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== Legacy Mapping == The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt's UDMF implementation. Like traditional Doom maps, legacy maps are a ''binary map format'', meaning all data is encoded directly into byte structures. This brings some limitations: # Each Sector/Linedef/Thing can only be assigned one tag # Texture/Flat/Thing scaling is not supported # Flat alignment/rotation is not supported # Only 65536 tags are allowed. # The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited. # <TBA> Binary maps are made up of the following lumps: # <code>THINGS</code> # <code>VERTEXES</code> # <code>LINEDEFS</code> # <code>SIDEDEFS</code> # <code>SECTORS</code> === Reserved specialty tags === The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment: {| class="wikitable" |+ !Tag !SOC/Lua Constant !Effect |- |649 |<code>LE_AXE</code> |Triggered when |- |650 |<code>LE_KOOPA</code> |Triggered when <++> is defeated. Raises matching sectors' ceiling to the highest adjacent ceiling |- |680 |<code>LE_CAPSULE0</code> | rowspan="3" |Triggered when a boss is defeated. |- |681 |<code>LE_CAPSULE1</code> |- |682 |<code>LE_CAPSULE2</code> |- |4200 |<code>LE_BRAKPLATFORM</code> |Triggered after six hits to the alternate form of [[KOTU]]. |- |32000 |<code>LE_TURRET</code> |Triggered when a turret is destroyed. |- |65530 (-6) |<code>LE_BRAKVILEATACK</code> |Triggered when [[KOTU]] starts casting magic. |- |65531 (-5) |<code>LE_BOSS4DROP</code> |Triggered when <++> drops <++> |- |65532 (-4) |<code>LE_BOSSDEAD</code> |Triggered when any Boss is defeated |- |65533 (-3) |<code>LE_ALLBOSSDEAD</code> |Triggered when all Bosses are defeated |- |65534 (-2) |<code>LE_PINCHPHASE</code> |Triggered when Bosses switch into their pinch phase |- |65535 (-1) | |Affect every sector in a map |- | |<code>LE_PARAMWIDTH</code> | |} === Conversion to UDMF === Legacy maps can be converted to UDMF maps: Simply launch the game using <code>-textmap</code> and <code>-warp <MAPNUM></code>. After you quit the game, the engine will save a UDMF conversion of your map to the file <code>TEXTMAP</code> within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated <code>TEXTMAP</code> into a proper UDMF map. [[Category:Technology]]
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