked the game so much, that they just removed the linkage to the codes. I've seen some massive handling codes, strange things like Keyboards, and mice. But, If you happened to catch the crappy show on The Discovery Channel a couple weeks back, you'd see the version that Halo was really suppsoed to be. So, thus explaining all the old references, and the handling for dBase and Win95, because most likely tons of the "Original" coding was done in Win95. UI, provides a lot of code. I sat at my pc till my eyes went bloodshot. And of course, I was originally right, that the flamethrower's code is still intact. I've seen traces of it in some areas. If only we had that map editor though....