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-
-
- ************ Formats of the Text files for DeuTex *************
-
-
-
- ***************************
- * WAD Creation Directives *
- ***************************
-
- (-makepwad)
-
-
- The order for directives is the order of DOOM.WAD
- LEVELS LUMPS SOUNDS GRAPHICS FLATS
- Directives not present in this order will be ignored,
- without warning (talk of a lame text parser :-).
-
- # this is a comment
- #
- # (optional)
- # Define the new mission
- # WAD shall be in LEVELS\ subdirectory
- Begin: LEVELS
- E1M2 #DeuTex will look for LEVELS\E1M2.WAD
- E3M5 #DeuTex will look for LEVELS\E3M5.WAD
- End: LEVELS
-
- #
- # Define the new lumps (raw data, non graphic)
- # .LMP files shall be in LUMPS subdirectory
- Begin: LUMPS
- ENDOOM #DeuTex will look for LUMPS\ENDOOM.LMP
- End: LUMPS
- #
- # TEXTURE1 (list of shareware textures) description here:
- # redefine this, not texture2, for compatibility with DOOM 2
- Begin: TEXTURES
- #DeuTex will always look for TEXTURES\TEXTURE1.TXT
- MYWALLS #DeuTex will look for TEXTURES\MYWALLS.TXT
- #DeuTex will look optional for TEXTURES\TEXTURE2.TXT
- End: TEXTURES
- #
- # Graphics= all pictures, except sprites, patches, floors
- # you can only use already existing names, to replace the
- # correponding entry.
- Begin: Graphics
- WIMAP1 #DeuTex will load GRAPHICS\WIMAP1.BMP
- STHURT1 23 45 #DeuTex will load GRAPHICS\STHURT1.BMP
- #and set the insertion point to 23,45
- End: Graphics
- #
- # Declare your Sprites here
- Begin: SPRITES
- BOSSA1 10 20 #DeuTex will load SPRITES\BOSSA1.BMP
- #and set the insertion point to 10,20
- End: SPRITES
- #
- # Declare your Floors and Ceiling here
- # CANNOT BE USE unless PWAD is merged in IWAD after...
- # or ALL the floors are replaced
- Begin: FLATS
- GRASS #DeuTex will load FLATS\GRASS.BMP
- End: FLATS
- #
- # WAD creation directives end here
- #
-
-
-
-
-
- **********************************
- * Format of Textures Definitions *
- **********************************
-
-
- # Texture file
- #
- Begin: TEXTURES
- #
- ASHWALL 64 128
- * W104_1 0 0
- #
- # BIGDOOR7 is a texture of size is 256x128 (X size, Y size)
- # composed of two patches, W105_1 and W105_1
- # respectively placed at offset -4,-4 and offset 124, -4
- # '*' at the beginning of line indicates a patch
- #
- BIGDOOR7 256 128
- * W105_1 -4 -4
- * W105_1 124 -4
- #
- # FLOWER is a new texture, composed of an old patch
- #
- FLOWER 32 128
- * TP5_1 0 0
- #
- # BLODGR2 redefines the old BLODGR2 texture to be composed of
- # the new patch BIRDY
- #
- BLODGR2 34 128
- * BIRDY 0 0
- #
- # new texture HADDOCK, composed of new an old ones
- #
- HADDOCK 64 128
- * FISH1 0 0
- * BIGFISH 23 44
- * TP5_1 0 0
- #
- #
- End TEXTURES
- #
- # texture definitions end here.
-
-
- Once you have created a new PWAD, check it with the -check
- command. DeuTex will complain for:
- texture width which are not power of 2
- (DOOM rounds them to a power of 2)
- texture height above 128
- (DOOM ignore everything above 128)
- textures with columns not covered by any patch
- (DOOM exit with an error)
-
- READ the DOOM SPECS by Matt Fell
-
- Avoid common mistakes, like:
- - using a multi-patch texture for a transparent wall
- - using a texture of height below 128 on a wall whose
- height is superior to that of the texture.
-
-
-
-
- *****************************
- * format of list of strings *
- *****************************
-
- (-list2exe -exe2list)
-
-
- This function allows you to modify strings in DOOM.EXE
-
- # exemple
- Let: #original_string_as_found_in_DOOM.EXE#
- Be: #your_own_modification_of_that_string#
- #
-
- DO NOT EDIT THE STRING JUST AFTER 'Let:'
- EDIT ONLY THE STRING AFTER 'Be:'
- SUPPRESS ALL NON NEEDED STRING PAIRS.
-
- REPLACE ONLY DATA THAT IS OBVIOUSLY A STRING
- (DeuTex cannot find exactly the start of strings)
-
- DON'T EDIT SMALL STRINGS (high crash probability)
-
- ONLY CHANGE STRINGS OBTAINED FROM 'exe2list'
-
- DOOM.EXE is preserved. You must copy it to DOOMFAKE.EXE
- before you try to modify it.
-
- Better use DEHACKED if you're not sure of what you're doing.
-
-
-
-
-
- *******************
- * PC sound format *
- *******************
-
- only a list of number, between 0 and 255
-
- I have many reasons to think these numbers are related to the
- frequency of the sound played by the speaker (the inverse of frequency
- I believe), but I have a poor frequency discrimination
- talents, so I let you guess the conversion.
-
- there could be informations aout frequency duration mixed in this,
- but it doesn't look like it.
-
- mail me if you understand what these numbers represent.
-