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"Z_CheckHeap: next block doesn't have proper back link" error [chocolate Doom]


DynamiteKaitorn

Question

I wanted to edit/re-texture the HUD for chocolate DooM yet when I try to use my new HUD graphics, I get this error "Z_CheckHeap: next block doesn't have proper back link".

 

according to doomwiki, it occurs during a heap corruption.

 

Any idea how I managed to slightly corrupt choccy doom and any ways around it. :l

Edited by DynamiteKaitorn
Properly mentioned where I got some infro from.

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You're most likely going to need to post your wad for someone to diagnose the problem. The error itself is being caused by a issue that's already occurred, namely the heap is already corrupted, the issue likely lies in the graphics but the error itself can't be used to diagnose if it is and why. 

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So I made a few changes to keep this in line with some arbitrary classic vanilla limitations:

 

  • Sprites have to be the first lumps in your wad, nothing can come before them. It's recommended to place them after a SS_START marker lump just for organization, but they must end with an S_END lump (not SS_END)
  • Flats should come next, because they have similar limitations, although it's not quite as stringent. Once again starting with an FF_START marker is a good idea, and it must end in an F_END marker, once again it can't be FF_END because the wad will only incorporate the new flats that start before an F_END lump
  • I changed your custom patch to be between PP_START and PP_END lumps. I don't think there's anything wrong with using TX_ instead but I just changed it because PP (lol) is more common.

 

Doing all this allowed it to run in vanilla, but whenever a player sprite is seen, it crashes the game with an "invalid sprite frame" message. I see there's an included .DEH patch where you've changed PLAY to DYNP, so I've renamed all the sprites to DYNP. It seemed to be missing F frames as well (jumped right from E to G). Now it all seems to work fine!

 

Here's the fixed up version: 

dynp.zip

 

Edited by Doomkid

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