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1994-09-11
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560 lines
DeHackEd v. 2.0
By Greg Lewis (Tree)
gregory.lewis@umich.edu
The premiere Doom.exe hack editor!
This is a general help file for DeHackEd version 2.0. For more specific
product information, see the file DEHACKED.TXT. If the information
contained here is not specific enough, or you want more technical details,
get a copy of the the doom.exe hack specs written by Matt Fell. They are
available for FTP at infant2.sphs.indiana.edu, in the directory
/pub/doom/wad_edit/doomhack, and are called DEHACKER.ZIP. And, if you
are more interested in simply finding fun stuff to experiment with,
check out "Fun with DeHackEd" (dhefun??.txt) bundled with the program. It
was written by Dan Lottero, and includes all sorts of wild things to do!
This help file is arranged in the following nine sections:
1. Command Line Options
2. DeHackEd.ini Options
3. Patch File Info
4. Available Keys
5. Thing Editor
a. Thing fields
b. Bit fields
6. Frame Editor
7. Ammo Editor
8. Sound Editor
9. Sprite Editor
10. Text Editor
So, without further ado, here it is!
1. *** Command Line Options
\------======================
First, an explanation of command line options. The full command line
syntax for DeHackEd is:
dehacked [doompath] [-load <patchname>] [-save <patchname>]
[doompath] is optional, and specifies a different location for the
doom files, doom.exe and doom.wad, other than the current directory.
-load <patchname> will update the doom.exe file with the patch called
<patchname> and return to the DOS prompt--great for batch files!. And,
conversely, the -save <patchname> option will save the current doom.exe
status to a patch file named <patchname> and return to the DOS prompt.
These options are similar to 'l' and 's' in DeHackEd, although when used
in DeHackEd the 'l' option requires a 'w' after it to actually write the
changes to the doom.exe file. See section 4 for more info on 'l', 's',
and 'w'.
Example command line:
dehacked c:\games\doom -load suprwep4.deh
This will start DeHackEd, using the doom.exe file found in c:\games\doom,
will update it with the info from the suprwep4.deh patch file, and return
to the DOS prompt. And of course, just typing a plain 'dehacked' will take
you straight into the DeHackEd main program.
2. *** DeHackEd.ini Options
\------======================
Included with DeHackEd 2.0 is a new DeHackEd.ini file which can specify
several parameters for DeHackEd. They allow you to customize where you
want your patch files located, what your doom files are named, and more.
Note: you must keep a space on both sides of the equal signs for a
parameter to be processed properly. A summary of the allowable command
line options follows:
# Start comment lines with a pound sign. Anything after the pound
sign is ignored.
doomexe = <exename>
This is the name of your doom.exe file, and full path if necessary.
You can change this easily to determine whether you are working
with a Doom 1.2 exe or a Doom 1.666 exe. This doesn't need to be
included if you are running DeHackEd from the directory that your
doom.exe file resides in.
doomwad = <wadname>
This is the name of your doom.wad file, and full path if necessary.
This must be a registered wad file, not a shareware file. This is
needed for verification that you are really registered, and not
just trying to fake it. Once again, if this is in the same
directory that DeHackEd is run from you don't need this parameter.
doompath = <path>
This is the path from which you want Doom to be run. This is only
used when using the 'r'un option from inside DeHackEd.
doomargs = <Doom parameters>
These are command-line parameters that are fed to Doom when it's
run using the 'r'un option from within DeHackEd. Useful if you
are using DeHackEd for a custom patch for a WAD you are writing;
you can simply include a '-file <wadname>' in this line, and
Doom will load your level every time DeHackEd runs it.
patchdir = <path>
This is the directory that DeHackEd will look in for patch files.
A nifty way of keeping all of your thousands of .DEH files out
of the Doom main directory.
The following parameters are all totally optional, and need only be
used if you are doing some "custom" doom.exe hacking.
doomver = <0 | 1>
This is the version of Doom you are hacking. 0 is Doom 1.2 and
1 is Doom 1.666. This *must* be included if any of the following
options are set.
doomsize = <size>
The size of your Doom.exe file. I've had a few people complain
that they have a non-standard doom.exe file size, and this may
fix your problem simply by changing this. If you get erroneous
results though, you may have to play with the following params...
thingoff = <offset>
soundoff = <offset>
frameoff = <offset>
spriteoff = <offset>
ammooff = <offset>
weaponoff = <offset>
textoff = <offset>
These are the offsets in the doom.exe file for their corresponding
data chunks. Read Matt Fell's specs if you don't understand what
these sections are, they are explained fairly clearly (among the
rest of the information in the file). PLAY WITH THESE AT YOUR OWN
RISK.
3. *** Patch File Info
\------=================
This is some more info on patch files, which may help explain any
difficulties you are having with them.
Patch files save ALL the info on Frames, Ammo, Things, Weapons, Sound,
Sprites, and Text, NOT just changed data. Saving only changed data would
involve complications with just what was 'changed' (don't ask, just trust
me!). This way, if several people load a specific patch, you KNOW
everyone will have the same doom.exe file.
The patch files that DeHackEd 1.3 created saved only 4 pieces of info:
the Frames, Things, Ammo and Weapons. If you are editing Doom 1.2,
DeHackEd 2.0 will only save those pieces of information in order to
create a patch file compatible with DeHackEd 1.3.
It is a good idea to save back-up patch files before messing around
with your doom.exe file. The standard naming convention for back-up
patches is "normal??.deh", where the ?? are replaced with 12 or 16,
depending on your doom version. Those files are then also used for
merging patches, as a "clean" patch of your doom.exe file. For example,
if you are merging in a patch for Doom 1.666, DeHackEd expects to find a
clean patch file called "normal16.deh" in your patch directory.
If anyone is interested in the actual make-up of the patch files (for
compatibility with your own doom exe editor, or for any other purposes)
please contact me and I'll let you know the format that they are stored
in.
4. *** Available Keys
\------================
Available keys are as follows:
ESC Exits to DOS. Or, if you are in an input box, or just about
*anywhere* in the program for that matter, it will back you
out to whatever you had previously been doing. This is certainly
an improvement over 1.3, as many of you will attest. :-)
Enter Edits the current field, if it is an editable field. To leave an
editing box if you hit Enter by mistake, simply hit ESC.
Space Views, plays, or displays the current field, if applicable. If
you are on a "frame" field, such as any of the Thing frames, or
any field in the Frame table, or the Frame fields in the Ammo
editor, you can see the frame that you've got highlighted simply
by hitting the spacebar. (Note: If you are on the "Next Frame"
field in the Frame editor you WILL see the next frame, not the
current frame.) If the frame you are viewing is the first in a
series of frames, repeatedly pressing the spacebar will cycle
through all of the frames. Escape will exit. The spacebar will
also view the full text strings in the Text Editor. And it will
also play the sounds when you are in a sound field (currently not
inplemented yet).
C The copy command. This will copy information from one entry to
another. The syntax is fairly bas