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One possible reason for this could be that the size of the games grew to the point where they would no longer fit onto and be playable from a single floppy disk, and therefore the additional compression was no longer worth the amount of time it took to compress the maps and re-compile the code.ฤก00 pointers to start of level 0-99 data in the game maps file Later releases would omit the additional compression layer and ship with the MAPTEMP.xxx file instead. This more compressed version of the map file was saved as GAMEMAPS.xxx by TED5. The maps were often compressed even further for the public release versions of the games. TED5 also saves a MAPTHEAD.xx file when editing maps, but that file is only used by TED5 and usually omitted from any game release. Note that if the MAPHEAD file exists as an external file, the game always reads it from a file named named MAPHEAD.xxx for both the GAMEMAPS.xxx and the MAPTEMP.xxx variation. MAPTEMP.xxx is the working format saved by TED5 when maps are being edited and can be directly accessed and edited by this utility, allowing changes to be made to the game. The map header may be embedded in the game's main executable. The map data is split into two files: The map header ( MAPHEAD.xxx) and the main map file (usually MAPTEMP.xxx or GAMEMAPS.xxx). any value from 0xA700 to 0xA8FF), as those values would have been encoded differently by the Carmack compression algorithm. The exception to this rule are plane sizes that have either 0xA7 or 0xA8 as the high byte (i.e. If this matches the expected plane size then the plane must first have Carmackization removed followed by removal of RLEW. If it doesn't match, check the second UINT16LE in the file (which will become the first UINT16LE once Carmackization has been removed).
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width * height * 2), then only RLEW compression is used. If the value matches the expected size of the plane (i.e. To work out whether Carmackization is used, read the first UINT16LE in a map plane (the field storing the decompressed size). Those missing the map dictionary are not Huffman encoded. The games that use Huffman compression will have a MAPDICT (embedded in the game's main executable). Gamemaps.bm and mapthead.bm are present but not used