How Does RedXVI Avoid the FOF Error?

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Eblo

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In other words, how does the GFZ1 RedXVI secret avoid the FOF top/bottom height error in RVZ1, while using MAP MAP16 causes a crash?

EDIT: Also, why is RVZ1 playable in the game but it's shown as an error in WAD editors?
 
Eblo the Hedgehog said:
In other words, how does the GFZ1 RedXVI secret avoid the FOF top/bottom height error in RVZ1, while using MAP MAP16 causes a crash?

EDIT: Also, why is RVZ1 playable in the game but it's shown as an error in WAD editors?
I knew there'd be a time where I'd need to post this on here...
http://wiki.srb2.org/wiki/Talk:Red_Volcano_Zone_Act_1#RVZ1_information
Should explain everything. If there's something you don't understand still, feel free to ask me.
 
MattW_CFI said:
Eblo the Hedgehog said:
In other words, how does the GFZ1 RedXVI secret avoid the FOF top/bottom height error in RVZ1, while using MAP MAP16 causes a crash?

EDIT: Also, why is RVZ1 playable in the game but it's shown as an error in WAD editors?
I knew there'd be a time where I'd need to post this on here...
http://wiki.srb2.org/wiki/Talk:Red_Volcano_Zone_Act_1#RVZ1_information
Should explain everything. If there's something you don't understand still, feel free to ask me.
Ah, that makes perfect sense. Question resolved.
 
Oh, and the inverse FOF error is unintentional, it's just so happened to work out that way reading scrambled data.
 
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