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Viewing saved games as a level
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serpens
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PostPosted: Thu Oct 30, 2014 6:31 am
   Subject: Viewing saved games as a level
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Just a quick question, which can already be inferred from the thread's title. Is there any way to view Wolfenstein saved games as a level in any map editor?

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PostPosted: Thu Oct 30, 2014 12:09 pm
   Subject: Re: Viewing saved games as a level
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All I know of is using the debug keys to view the map of a saved game. Even if the map isn't in the files anymore, you can still load the level and see the map layout (but doors act funny). This saved my life one time when I lost a map I made (I forget how this happened), but somehow I still had the save file, and I was able to rebuild the map that way.
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PostPosted: Sat Nov 01, 2014 2:56 pm
   Subject: Re: Viewing saved games as a level
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You can't view the saved game in a map editor, but you should be able to view the map in the game if the "Overhead map" feature is enabled.

For quick note, the saved game doesn't have an actual map structure. Instead, it takes the checksums of the map data and writes them to disk. This is why the saved game takes less disk space overall. I don't have explicit details on how the checksum data is read, but a brief summary can be found here.
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PostPosted: Sat Nov 01, 2014 3:04 pm
   Subject: Re: Viewing saved games as a level
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Tricob wrote:
You can't view the saved game in a map editor, but you should be able to view the map in the game if the "Overhead map" feature is enabled.

For quick note, the saved game doesn't have an actual map structure. Instead, it takes the checksums of the map data and writes them to disk. This is why the saved game takes less disk space overall. I don't have explicit details on how the checksum data is read, but a brief summary can be found here.


Actually, it does save essentially the entire map - it saves the tilemap and actorat tables, as well as all the objects in the level. After all, you can't reconstruct data from a checksum, only check a reconstruction against it.
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PostPosted: Sat Nov 01, 2014 3:30 pm
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So, if that overhead map feature is my best bet... How do I enable that, exactly?

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PostPosted: Sat Nov 01, 2014 3:45 pm
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You'll have to recompile an executable with the feature enabled. The overhead map is part of the Debug keys code. It's triggered by the Tab+O keys. In the DOS version, you should see something like this in WL_DEBUG.C:

::: CODE :::
#if 0
Comment that out, along with the "#endif" part pertaining to it.

Note that if it's a DOS executable, your saved game might not work in the newer EXE.
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PostPosted: Sat Nov 01, 2014 11:19 pm
   Subject: Re: Viewing saved games as a level
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I thought using goobers TAB + O works just fine

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PostPosted: Sun Nov 02, 2014 12:19 am
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I think Tab-O actually works properly in SDL by default.
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PostPosted: Sun Nov 02, 2014 5:42 am
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gerolf wrote:
I thought using goobers TAB + O works just fine
In the unmodified DOS version, it doesn't work.
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PostPosted: Mon Nov 03, 2014 7:15 am
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There's a program called SGE (Saved Game Editor) on Mr. Lowe's Page too.

http://www.users.globalnet.co.uk/~brlowe/utilities.htm

It works with saved games for some versions (wolf3d v1.1 I think, other versions use different offsets).

AlumiuN wrote:
I think Tab-O actually works properly in SDL by default.

You can see what the DOS version looked like in the alpha version (by pressing F10-O). It's similar to TED5.
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PostPosted: Thu Nov 06, 2014 1:38 am
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Right, I forgot about this thread. Sorry. Thanks for the useful answers, everyone! I had no idea the map cheat actually works in SDL.

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serpens
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PostPosted: Tue Nov 11, 2014 3:57 pm
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Necessary double post: I have accidentally discovered an even better way to solve my problem:

http://www.vincentius.dk/delphi.htm

Wolfenmap 2.0 here is a cool little utility I've never heard of before (apparently by the author of Krankenstein) and it works perfectly well with any saved games.

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