Grazza
Inventor of "Y Y" to quit
Posts: 11784
Registered: 07-02 |
Xeriphas1994 said:
It's also not in this post, although maybe it should be. :>
There are a lot of wads with a short or missing reject, and if I listed them all in that table, then it would become an absurdly long list. Also, the reject overflow is pretty well understood, so there isn't much to investigate from an emulation or recording viewpoint. And the program can immediately identify a short reject, whereas there isn't a general way to detect spechits overflow possibilities from simply inspecting the map.
By the way, some wads deliberately used this to create special effects. For instance, map04 of Shoreleave (also released on its own as aboosord.wad), where the cyber gets quite befuddled in parts of the sword area. One of the features of the wad was that maps would feature a cyberdemon that was never quite as much of a threat as it might seem at first. (I recorded a Tyson demo to demonstrate that.)
Moved to Editing, since it's not a port issue, but a consequence of faulty tools, poor use of them, or deliberate editing of the reject.
The vanilla behaviour is that garbage data is used for reject calculations, meaning that the engine will decide pretty much at random whether to have a 1 or a 0 in each place in the table. This will be different each time the engine runs, which is why demos recorded on such maps won't in general play back reliably. (And probably explains why you experienced different results when you ran the map on doom.exe.) Prboom+ added emulation for the behaviour in certain cases where the engine behaved in a consistent way, and in other cases will pad it with zeroes.
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