Shouldn't matter (and default uses dword not word i.e. same code length as byte in this case).
But I suspect the code works but might cause conflicts with other codes e.g. with territory pics.
In case you are willing to invest more time in this minor feature:
Try again with this for diagnostic: (you identified this as code mirror for territory pics)
EDIT: Your test 447442: 01 -> 00 (unclaim all no station & uninhabited sectors) seems to contradict my theory, since it did not crash the game despite of this deviation!
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AUTO:004471B7 jbe short loc_4471BE -> jmp 0x465B7 (76) -> EB (reset after test)
Replace with long jump to relocation code loc #2:
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AUTO:004471B9 mov [esp+4], ecx
AUTO:004471BD inc ebp
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loc_4471BE: unchanged
AUTO:004471BE inc ecx
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mov eax, [esp]
movsx eax, word [eax+A] sector.lst anomalyID -1 if none
cmp eax,-1
jz go loc X below -> set claim
imul eax,58h
add eax, [5A36CC]
cmp byte [eax], 0A
jz 4471BE skip claim
loc X: set claim
mov [esp+4], ecx
inc ebp
jmp 4471BE
EDIT:
Tuesday is also a good day for aft torpedo launchers: viewtopic.php?p=54576#p54576