: I don’t know if I understand what “unimap wad” means – the only relevant
: search result I was able to find with an Internet search was some old
: release notes for Atque which seemed to indicate that it’s a way to store
: the resource fork. Are you saying that Atque uses a completely different
: method of storing the resource fork than you’d get if, say, you dropped a
: Forge map onto MacBinary, and that this could result in resource IDs below
: 128 messing up the game performance in a way that wouldn’t happen with the
: Forge/MacBinary method?
Unimap is the format used for M2/Win95, which stores resources as fake levels in the data fork rather than in the resource fork. That's what Atque generates. And yes that is different from a MacBinaried original map file with resource fork like Forge would generate.
: This would be a monumental task, because there are 43 image IDs that would
: need to be corrected in 84 terminal text files, some of which appear in
: almost every level (Durandal and Tycho’s logins in particular – almost
: every level has one or the other, or both). I assume that’s why no one has
: bothered. If Scott and Chris ever made a new version, hopefully they’d fix
: this, but otherwise I can’t see anyone bothering. It’d be a completely
: thankless task unless it were automated. (Perhaps there’s a text editor
: that can perform a global find and replace across 84 documents.)
Global search and replace across multiple files is a trivial task of any decent text editor. BBEdit is my go-to solution on Mac (freeware) and it can do that easily. It'd be simple to script the renaming of a group of files to something in the appropriate range too (just append something to the start of those 43 image names).
: Which leads me back to what I was saying earlier: Was the Rubicon map merged
: with Forge and then converted over with MacBinary? I’m completely at a
: loss for how else they would’ve merged it. It only seems to use text
: resources for its MML, and none of its maps seem to exceed the Infinity
: limits on polygon count, number of lights/platforms, number of objects,
: etc., so perhaps it would work to re-merge the map with Forge and then
: MacBinary it.
That seems very plausible.