Quasar
Moderator

Posts: 4484
Registered: 08-00 |
esselfortium said:
Not necessarily; couldn't a port implement blockmap rebuilding as an optional feature, like (iirc) ZDoom's option to internally rebuild nodes on all loaded maps?
EE already had this, inherited from MBF. It is only triggered when the blockmap is detectably too small (< 8 bytes), too large (> 0x10000), or now, discernably corrupt or malformed (contains block list offsets out of range, has an incomplete offset table, or has unterminated block lists). And the latter is only done outside of old demos, so if you run this corrupted copy of amadeus.wad with the -vanilla recording parameter, the game will still crash, as I suspect Choco might as well. If Choco does not crash it is only because it is using the zone heap, which sometimes allows you to get away with otherwise illegal accesses.
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