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Mara. OPE 1.3
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Map editing
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1995-02-16
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Rudimentary Marathon Editing..
brought to you by... Clef
To use any of this you need Norton Utilites, or a similar utility which can
edit data forks.
All of the offsets which I refer to are from the gamma Map file. This is the
same as level 0 of the beta, but for the 3-level beta "Map" you need to add
24 to the offsets. The places should be obvious, just look
at the patterns.
Marathon Maps are separated into several parts. The ones which I have
identified, in order, are:
PNTS (points) (starts at $80) Changing these (randomly, thats about
all you can do with a sector editor) does really cool things.. Its
best to change things to bytes which are nearby, so you knwo the point exists.
LINS (lines?) ($720)
SIDS (sides) ($55EC) - contains texture assignments for the side walls.
This section I understand the best. The texture assignments are in 18 byte
chunks. The pattern can be easily seen in sectors 44-108.
18 byte chunks, separated by 46 bytes of zeros. (each line is 16 bytes).
By simply copying and pasting these chunks around, it is possible to
re-assign the textures. For instane, I made an "all-green" level by
finding the string for green wall and repeating it over and over, till
the end of "SIDS". Note you MUST stick with the exact format.. There
has to be 46 zeros between each texture.
The code for "green wall" is:
03C3 F800 121B 0000 0000 FFFF 03C3 F800 FFFF.
The code for one of the computer panels (the one on the pillars on
the second floor) is:
FCO7 EFD2 1209 FC07 0000 FFFF FC07 EFD2 FFFF.
POLY ($D7F8) - not sure
LITE ($13C04) - contains lighting info... Editing the lighting is weird.
Only every other line in this section seems to make a difference, that is,
lines $10, $30, $50, $70, $90, $B0, $C0, $D0 & $F0.
For Brightness, change these lines to: