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Batman Doom dehacked incompatibility #7

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chocolate-import opened this issue Dec 8, 2013 · 4 comments
Closed

Batman Doom dehacked incompatibility #7

chocolate-import opened this issue Dec 8, 2013 · 4 comments

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@chocolate-import
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The following bug was originally reported on Sourceforge by grazza, 2006-10-26 22:47:21:

Please see the attached file, which includes some
demos illustrating an instance in which Chocolate-Doom
fails to emulate the behaviour of
Doom2.exe+dehacked.exe.

The specific issue is that in Batman Doom, if you
switch to weapon 1, you cannot then change back to any
other weapon (probably a bug, but it's how it
behaves). Chocolate-Doom, on the other hand, will
allow you to change weapon again.

@chocolate-import
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Comment by grazza, 2006-10-26 22:47:22:

bug demos

Files were attached:

@chocolate-import
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Comment by fraggle, 2006-10-27 23:18:20:

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user_id=25884

Interesting. This is actually a bug in DOS dehacked. Take
a look here for a standalone example that demonstrates it;

http://www.soulsphere.org/random/dehacked\_broken.deh

Emulating this behavior would be rather difficult as it
relies on the memory arrangement of DOS dehacked.exe. I can
make Chocolate Doom print a warning if the behavior might be
triggered, though.

I've made a dehacked patch that will give you this behavior
under Chocolate Doom:

http://www.soulsphere.org/random/batman\_vanilla.deh

Unfortunately, there's a limitation in current versions of
Chocolate Doom that makes it impossible to load two patches
at once. I've committed a fix that allows multiple patches
to be loaded at once so this should appear in the next version.

@chocolate-import
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Comment by fraggle, 2006-11-20 20:41:19:

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user_id=25884
Originator: NO

I've fixed this. Chocolate Doom now behaves exactly like DOS dehacked does. I submitted a dehacked patch to idgames that fixes Batman Doom under Vanilla Doom (and Chocolate Doom too), so you can play it under both.

@chocolate-import
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Comment by fraggle, 2006-11-20 20:41:19:

  • status: open --> closed-fixed

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