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Gez
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What are those?

Is it related to the XBLA Doom II thing?

Old Post 05-28-10 18:58 #
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CODOR
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Gez said:
Is it related to the XBLA Doom II thing?
Judging from the directory layout, I'd say yes.

Did the XBLA (Ultimate) Doom port also use a .disk file?

Old Post 05-28-10 19:12 #
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Quasar
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It's a mystery to everyone. :)

Old Post 05-28-10 20:13 #
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Gez
Why don't I have a custom title by now?!


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Big bump just to chat about inconsequential technical details.


The metadata format as understood by Eternity doesn't seem to work for the Doom II metadata itself. Sure, it doesn't matter since the IWAD doesn't need it, but...

Here's the nerve metadata:
code:
1 Doom II: No Rest for the Living TROUBLE WAS BREWING AGAIN <snip rest of stuff> 5 Nerve_demo.wad 9 level 1: the earth base 20 75 level 2: the pain labs 8 105 level 3: canyon of the dead 5 120 level 4: hell mountain 7 105 level 5: vivisection 9 210 level 6: inferno of blood 6 105 level 7: baron's banquet 9 165 level 8: tomb of malevolence 7 105 level 9: march of the demons 8 135


And Doom II's metadata:
code:
0 Doom II: Hell on Earth DOOM2.WAD 32 level 1: entryway level 2: underhalls level 3: the gantlet level 4: the focus level 5: the waste tunnels level 6: the crusher level 7: dead simple level 8: tricks and traps level 9: the pit level 10: refueling base level 11: circle of death level 12: the factory level 13: downtown level 14: the inmost dens level 15: industrial zone level 16: suburbs level 17: tenements level 18: the courtyard level 19: the citadel level 20: gotcha! level 21: nirvana level 22: the catacombs level 23: barrels o' fun level 24: the chasm level 25: bloodfalls level 26: the abandoned mines level 27: monster condo level 28: the spirit world level 29: the living end level 30: icon of sin level 31: wolfenstein level 32: grosse


Eternity parses it this way:

code:
episode ID episode name endtext (this seems optional) level to return after visiting secret level (this seems optional) WAD file name secret level number (this seems to be the total amount of levels instead)


And for each level, then read this:
code:
level name music number par time

The latter two lines seem optional as well.


Now this is totally inconsequential because it works well enough for nerve.wad, is not needed for doom2.wad, and it is unlikely that a new mission DLC would happen.

Old Post 10-31-12 00:35 #
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Quasar
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Eternity's metadata parser was indeed only meant to work on the one that is for nerve.wad. The IWAD's is never read or used by EE because the executable already contains suitable data for playing DOOM II on its own.

I had to guess about the final number being the secret exit destination; there didn't seem to be anything else indicating it in the metadata. It may very well be that the last level in a Nerve-style mission pack is always the secret exit destination. To know for sure, you'd have to reverse engineer the XEX (which I'll note xttl did indeed do some work on previously and learned that it was based on the Linux Doom port directly).

If additional missions ever do appear (there is code in the XEX making reference to downloading of additional .disk files with paths that contain 'DLC' - downloadable content - as a path component), then I'd revisit the metadata parser at such time to make it work more generally.

Old Post 10-31-12 01:28 #
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