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SAMPLE.HHE
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Text File
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1995-05-05
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5KB
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157 lines
Patch File for HHE v1.1
# The first line in any HHE patch file must always be the one listed above.
# Although the version number may change, the first line is used to tell if
# this is actually an HHE patch file or not.
# Any line that starts with a '#' symbol is a comment line, and is ignored
# when the patch file is loaded.
# The next two lines are required so that HHE knows what version of Heretic
# this patch was created with, and the format of the patch file. They
# should also be near the front of the patch file, before any of the
# actual patch information.
Heretic version = 10
Patch format = 1
# Now comes the actual patch information. The information is divided into
# sections according to what type of information it is. For example, first
# we start with the line "Thing 1 (Crystal Vial)". From then on until HHE
# reached another type of information (like Sprite or Text or something)
# it considers everything to be related to Thing 1. The info can be in any
# order, although it's a wise idea to keep the Text strings at the end of
# patch file, because if there is an error it's very difficult for HHE to
# recover from the Text section.
# So, first off there is a Thing with some information here. The Thing
# happens to be Thing #1, and it's called "Crystal Vial" inside HHE.
# Anything after the object number (1 in this case) is totally ignored by
# HHE, so I could have changed it to
# Thing 1 (Small Red Frog)
# and nothing would have happened differently. If you DO change the name,
# it will NOT be changed in HHE. The name is just there for your own
# reference as to what Thing 1 really is.
# Once we know what we're dealing with (Thing 1 in this case) there are
# a number of different field names that can appear. All of them are
# shown in this example Thing, along with the correct names. Only those
# fields that are actually changed need appear, so something like
# Thing 1 (Crystal Vial)
# Hit points = 2
# is perfectly valid. Also note that you don't need the space on both
# sides of the equals sign, it's just there for easier reading.
# Hit points=2
# would work just as well.
Thing 1 (Crystal Vial)
ID # = 1
Initial frame = 17
Hit points = 2
First moving frame = 18
Alert sound = 12
Reaction time = 7
Attack sound = 13
Injury frame = 19
Pain chance = 8
Pain sound = 14
Close attack frame = 20
Far attack frame = 21
Burning frame = 24
Death frame = 22
Exploding frame = 23
Death sound = 15
Speed = 3
Width = 262144
Height = 327680
Mass = 9
Missile damage = 6
Action sound = 16
Bits 1 = 10
Bits 2 = 11
Thing 4 (Bag of Holding)
ID # = 2
Hit points = 3
Speed = 4
Missile damage = 5
# Next we have Sounds. These are done pretty much the same way as Things.
# There is no specific name for any of the sounds, so nothing appears in
# parentheses behind "Sound 1". Note that there are 3 fields here that do
# NOT appear in the Sound editing screen in HHE, the "Unknown x" fields.
# You can actually put information into the patch files that HHE normally
# doesn't allow you to edit. Of course, it probably will accomplish
# nothing, otherwise I would have put that information into HHE. :)
Sound 1
Name = impat1
Special = 1
Value = 2
Unknown 1 = 4
Unknown 2 = 5
Unknown 3 = 6
One/Two = 3
# And here is the Frame layout. Note once again that there are two unknowns
# at the end that are not generally accessible through HHE.
Frame 1
Sprite subnumber = 32770
Duration = 4
Action pointer = 5
Next frame = 3
Unknown 1 = 6
Unknown 2 = 7
# The Sprite information is always only two lines, since the Sprite info
# only consists of one piece of information: an offset into the Text
# section.
Sprite 0
Offset = 5768
# Ammo is also pretty sparse, consisting only of the max ammo per item and
# ammo per power-up.
Ammo 1 (Arrows)
Max ammo = 2
Per ammo = 3
# The Weapon object, and its corresponding fields. There is an extra
# weapon field in Heretic (as opposed to Doom), but it consists only of
# 0's, so I just labeled it "Unknown frame" and left it out of HHE. Feel
# free to play around with it and bug me about it if you find anything. :)
Weapon 0 (Staff)
Ammo type = 1
Deselect frame = 4
Select frame = 5
Bobbing frame = 6
Shooting frame = 7
Firing frame = 8
Unknown frame = 9
# The code pointer information. Again, it follows the same format.
Pointer 1
Offset = 111168
Unknown 1 = 1
Unknown 2 = 2
Unknown 3 = 3
Unknown 4 = 4
Unknown 5 = 5
# And finally, the Text information. This is a little tricky. First of all
# is the word "Text", to signal that (duh!) it's Text. Next are two
# integers. The first one is the offset in the Text section to insert the
# string into. The second is the length of the string (in bytes, or
# characters). Then, starting on the next line is the string itself.
# It better be the correct length, or everything from then on gets screwed
# up pretty badly (likely HHE will abort loading the patch). Note that this
# text format is DIFFERENT from the way DeHackEd handles text changes. I
# decided to leave it this way for compatibility with HHE patches that may
# have already been created.
Text 3600 20
Dumb Doomcom buffer!