That's a good question, and the answer would be to comment out the MAPCOLLIDE() function, make it always return 0... but the raycasting engine then tries to look for data outside the MAP%[Y,X] bounds giving an error, I tried approaching it differently, the only solution is to modify (fix) the entire raycasting engine to check if map data is in bounds. I am disappointed the dev didnt do this 1st.
So this engine is very difficult to break into, because it cannot render inside-out blocks, since it really doesn't need to, considering the game file already handles not seeing behind walls. The solution gets more complicated, you'd have to replace each RAYCAST X,Y occurrence with
MAX(0,MIN(X,MAPWIDTH%-1)),MAX(0,MIN(Y,MAPHEIGHT%-1))
Soon enough you will have completely rebuilt the raycast engine.
My bad, here, I made so many tweaks I reupload it, play it then type the Konami Code to toggle the ability to walk through walls. (Up Up Down Down Left Right Left Right B A)
I put a '@@@ before every modification I made, so search for '@@@ if you want to see what was tweaked, both in the game, and the engine files.
The key is [D5WXC23E]
It will stay up probably for a few months, once I run out of my max upload space I'll delete it, if you ever want to share it, you should upload it yourself, to ensure it stays up permanently. It's pretty fun, levels become significantly easier... for some odd reason, lol.
I find it quite strange how the movement is inverted upon walking into a wall, also in some places the walls bend into some sort of hyperbola (screenshot), but everything fixes when you go back into bounds.