home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
DP Tool Club 24
/
CD_ASCQ_24_0995.iso
/
vrac
/
dmn2_11.zip
/
DHE24.ZIP
/
SAMPLE.DEH
< prev
next >
Wrap
Text File
|
1995-05-14
|
6KB
|
158 lines
Patch File for DeHackEd v2.3
# The first line in any DeHackEd 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 a DeHackEd 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 DeHackEd knows what version of Doom
# 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.
Doom version = 19
Patch format = 5
# 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 (Player)". From then on until DeHackEd
# 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 it's very difficult for DeHackEd to recover from
# errors in 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 a "Player" inside DeHackEd. If
# it turned out that Thing #1 didn't have any changes at all, but Thing #16
# was the first one with changes, then the first Thing would be Thing #16.
# Anything after the object number (1 in this case) is totally ignored by
# DeHackEd, so you could change it to
# Thing 1 (Small Red Frog)
# and nothing would happen differently. If you DO change the name, it will
# NOT be changed in DeHackEd. 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 (Player)
# First moving frame = 24
# 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 right now.
# First moving frame=24
# would work just as well.
Thing 1 (Player)
ID # = 1
Initial frame = 16
Hit points = 2
First moving frame = 17
Alert sound = 11
Reaction time = 7
Attack sound = 12
Injury frame = 18
Pain chance = 8
Pain sound = 13
Close attack frame = 19
Far attack frame = 20
Death frame = 21
Exploding frame = 22
Death sound = 14
Speed = 3
# Note the width and height are multiplied by 65536. In this case the players
# Width would be 262144 / 65536, which is a Width of 4, and a Height of
# 327680 / 65536, which is 5.
Width = 262144
Height = 327680
Mass = 9
Missile damage = 6
Action sound = 15
Bits = 10
Respawn frame = 23
Thing 3 (Sargeant)
ID # = 1
Hit points = 2
Speed = 3
Missile damage = 4
# 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 6 fields here that do
# NOT appear in the Sound editing screen in DeHackEd, the "Zero ?" and
# "Neg. One ?" fields. Every sound always has zeros in the "Zero ?" fields
# and -1 in the "Neg. One ?" fields, so I didn't bother putting them in
# the sound editor. You can put information into the patch files that
# DeHackEd normally doesn't allow you to edit. Of course, it probably will
# accomplish nothing, otherwise I would have put that information into
# DeHackEd in the first place. :) Feel free to play around with it if you
# wish, though.
Sound 1
Offset = 150368
Zero/One = 1
Value = 128
Zero 1 = 14
Zero 2 = 15
Zero 3 = 16
Zero 4 = 17
Neg. One 1 = -18
Neg. One 2 = -19
# And here is the Frame layout. Note once again that there are two unknowns
# at the end that are not generally accessible through DeHackEd.
Frame 0
Sprite number = 1
Sprite subnumber = 32770
Duration = 4
Next frame = 3
Action pointer = 72846
Unknown 1 = 5
Unknown 2 = 6
# 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 = 151336
# Ammo is also pretty sparse, consisting only of the max ammo per item and
# ammo per power-up.
Ammo 1 (Shells)
Max ammo = 2
Per ammo = 3
# The Weapon object, and its corresponding fields. Again, not too difficult.
Weapon 0 (Fists)
Ammo type = 1
Deselect frame = 4
Select frame = 5
Bobbing frame = 6
Shooting frame = 7
Firing frame = 8
# 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 length of the first "original" text string,
# and the second is the length of the second "replacement" text string. The
# DeHackEd basically just performs a search-and-replace of the text... it
# searches for the first text, and when it finds it DeHackEd inserts the second
# text in its place. The strings had better be the correct length, or
# everything from then on gets screwed up pretty badly (likely DeHackEd will
# abort loading the rest of the patch).
Text 40 43
CODEC: Passed all I/O port inspections.
Yo, pal, all them I/O ports are CLEAN, man!