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- DeHackEd v2.3
- By Greg Lewis (Tree)
- gregl@umich.edu
-
-
- This is a general help file for DeHackEd version 2.3. For more specific
- product information, see the file DEHACKED.TXT. For important start-up
- info and instructions, read README.TXT. And, if you are more interested
- in simply finding fun stuff to experiment with, check out the file
- "Fun with DeHackEd" (DHEFUN11.TXT) bundled with this program. It was
- originally written by Dan Lottero, and includes some wild things to try!
-
-
- This help file is arranged in the following sections:
-
- 1. A Glossary
- 2. Patch File Info
- 3. Command Line Options
- 4. DeHackEd.ini Options
- 5. Available Keys
- 6. Mouse Support
- 7. Thing Editor
- a. Thing fields
- b. Bit fields
- 8. Frame Editor
- 9. Ammo Editor
- 10. Sound Editor
- 11. Sprite Editor
- 12. Text Editor
-
- So, without further ado, here it is!
-
-
- 1. *** A Glossary
- \------============
-
- There are a few new terms that I will be using throughout this file,
- so first off I'll define everything and explain it in simple terms.
-
- Thing: A Thing in Doom is any object that's in the game, such as
- monsters, the player, items, weapons, and decorations. If some-
- thing isn't part of the floor, ceiling, or walls, it's a Thing.
- These are the most complicated objects in the exe, and have the
- most information stored about them. This information includes
- what pictures to show onscreen, what sounds are associates with
- it, it's height, width, speed, etc.
- Sprite: A Sprite is a collection of all the pictures that belong to
- one Thing. For instance, there is a Sprite that contains all of
- the pictures for the Baron of Hell, from first activation to gory
- death. Sprites can be referred to by a 4-letter name (which
- DeHackEd will display for you on the Sprite editing screen). The
- Sprite for the Baron is called BOSS, and is Sprite #42.
- Frame: A Frame is one picture individual picture of a Sprite. For
- example, there is one Frame that shows the Baron with its hand back,
- ready to throw a fireball at the player. The most complex Sprites
- may have 20-25 individual Frames in them, whereas simple Sprites
- could only have one or two Frames. Frames also contain info about
- how long the picture should be displayed, and which picture to
- display after the current one. Frames are named by adding a letter
- to the end of a Sprite name. The name for the Baron with its arm
- back is BOSSE, with a Sprite number of 42 and a Sprite sub-number of
- 4. The code for converting the sub-number to the letter is 0=A, 1=B,
- 2=C, 3=D, etc.
- Weapon: A weapon of the player, and associated info, such as what
- picture to use for the weapon, and the ammunition that the weapon
- uses.
- Sound: A sound that's played at some time. The name is obvious, but
- other sound values (labelled with "descriptive" names such as "0 / 1"
- and "Value"), are still unknown. Play around with them, and perhaps
- you'll find something new.
-
-
- 2. *** Patch File Info
- \------=================
-
- This is some more info on patch files, which may help explain any
- difficulties you are having with them.
-
- Patch files are entirely different from WAD files. WAD files can
- contain level info, sound, and graphics info (stuff normally found in
- the Doom WAD file). They are used simply by typing
- doom -file <wadname>
- at the command line. Patch files, however, contain info from inside the
- exe file, and cannot be used with the "-file" parameter. DeHackEd
- is (currently) the only program that can apply these patches and change
- the Doom exe file.
-
- The new type of patch files include only the information you've modified,
- and NOT all the data (as older types of patch files used to do). They now
- have an easy-to-understand text format and can be created with any common
- text editor (if you know what the different names are). Load the SAMPLE.DEH
- patch file that came with your copy of DeHackEd into a text editor for full
- information on the text format. Or just play around and create your own
- patch files and look at 'em.
-
- Because of the new format of patch files, any changes you've made to Doom
- will stay even when you load a new patch file. The new 'z' command has been
- added so that you can return to the original Doom settings at any time. So
- in order to load a patch and remove any other previous changes, you'll need
- to hit 'z' before 'l'oading the new patch.
-
-
- 3. *** Command Line Options
- \------======================
-
- Next, an explanation of command line options. All parameters are totally
- optional; if you don't include anything more than the path DeHackEd will run
- normally and go to the editing screens. If any options other than just
- the path are included, DeHackEd will run in 'batch' mode, and not actually
- enter the editor. The full command line syntax for DeHackEd is:
-
- dehacked [doompath] [-reload] [-load <patch1> <patch2> ...] [-save <patch>]
-
- [doompath] is optional, and specifies a different location for the
- doom files, doom.exe and doom.wad, other than the current directory. If
- you give a path on the command line it will override the exename and
- wadname that you give in the DEHACKED.INI file.
-
- -reload will return the exe file to its original data. Because the new
- patch format does not overwrite all data, but only values that need to be
- changed, it's sometimes necessary to ensure that the exe is back to normal.
-
- -load <patch1> <patch2> ... will update the doom.exe file with the
- patches called <patch1>, <patch2>, etc and return to the DOS prompt--
- great for batch files!.
-
- Conversely, the -save <patch> option will save the current doom.exe
- status to a patch file named <patch> 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'oading
- and 's'aving.
-
- Example command line:
-
- dehacked c:\games\doom -load sample.deh
-
- This will start DeHackEd, using the Doom files found in c:\games\doom,
- load in the info from the sample.deh patch file, and return to the DOS
- prompt.
-
- The command line parameters are processed from left to right, so it's
- possible to do several things at once. The next example is what I would
- imagine is the best way to automatically load a patch file from a batch
- file:
-
- dehacked -save current.deh -reload -load newpatch.deh
- doomhack . . .
- dehacked -reload -load current.deh
- delete current.deh
-
- This will save the current state of the exe file, then reset it to the
- original Doom data and load the correct your custom patch file. Then
- doomhack is run, with whatever parameters you want. Finally the exe is
- reset to normal once again and the user's data is restored.
-
-
- 4. *** DeHackEd.ini Options
- \------======================
-
- Included with DeHackEd 2.3 is a 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.
- A summary of the allowable command line options follows:
-
- # Start comment lines with a pound sign. Anything after the pound
- sign is ignored.
- editname = <filename>
- This is the name of your doom.exe file, and full path if necessary.
- This doesn't need to be included if you are running DeHackEd from
- the directory that your doom.exe file resides in, and it's got the
- proper name (doom.exe or doom2.exe).
- normalname = <filename>
- This is the name of your regular, UNCHANGED doom.exe file. DeHackEd
- will never change the data in this file. It's mostly used by
- DeHackEd to save patches.
- wadname = <filename>
- 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.
- pathname = <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.
- params = <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 have a really wierd doom.exe file.
- doomver = <0 | 1 | 2 | 3>
- This is the version of Doom you are hacking. 0 is Doom 1.2, 2 is Doom 2
- v1.666, 3 is Doom 1 or 2 v1.9, and 1 is everything else, Doom v1.666
- and Doom 2 v1.7(a). 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. PLAY WITH THESE AT YOUR OWN RISK.
-
-
- 5. *** 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.
-
- 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, it shows the frame that you've got highlighted. (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. Use the right and
- left arrow keys to view different sides of the Thing, if it has more
- than one different view. Escape will exit.
- The spacebar will also view the full text strings in the Text Editor,
- and play the sounds when you are in a sound field.
-
- A The About window. This brings up two windows that shows you
- what version of DeHackEd you are working with (and some credits),
- and also a small summary of what Doom exe you are editing, and
- how much memory you have free, etc.
-
- C The copy command. This will copy information from one entry to
- another. The syntax is fairly basic: enter the number of the
- entry to copy FROM, and the entry number to copy TO. A clipboard
- for Things is available as Thing #138 (Thing #104 for Doom 1.2),
- which is just a temporary storage Thing (and is not actually
- present in the Doom.exe file). Note that the Thing names will
- not change... the Thing name is not actually in the Doom.exe, and
- is just included for your own benefit. The Thing # is also only
- for the convenience of the hacker, and is not in the doom.exe
- file. A specific Thing # will always have the same Thing Name,
- and this cannot be changed.
-
- D Change numeric mode to Decimal. This displays all numbers as
- normal decimal numbers. 'H' will switch to hexidecimal displays,
- which may be helpful sometimes.
-
- G Goes to a specific Thing. If you are in the Thing editor and know
- which Thing you want to see, you can go right to it by picking the
- name out of a list of names without bothering to page through all
- the Thing looking for it. When the list of Things appears, you can
- do a speed-search by typing in the first few letters of the name. Or,
- another quick alternative is to just type in the Thing number.
- If you are not in the Thing editing screen it also allows you to go to
- any object by number (like hopping straight to Frame #284 by typing in
- that number).
-
- J Jumps to the information in the current field, in it's respec-
- tive editor. For example, if you are in the Thing editor, and the
- 'Death Frame' is highlighted, and you press the 'j' key, you will
- jump to the Frame editor, with the corresponding Frame number high-
- lighted. A very handy tool for moving around the various editors.
- Generally it'll jump to a "logical" place, if there is one.
-
- L Loads a patch file. An extension of .deh will be assumed if for
- the patch file if none is given. DeHackEd will do its best to convert
- patch files between all of the different exe formats to the current
- version of Doom that you have, but be warned that sometimes some of
- the information (usually the Text section) will not be compatible.
- When the information is loaded, only values that are replaced are
- actually changed... all other data (including any changes you have
- made) will be left intact. If you want to avoid this, use z to
- reload the original exe information before loading the patch. Also
- note that w must be used to make changes permanent. You can also
- do this from the command line by typing
- dehacked -load <patchname>
-
- (M) Due to the new patch format, there is no more need for a 'merge'
- command... all of the new text-format patches are automatically
- merged with the current data when loaded. The older patches still
- load like they used to (overwriting ALL information). 'm'erging
- one of the older files is a few-step process:
- 'l'oad the old patch
- 's'ave a new temporary patch (temp.deh for example)
- 'z'ap the data back to it's original values
- 'l'oad the new temp.deh patch, and you're all set.
-
- R Runs Doom. This option is slightly tempermental, and every once
- in a while it just flashes the screen and refuses to run Doom.
- Try it to see if it'll work for you. It allows you to quickly
- test-run Doom, to check out the changes you've made (remember to
- hit 'w' before running!). After Doom finishes, you will be returned
- to your current place in the editor to continue working. You can
- specify command-line parameters for Doom, and the directory to run
- Doom from in the DeHackEd.ini file.
-
- S Save a patch file. You must enter the patch filename, and it
- will save all changed material to the patch file, in a text format.
- An extension of .deh is assumed if you don t give one. You can
- also do this from the command line by typing
- dehacked -save <filename>
-
- U Undo all changes. This reloads the information straight from the
- hacked Doom exe file, and will return you to your most recent 'w'rite
- of all the data.
-
- W Writes all changes to the Doom exe file. This step is necessary
- to get any results!
-
- Z Reload the ORIGINAL exe data. So if you've been playing around
- and now all the monsters look like med-kits, and your rocket launcher
- shoots plasma that looks like lost souls, hit this key to get back to
- the real Doom data.
-
- F2 Thing Editor. This is the main Thing editor, the default screen in
- DeHackEd. See section 7 for more detailed Thing info.
-
- F3 Frame Table. Displays Frame information, in a list format.
- See section 8 for more detailed Frame info.
-
- F4 Ammo/Weapon Editor. This allows you to edit the ammo and weapon
- amounts and graphics. Section 9 talks more about this screen.
-
- F5 Sound Table. A jolly good table of all the sounds. Check out
- section 10 for more Sound table info.
-
- F6 Sprite Table. A handy list of all the sprites, in case someone
- needs it. Section 11 deals with the Sprites.
-
- F7 Text Editor. This shows all the text strings in the Doom.exe
- file. You can also edit the strings, a capability new to
- DeHackEd (new to version 2.0, that is). Section 12 has more info.
-
- F8 Thing List. This is a Table version of the Thing editor. It shows
- only the most important Thing information, and is meant as a quick-
- reference guide.
-
-
- 6. *** Mouse Info
- \------============
-
- Some notes on the mouse support. Generally just click places to find out
- what happens! The new status bars on the top and bottom of the screen are
- there expressly for the mouse users (click on 'em to get help, exit, see
- the "About" window, or switch editors). Clicking on any of the fields will
- switch to it, and double-clicking will bring up the standard editing box
- for that field. Click on the "Thing Name" in the upper left window to Go to
- any of the Things by name. Clicking on any sound or frame names will play
- the sound or show the frame for you. Right clicking at any time will act
- exactly like the Escape key was pressed (except for exiting the program),
- ie get you out of input boxes, leave the frame viewer, etc. The way it's
- designed should (hopefully) be intuitive.
-
- There is a problem with some mice (restricted to Logitech mice, I think)
- where the mouse only moves in the top half of the screen. I'm looking into
- it to see if I can fix the problem. Until then, just remember that you can
- do anything with the keyboard that you can do with the mouse.
-
-
- 7. *** Thing Editor
- \------==============
-
- a. Thing fields
-
- This is the first thing you see when you start up DeHackEd. It is also
- one of the main areas of the program. Edit Things by highlighting the
- desired field and hitting Enter, or clicking on it with the mouse.
-
- The Player entry is slightly "special" in regards to how much Doom
- uses the info in the Player fields. Entries such as Speed and Hit
- Points are NOT changable through DeHackEd; they are controlled else-
- where in the exe and aren't easily accessible. Most of the rest of
- the Player entries, however, are used and can be changed normally.
-
- Thing Number: The number of the Thing. Basically it's just for
- reference, numbered in order according to how the Things are stored
- in the Doom exe file. Note: these are different between 1.2 and
- newer versions, because new Things have been added!
- Thing Name: A short descriptive name for the Thing. This info
- is NOT stored in the Doom exe file, and thus you can't edit it, and
- it will always remain the same. So a Thing #55 (the rocket launcher
- in Doom 1.2) will always be described as a "Rocket Launcher", even
- if you change it to something entirely different, like a Cacodemon.
- Thing ID#: This is the Thing's 'identification number' which is
- used in level developement (WAD files). Wherever this number
- appears in a WAD file, this Thing will appear.
- Hit Points: How much damage it can sustain. For all non-living
- Things, it's generally 1000 (not necessary though).
- Speed: How fast it can go. Projectiles have their speed
- multiplied by 65536, but DeHackEd displays projectiles the same way
- it does normal speeds (so you don't need to wade though large numbers
- for projectile speeds). Whether a certain Thing is a projectile
- or not is determined by bit #16, 'Projectile'. If that
- bit is set, the speed is displayed as a Projectile, otherwise it
- is a "normal" speed. Basically though, just ignore it and
- DeHackEd will take care of it for you. =-}
- Width: The radius of the Thing. A narrow Thing is harder
- to hit! To fit a Thing through a narrow passageway, you need to
- have the passage slightly wider than twice it's width. Thus a
- passage must be 33 to allow the Marine through, even though his
- actual radius is 16.
- Height: Same as width, but it's height. Duh. :-)
- Missile Damage: If it's a projectile, how much damage it does upon
- "death" (explosion). Note that Lost Souls have this set to 3.
- Reaction Time: For monsters, their reaction time. Lower=quicker to
- attack, higher=slower to attack.
- Pain Chance: Chance out of 256 that a monster's action/attack will
- be interrupted by an injury. The Lost Soul always will (256), and
- the Spider Boss rarely will (40).
- Mass: Thing's mass. Set a trooper's to 1 and watch him fly!
- Note the Cyberdemon has a high mass, and your rockets don't budge
- him much.
- Bits: This is the actual value of all of the bits. Just
- change this one number if you want to set all of the bits at once
- to something. See also the Bit fields portion of the text, coming
- up in a few pages (section 7b).
-
- SOUNDS
- Alert: Sound made when the monster first spots the player,
- or a projectile is launched. These all point to the sounds in the
- Sound table.
- Attack: Sound made during a close attack.
- Pain: Sound made when the Thing is injured.
- Death: Sound made when the Thing dies. For projectiles and
- barrels, the sound of it's explosion.
- Action: Sound made when the Thing is just milling around.
-
- FRAMES
- First Normal: What an inactive thing looks like, or a monster that's
- not yet active. All frame numbers refer to the Frame table. Only
- the first frame is listed, you will need to refer to that Frame
- entry in the Frame table to find out if it's actually a sequence of
- frames.
- First Moving: A movable Thing's "first steps."
- Injury: Frame played for an injured Thing.
- Close Attack: Attacks that are close (clawing imps).
- Far Attack: Attacks that are far away (imp winding up for a
- fireball attack).
- Death: Monster death or barrel/projectile explosion.
- Explode Death: Exploding death (slop!) for players, troopers,
- imps, and sargeants.
- Respawn: This is the frame that's shown when the Thing comes
- back to life due to the ArchVile. This field is only shown for
- versions other than Doom 1.2.
-
-
- b. Bit Editor
-
- 0.Gettable Thing: Something that can be picked up by the player,
- like an ammo clip.
- 1.Obstacle: Something that can't be walked through.
- 2.Shootable Thing: It will only take damage if this is set. Note
- that barrels also have this set.
- 3.Total Invisibility: The Thing just can't be seen, no-how, no-way. It
- won't even show up with iddt-iddt.
- 4.'Automatics': From Jason Gorski: "Okay well if you don't want
- your weapons to auto-lock onto something set the automatics to yes."
- Basically Things like PUFF, TFOG, BLUD, and projectiles.
- 5.Semi-Deaf Monsters become active if they see you (like
- normal), or if you fire a weapon AND there is a direct line of
- sight between you and the monster. Strange.
- 6.In Pain: Used internally by the Doom exe to determine if a
- monster is in pain or not.
- 7.Unknown
- 8.Hangs From Ceiling: For those gory legs & mangled bodies. Have it
- set, well, if the Thing hangs from the ceiling!
- 9.No Gravity: Used for floating monsters and Things that aren't
- on the ground.
- 10.Travels Over Cliffs: Set for projectiles and players. This bit allows
- the Thing to travel from one sector to another even when the
- dropoff height difference is greater than 16 (or 24?). Turn this
- on for Imps, and the Imps on E1M1 will jump off their platform
- after you.
- 11.Can pick up items: This Thing (i.e. the player) can pick up Gettable
- Things.
- 12.No Clipping: Same effect as idspispopd/idclip, but also
- effective for monsters.
- 13.Unknown
- 14.Floating: For floating monsters, like the Cacodemon and the
- Lost Soul.
- 15.Semi-No Clipping: Kinda like no-clipping, kinda not. You can't
- walk through walls, or trigger any linedefs, but you can walk
- over any height cliff in your way.
- 16.Projectiles: Set for projectiles. Allows the projectile to
- leave your body. If it is turned off, the projectile explodes
- as soon as it is fired, because it originates from "inside" your
- body.
- 17.Disappearing Weapon: This is used for weapons such as the shotgun that
- the sargeants use, so that it disappears when picked up in a multi-
- player game. Normal weapons do not have this set, however, because
- they stick around in normal multi-player games when picked up.
- 18.Partial Invisibilty: The Spectre effect.
- 19.Puffs (vs. bleeds): Whether a thing bleeds (bit off) or puffs (bit on)
- when hit. The barrel is the only default Thing that has this set.
- 20.Sliding Helpless: ???
- 21.Unknown
- 22.Counts for Kill% This Thing counts as part of the Kill% at the end
- of the level.
- 23.Counts for Item% Just like Kill%, but for Things.
- 24.Unknown
- 25.Not in Deathmatch: Things not present in Deathmatch mode, such as keys
- and the normal "Player" starting spots (deathmatch spots are used
- instead).
- 26.Color 1 \ 00-greens->greens 01-greens->browns
- 27.Color 2 / 10-greens->indigos 11-greens->dark reds
- 28.Unknown \
- 29.Unknown Perhaps these are unused???
- 30.Unknown /
- 31.Unknown /
-
- 8. *** Frame Editor
- \------==============
-
- This displays the majority of the Frame information. Each frame has six
- editable fields (of 8 total that are stored in the exe). The only two
- fields that are NOT shown on the screen are always 0 in all of the Frames,
- so I decided it would be pointless to try to squeeze them onscreen also.
-
- Frame #: This is the number that is specified in the Thing
- Frame fields.
- Name: A lookup done on the Text info in the doom.exe file,
- specified by a reference to the Sprite #, the Sprite Table, and
- the Sprite subnumber.
- Sprite #: The sprite that is shown for this Frame.
- Sprite Sub #: The individual "picture" (for lack of a better
- word... I think the technical term is "lump") suffix for this Frame.
- In the Doom WAD file, there is (for example) a Sprite called TROO,
- for the trooper. The sub # specifies which TROO picture to use...
- TROOA, TROOB, TROOC, etc.
- Bright Sprite: This check box determines if a Sprite is ALWAYS
- displayed at it's full brightness. Sprites that are always displayed
- at their full brightness are Lost Souls, plasma bullets, etc... they
- are always visible no matter what the lighting is.
- Next Frame #: Which Frame to play next. You can skip a few shotgun
- frames this way, to make the super-fast ("combat") shotgun.
- Duration: How long the frame stays on the screen. Make 'em
- all 1 to make the super fast shotgun *really* be super fast! Notice
- that the notoriously slow BFG has a value of 20 and 10 for a few of
- its Frames. (hint hint... =-)
- Code pointer: An offset in the Doom exe file to where it should
- look for the "action" associated with this Frame. It appears after
- more digging that this value is really useless. The actual location
- in the code is specified by a relocation table elsewhere in the
- Doom exe, which is referred to instead of the code pointer.
-
-
- 9. *** Ammo Editor
- \------=============
-
- Weapon Name: The name of the weapon (not editable)
- Ammo Type: A pithy description. This will be 'N/A' when an
- 'unknown' ammo type is given for the Ammo Number. Ammo type 5 is
- listed as "Unlimited".
- Ammo Number: 0=bullets 3=rockets
- 1=shells 4= ??? (none)
- 2=cells 5=unlimited (fist/chainsaw)
- Max ammo cap: The starting capacity for the current type of ammo.
- It's listed on the right side of the slash on the status bar.
- Backpacks will double this limit automatically. This will be 'N/A'
- for unknown ammo types.
- Ammo per item: How much ammo you get when you pick up a power-up of the
- current ammo type. For example, normally the bullet power-up gives
- you 10 bullets. This value is multiplied by 5 for the 'large'
- power-ups, i.e. boxes of rockets, boxes of shells, etc. Different
- difficulty modes also change this. Also 'N/A' for unknown types.
- Deselect frame: This is the frame that's shown when another weapon
- is selected and the current weapon drops off the screen. This is
- the number that Doom refers to in the Frame list for more info.
- Select frame: The frame that's shown when the weapon is selected
- and is rising onto the screen.
- Bobbing frame: Frame number for the bobbing weapon.
- Shooting frame: Frame played when the weapon shoots.
- Firing frame: Frame that actually shows the "flames" from the
- weapon.
-
-
- 10. *** Sound Editor
- \------==============
-
- Sound Number: This is the number that's referenced by the Things
- for each sound.
- Text Offset: The offset into the Text section where the sound
- name is found.
- Sound Name: Found by simply checking the Text section at the
- correct offset.
- 0 / 1: ??? Perhaps some complicated sound thingy.
- Value: ??? Another unknown sound value, perhaps something
- dealing with how the sound was sampled.
-
-
- 11. *** Sprite Editor
- \------===============
-
- Sprite Number: The number in the Frame table that refences this
- Sprite.
- Text Offset: The offset into the Text section where the Sprite
- name is found.
- Sprite Name: Also found through a simple lookup in the Text
- section.
-
-
- 12. *** Text Editor
- \------=============
-
- Text Offset: The offset into the Text section of the current
- Text string.
- Text: This is the actual text that's located at the
- text offset.
-
- Some notes are in order on the Text viewing, editing, etc. First of
- all, if the Text is longer than about 60 characters (too long to fit on
- one line in the general Text screen) three ellipses are displayed at the
- end of the line. Non-printing characters, such as new-lines, tabs, and
- other screwy characters are shown by a tilde symbol in the text (~).
-
- If you want to view the actual text, just hit the Spacebar and a window
- will pop up with the actual text string in it. A newline is shown by a
- '\n' shown in black (dark grey), tabs by '\t' in black, and so on. The
- text is formatted in basically the same way that it would be on-screen.
-
- To edit the text, just hit Enter and the view window and an edit window
- will pop up. Enter your new text in the edit window, and hit Escape when
- you are done editing. If you are hitting Escape to cancel the current
- editing operation, answer 'n'o when asked if you want your changes saved,
- otherwise answer 'y'es and the text will change to your modification.
-
- Because each text string is variable length in the Doom exe file, you
- have only a slight lee-way in how long the edited text needs to be. The
- minimum and maximum length for the string you are editing are shown on the
- top line of the editing window, along with the current position of the
- character you're on. You will have a range of 4 characters that the new
- string must fit into. Typing beyond the maximum number of characters is not
- allowed, and stopping short of the minimum is also not allowed.
-
- The text editor is not exactly a full-fledged version of Wordperfect, so
- the only movement key you have is the back-space... no arrow keys, no
- macros, no spell checker, etc. :-)
-
-
- That's about it. Any more question? Feel free to write me at
- gregl@umich.edu for more information. Have fun!
-