Talk:MAP25: DM1 (Game Boy Advance)


Removal of bug[edit]

It's an empirical fact that the map doesn't have SP or coop starts, and it is also possible to extract the map from the GBA ROM using Kaiser's GBADMAKE tool. If you do so, adding the starts would be necessary for the game to not crash if these maps were used in SP or coop. I will allow 2 days for a response before reverting the change made to remove this information, on these grounds. --Quasar (talk) 15:07, 17 March 2015 (UTC)

It just seems a bit too obscure; what you are saying is that if someone rips this map and tries to run it in a PC source port, it may cause a crash. Is it like saying a Duke3D map won't work in Doom as is.

Not quite the same as a BUILD engine map is in an entirely different format with different data structures, but, I see your point from an angle. I suppose the information could be mentioned without contextualizing it as a "bug" since it has no impact on the game itself. --Quasar (talk) 10:29, 18 March 2015 (UTC)

Map names[edit]

Hmm, I've extracted WAD-file from GBA ROM manually, using HEX-editor (just search for IWAD string and cut all bytes until it) and have successfully opened it in Slade. There are maps from MAP01 to MAP24, but no MAP25-32. Instead, I see E1M4, E1M1, E3M7 et al., although, it looks like these maps are the deathmatch maps described here. --xDDGx

Whether or not that is the case, the levels are still addressed in memory as maps 25 through 32. Setting the starting level memory location to these values with a GameShark code will attempt to spawn you in these levels when given those numbers. Because all but one of them lack a first player start point, however, the game freezes after failing to spawn an mobj for the player and leaving his camera point at (0,0,0) in world coordinates, which is usually outside of the map. This is still interesting and can/should be noted in the articles if it is confirmed, though. --Quasar (talk) 14:55, 24 July 2015 (CDT)