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- Fun with DeHackEd! v1.2
-
- Originally by Dan Lottero, dlottero@bu.edu
- Modified by Greg Lewis, gregl@umich.edu
-
- I really don't like long intros, so the stuff that would
- normally go here is in the OUTRO section at the end of the
- file. "Fun with DeHackEd" is an attempt to collect everyone's
- ideas on how to tweak the .exe to make neat effects, or to
- make game play more interesting. Also, the sections UNKNOWN
- will hopefully be useful in finding out what the "unknowns" are.
- Other helpful references are Matt Fell's doom.exe specs, and
- the text files which come with DeHackEd. Look in the directory
- /pub/idgames/utils/exe_edit at ftp.cdrom.com.
-
- Two stars means it's new or different in this version...
-
- [ Editor's note: The suggestions given in this text file were
- originally for DeHackEd v1.2. I have attempted to bring this file
- up to date with DeHackEd v2.3, but some stuff may have gotten
- missed. The tips are still cool though!
-
- Also, I would VERY MUCH like someone to continue this document.
- Dan is no longer able to maintain it, and I think it's a worthy
- collection of ideas. Please contact Greg at the email address
- above for more details. ]
-
- [TABLE OF CONTENTS]
-
- [0.0]** FORMAT
- [0.1]** WHAT'S NEW
- [---] "NEW" MONSTERS
- [1.0]** Monsters from inanimate things (lamp2imp)
- [1.1] Morphing monsters (morfmons)
- [1.2]** Rejuvinating Troopers
- [1.3]** Kamikaze bombers
- [1.4]** Turn monsters into an army of marines!
- [1.5]** Rejuvinating Imps with a twist of lemon
- [1.6]** Stalking Barrels
- [1.7]** Imps shooting "Lost Souls"
- [---] "NEW" WEAPONS
- [2.0] Controled blast Rockets
- [2.1] Moving Barrels
- [2.2] Mine fields via slow projectiles
- [2.3]** Rapid Fire Shotgun
- [2.4]** "fireworks" (fireworks)
- [2.5]** Negative damage rockets!
- [2.6]** Super Shotgun II (shoot all ammo in one shot)
- [---]** EXPLOSIONS
- [3.0] Exploding things
- [3.1] Exploding Cadavers
- [3.2] Exploding teleports
- [3.3]** Player's exploding death
- [---]** MISC
- [x.0] Non-flashing teleports
- [x.1] Red Ooze barrels that bleed
- [x.2]** Anti-grav jousting
- [x.3]** Preserving / Juggling thing ID#'s (ex. Troopers, [1.2])
- [---] UNDESIRED EFFECTS
- [y.0] Player bit#2=N (can be hurt = No)
- [y.1] High speed rockets
- [y.2] Using player frame #'s for monsters
- [y.3] Small height
- [y.4]** Monsters shooting lost souls, etc
- [y.5]** Projectiles with bit#4=N
- [y.6]** Death frame = First Moving frame
- [y.7]** Setting gettable things to be explodable
- [y.8]** High missile damages
- [y.9]** Negative damage (see also [2.5])
-
- [---]
- [z.0]** WISH LIST
- [z.1]** UNKNOWNS
- [z.2]** KNOWNS
- [z.3]** PATCHES
- [z.z]** OUTRO
-
-
- -------------------------------------------------------------------------
- [0.0] FORMAT
- When I mention a bit number, say #2, this refers to the bit
- table at the bottom of the main editing screen (bit#2 is
- "Shootable Thing"). If I refer to a patch, unless otherwise
- noted, it can be found on ftp.cdrom.com. If you see 'I' or
- 'me', that refers to me, Dan Lottero and not the person who
- came up with the idea.
-
- [0.1]** WHAT'S NEW
- A bunch of new stuff, corrected some mistakes. Since half of the
- ideas in MISC incorperate barrel explosions, I made a new group
- called EXPLOSIONS. Added a "PATCHES" section, which is an attempt
- to keep track of patches available. Included patch files for
- ideas mentioned here in zip on ftp.cdrom.com (dhefun11.zip)
-
- [---] "NEW" MONSTERS
- A thing's behavior seems to be determined by the values of the
- frame numbers (middle window on the right, on the Thing screen).
- The easiest way to change a thing's behavior is to change the
- frame #'s. Of course it will *look* like the thing it's behaving
- like, too. Changing Column 1 (the Sprite Number column) in the frame
- table, however, will only change what the monster looks like. It
- will still act like the original monster.
- [1.0]** Check out Jason Gorski's lamp2imp.zip patch. It turns lamps into
- imps. This concept can be used to turn any inanimate thing into a
- monster. Using Dehacked v2.3 or higher...
- c, 12, 82 (copy imp info to lamp)
- g, 58 (goto lamp)
- Then change the ID# and First Normal Frame back to the lamp
- images (2028 and 886 respectively).
- ...Jason Gorski
- [1.1] Check out Tree's morfmons.zip patch. By mix & matching frame #'s,
- monsters will "morph" depending on if they're attacking, dying, etc.
- To give a trooper more punch, change #17,19 to something a bit
- tougher, like the spider boss.
- Injury frame = 619
- Far attack frame = 615
- The patch has more examples.
- ...Tree
- [1.2]** Make troopers come back from the dead by turning ammo clips into
- troopers! The same concept as [1.0]. Change all of the clip's
- fields & bits to be the same as a trooper *except* the ID#.
- OPTIONAL: increase trooper's #2 so you don't kill both in one shot
- NOTE: see [x.3]
- ...Keenan Clay Wilkie
- A cool variation on this is to make them come back as ghosts: make
- the clip be a trooper, but with partial invis, faster, less mass
- and the ability to go thru walls. So for the ammo clip, same as
- above, but
- Speed = higher
- Mass = smaller
- bit#12,#18 = On
- ...Chris Gillespie
- [1.3]** Turn troopers into kamikaze bombers! Far attack = 0, and close
- attack = barrel explosion.
- Close attack frame = 808
- Far attack frame = 0
- Or to make troopers explode when they look at you, use far attack
- Far attack frame = 808
- NOTE: this is the basis for [1.6], the only difference is in [1.6]
- the monster's motion frames are made to *look* like a barrel.
- ...Matt Fell, Jason Gorski
- [1.4]** To make an army of marines, and to illustrate the reason for
- bit#26,27, change all POSS, SPOS, TROO, SARG sprite numbers to 28
- in the frame table (column 1, Sprite Number).
- Next change bits 26 & 27 to both on, both off, or one on and
- one off for different player colors.
- I won't get any more specific that this, since it'd take up too
- much room. NOTE: they will still act like the original monsters!
- If you just change the frame numbers (in the thing editor) to that
- of the player, the monsters will be immobile.
- ...Matt Fell
- [1.5]** If you have extra frames lying around, you can use them for other
- stuff by fooling with columns 1,2 and 3 in the frame table. Chris
- Gillespie used extra frames to make an imp rise from the dead,
- showing the death frames in reverse, back to the first moving frame.
- This brings on the dilemna in [y.6]. In the patch FUN_2.DEH, included
- in DHEFUN11.ZIP on infant2, I used some extra sargeant death frames
- to make the imp's exploding death a little more interesting, although
- still making him dead. (avoiding problem mentioned in [y.6]) I
- can't think of a way to explain it easily, so just look at the frame
- table below. Notice the second-to-last exploding death frame for
- the imp (frame 468) points up to 222, the start of the extra frames.
- All the extra frames must have the same Sprite Number as the original,
- just play around with the Sprite Sub-Number as appopriate. The last
- extra frame (235) points to 469, the last imp death frame, to make
- the detour complete. IMPORTANT: In the extra frames, the code
- pointers *MUST* be set to zero, otherwise Doom crashes. I have no
- idea why, but without the zeros, it doesn't work.
-
- Frame Sprite Next Code
- Number # sub# Name Frame # Duration Pointer
- 222 0 18 TROOS 223 5 0
- 223 0 17 TROOR 224 5 0
- 224 0 16 TROOQ 225 5 0
- 225 0 15 TROOP 226 5 0
- 226 0 14 TROOO 227 5 0
- 227 0 15 TROOP 228 5 0
- 228 0 16 TROOQ 229 5 0
- 229 0 17 TROOR 230 5 0
- 230 0 16 TROOQ 231 5 0
- 231 0 15 TROOP 232 5 0
- 232 0 16 TROOQ 233 5 0
- 233 0 17 TROOR 234 5 0
- 234 0 18 TROOS 235 5 0
- 235 0 19 TROOT 469 5 0
- ...
- 468 0 19 TROOT 222 5 0
- 469 0 20 TROOU 0 -1 0
-
- This is just my example. It's an adaptation of an idea from...
- ...Chris Gillespie
- [1.6]** Stalking barrels will turn any monster into a barrel, that can
- roam around and blow up. It is also an excellent illustration of
- using the frame table. In the frame table, editing the Sprite # will
- change what a thing *looks* like, but it will still act as it always
- did. You will notice that when you change the Sprite #, the Name
- changes. When you change the Sprite Sub-#, the A,B,C,etc changes.
- So, in this case, we want sargeants to look like barrels. The barrel
- has only 2 frames, BAR1A and BAR1B, where the A and B correspond to the
- subnumbers 0 and 1. So, we'll have to change sub-numbers to reflect
- this. Enough theory, on with the details:
- In the frame table (F3):
- Change frames 207-240 to have a Sprite # of 57, and make the Sprite
- Sub-Number alternate between 0 and 1. Now the moving, injured, and
- still sargeants will look like barrels, but act like sargeants. Now,
- go back to the thing editor (F2), for sargeants:
- Alert Sound = 0
- Attack Sound = 0
- Pain Sound = 0
- Death Sound = 82
- Action Sound = 0
- Far Attack Frame = 0
- Close Attack Frame = 808
- Death Frame = 808
- Exploding Death Frame = 808
- This sets the sounds to be like a barrel, and gives the trooper
- a barrel death, and a close attack of exploding.
- Although I made some slight changes, this idea came from ...
- ...Morgan Schweers
- [1.7]** The same concept as [1.6]. Make the moving fireballs *look* like
- lost souls (ala Frame Table). They still however, act like
- fireballs.
- frame table: Frames 97-101 set Sprite # = 32
- Frames 99-101 set Sprite Sub-# = 5,7,9 respectively,
- and also turn on the Bright Sprite for the
- 99 and 100 (skips a few frames but gives same
- effect)
- Thing editor, for imp fireballs:
- Alert Sound = 51
- ...Chris Frederick
- [---] "NEW" WEAPONS
- [2.0] After the rocket's in flight, shoot at it and make it explode.
- Speed = 4
- Hit Points = 10
- bit#2,9,10,16=Y all others must = N
- WARNING: sometimes locks game up. Solutions/ideas, anyone?
- ...Ron Goff
- [2.1] set a barrel in motion, then detonate with another shot! For barrel,
- Speed = 25
- Pain chance = 170
- Alert Sound = 16
- Alert Sound = 16
- Pain Sound = 26
- Death Sound = 82
- Action Sound = 75
- First Normal through Far Attack Frames = 806
- Death and Exploding Death Frames = 808
- bit#1,2,9,14,15,16,22=Y all others must = N
- WARNING: Watch out, the barrel will explode "twice" !!
- ...Mike Brashars
- [2.2] Turn projectiles into "mines".
- Set Speed = 0 (or very slow) ...dave
- NOTE: I've noticed that I can't be harmed by my own rockets, that
- is, they will fly right through me without detonating.
- [2.3]** There are two ways to make a rapid-fire shotgun. The first was
- to use Chris Gillespie's utility called dmframe. You'd have to
- use this if you're using a version of dehacked less that v1.3. If
- you have v1.3 or higher, you can use dehacked, and edit the frame
- table. I swiped this explaination almost verbatim from Tom Neff:
- In the Frame List (F3):
- - Set the Duration of Frames 21, 22, and 29 to 1.
- - Set the Next Frame # of Frame 22 to 29.
- In the Ammo Editor (F4):
- - Increase the Shotgun's max cap and ammo-per-item, since you'll
- be moving a lot of lead.
- ...Chris Gillespie
- [2.4]** Check out Chris Gillespie's patch (firework.zip) It changes
- the puff from weapons hitting walls to a BFG blast. Blood splats
- become rockets. Quite deadly. Keep your distance!
- ...Chris Gillespie
- [2.5]** Setting missle damage to a negative number gives some pretty
- wacky results. Until more is found out about it, refer to [y.9]
- for its effects.
- ...Keenan Clay Wilkie
- [2.6]** To use all of your available ammo in one shot, get into the ammo
- table (F4), and for the shotgun, do the following:
- Shooting Frame = 22
- Firing Frame = 29
- NOTE: I fooled with this a bit and got some interesting results.
- I made similar changes on the pistol, chaingun and shotgun.
- Changing just the Firing Frame will make the pistol "rapid fire". You
- hold down on the fire key, nothing happens. Release and then repress
- quickly and you've got a rapid fire pistol! Just setting the Shooting
- Frame doesn't change performance, but it does leave the weapon still
- on the screen after you've changed to a new one. The only way to get
- rid of it is to fire a projectile weapon. I haven't looked too much
- into this, but I'll bet you can get the same results more elegantly by
- fiddling with the frame table. Perhaps changing the ammo table gets
- the weapon caught in an endless loop of firing, until the ammo is used
- up, then it switches you to the next weapon, as normal.
- ...BonesBro
-
- [---] EXPLOSIONS
- Due to all the ideas incorperating explosions, I made a new catagory.
- One problem with making things explodable is mentioned in [y.7].
- Other barrel-related entries are [1.3] and [1.6].
- [3.0] Make any thing explode like a barrel by setting
- Death Frame = 808
- Hit Points = reasonable
- bit#2=Y.
- OPTIONAL: edit bexp?0 graphics to look more generic, set
- Death Sound = 82
- or use the same death graphics as a rocket.
- [3.1] For the twitching bodies,
- Death Frame = 163,227,462 (to taste)
- Death Sound = 57,60,62 (to taste)
- NOTE: using the rocket death frame may look better than the barrel's
- ...RPM
- [3.2] Change the Teleport Flash's first frame to barrel explosion, and
- teleport squares become land mines!
- First Normal Frame = 808
- If you're playing with -respawn, step carefully around those
- corpses, they could go off at any minute!
- ...Keenan Clay Wilkie
- [3.3]** Yet another twist on exploding deaths. If the player's death is
- exploding (see [3.0]) it can make deathmatch more interesting...
- "If you're weak and manage to stay on the other guy's tail,
- he may not want to finish you off..."
- ...Tom Neff
-
- [---]** MISC
- Stuff that doesn't fit into other catagories. ('x' leaves room
- in the middle for new catagories)
- [x.0] For the Teleport Flash
- bit#3=Y
- The flash will *not* appear when you teleport. This could make
- for some very convincing illusions!
- ...Tree
- [x.1] A neat trick you can do with the color bits ... make the barrel
- ooze red, and make it bleed rather than puff so it looks like you've
- punctured it.
- bit#26,27=Y
- bit#19=N all other bits stay the same
- ...RPM
- [x.2]** Set the player bit#9=Y. Try it with god mode, and use rockets for
- propulsion. Mr X created an arena for jousting via DEU. All that's
- left is to figure out how survive propulsion without god-mode,
- and you've got a multiplayer jousting match!
- ...Mr X (I lost the name for this one!)
- [x.3]** When you make rejuvinating troopers ([1.2]), the ammo clip retains
- its ID# of 2007. However, when there's an ammo clip just lying
- around, it is also a ghost trooper. You can avoid this problem by
- replacing a less-used thing with the ammo clip (ID# and all). Then,
- since Doom needs all the ID#'s accounted for, you make the ammo clip
- entry have the characteristics of a trooper ghost, but have the ID#
- of the less-used thing. An example would be to use the Eye in Symbol.
- (thing #89, ID#41) to hold the Ammo Clip (thing #64, ID#18). Then
- use the ammo clip to hold the trooper ghost, using the eye's
- ID#. So, you'd take the following steps, using the "copy" command
- in dehacked: c, 64, 89 (move ammo clip info to eye)
- c, 2, 64 (move trooper info to ammo clip)
- g, 64 (go to the ammo clip)
- ID # = 41
- Now, all the ID#'s are still accounted for, troopers still spawn
- a new trooper when they die, and ammo clips that were otherwise just
- lying around, still lie around.
- ...Chris Gillespie (his idea, my example wasn't exactly what he had
- originally posted to a.g.d, though)
-
- [---] UNDESIRED EFFECTS
- Changes you can make to Doom that make "undesired" effects occur.
- For instance if you find a way to make Doom crash, I'll put it here
- so we can all avoid doing it.
- [y.0] For player, if bit#2=N, no monsters will attack you
- [y.1] High speed projectiles are very inaccurate
- [y.2] Monsters will not move if you give them the player's frame #'s
- [y.3] Giving the player a small height makes you harder to hit, but also
- means you can't shoot at monsters on higher sectors. With a height
- of 2, I couldn't even shoot at monsters 1 step above me!
- [y.4]** If you make a monster shoot lost souls or barrels, and if it
- explodes in its face, it will attack whatever injured it, (itself)
- and end up commiting suicide.
- ...Keenan Clay Wilkie
- [y.5]** It was noted that the exploding rockets trick sometimes caused
- doom to lock up. Note that bit#4 must be No. I set my plasma
- bullets' bit#4=N, and doom hung up on me. Could this be a coincidence
- or the culprit ?? Perhaps the explosion and puff overlap & lock
- up ??
- [y.6]** Setting the death frame to be the first moving frame will make
- a monster instantly come back from the dead. It sounds keen, but
- the "undead" monster will be completely invulnerable to attacks,
- but still be able to attack you.
- [y.7]** If you make a gettable thing also have an exploding death (same
- concept as [3.0]) if the explosion "touches" you, doom quits with
- an error "unknown gettable thing".
- ...Keenan Clay Wilkie (and I think a few other people)
- [y.8]** Setting rocket damage to something high, like 4000 will kill you
- even if you've got god-mode on.
- ...Eugen Woiwod
- [y.9]** Setting missile damage to a negative number: Sometimes it appears
- to have a "healing effect", but it will still kill a monster. The
- monsters sometimes fly forward when hit. Try this and play e2m8,
- for some really trippy side effects.
-
- [z.0] WISH LIST
- Cool ideas not yet implemented. I think some of these can
- be accomplished by changing graphics ala dmgraph, but a quick
- dehacked patch would be much neater!
-
- ** Is there any way to alter how much armor the armor bonuses give out
- Howabout the other stuff, like health, light goggles, etc etc etc?
- ...RPM
-
- Make barrels into monsters? Make them move around and explode on
- contact? ANSWER: see [1.6]
- Make any monster shoot fireballs?
- ...Night Child
-
- Make plasma bullets / bfg blast light up a dark sector so you can see
- what's there. IDEA: somehow mix lamp's behavior with plasma bullets?
- ** BUMMER: mucking around with the code pointers (frame table column 5)
- only seems to crash things...Alden Bates
- ANSWER: see [1.7]
- ...Evan Bynum
-
- How to get the Caco to shoot Lost Souls without crashing the machine
- NOTE: I've tried a few patches, but they've all made Doom crash. For a
- semi-solution, see [1.7]
- ...Steve Chaney
-
- Using the bfg blast as a mine/shield. Setting it as an obstacle doesn't
- seem to make it block shots. Anyone have any luck on this one?
- ...Steve Chaney
-
- Is there a bit which controls what weapon a monster leaves behind when
- it dies?
- ...Scott Adams
-
- [z.1]** UNKNOWNS
- To my knowledge, the following are still unknown:
- bit#7,13,21,28-31.
-
- Anyone successfully changed the "code pointers" ?? (in the frame
- table or elsewhere in the .exe)
-
- [z.2]** UNDOABLES
- I figured I'd put this in here, because there have been a lot of
- requests for info on how to do these. These are all things that
- I am 99% sure can NOT be changed with DeHackEd in any way.
-
- Ammo usage (BFG uses 40 cells. Period.)
- Rocket explosion damage
- Rocket explosion radius
- Health from med-kits, soul spheres
- Initial health of player
- Totally new Things (including monsters)
-
- [z.3]** PATCHES
- Here are patches that I know about...some of the ideas are covered
- in this text, but they often contain other neat stuff I've missed.
- Also, most patches do not tell what they've changed, so what I list
- here may not be all the changes, just what I noticed. The
- explanations are breif, since I don't have a lot of time to devote to
- detective work. If it looks interesting, download it from ftp.cdrom.com;
- you can see for yourself how the changes were made, and who made them.
- [ Note: There's lotsa newer out there by now! ]
-
- FUN_2.DEH included in the DHEFUN11.ZIP, this has
- almost all of the ideas mentioned in this
- text squished into it.
- firework.zip blood splats & puffs changed to bfe's and rockets
- reality1.pat ?? (only avail on a.g.d.binaries?)
- r12-1.zip barrels hang from ceiling and are semi-invis
- imps f-ball slow, killable, imp is tougher
- sargeant faster, caco f-ball faster
- plasma bullets semi-invis, slow, more damage
- BFG uses a purple blast
- r12-11b.zip blood splats -> pool of blood. puffs -> blood splat
- imp invis. lots of things explodable. a lot of same
- stuff as r12-1.zip. chaingun unlimited ammo, fist
- uses up rockets WARNING: locked up DOOM!
- r12-21b.zip lamp->trooper sargeants are players (& can't move)
- imps shoot potions fast shotgun lots of things
- explode barrels explode & regenerate cacos shoot
- lost souls WARNING: locked up DOOM! (cacos, I think)
- r12-2b.zip dead bodies can be shot & turn into blown up dead
- bodies, fast weapons, cacos shoot medikits
- WARNING: locked up DOOM! (cacos again)
- rckt_hak.zip rocket explosion as it launches, then when the
- rocket explodes, about 3 other explosions go off.
- don't do it unless you iddqd.
-
- [z.z] OUTRO
- [ Note: Contrary to the OUTRO, Dan Lottero is no longer maintaining
- all this cool stuff. If you have a great idea or want to chat
- about this stuff, please mail comments to Greg. My email address
- is at the top of this document. ]
-
- If you've got a good idea, e-mail it to me. But please
- post it on a.g.d, too, since a lot of good ideas are generated
- from other ideas. However, I probably won't catch it if you
- only post it to a.g.d, due to the high traffic.
-
- I try to give credit to the person(s) who supplied an
- idea, and how to implement it. If I mess up, drop me a line.
- If two people had the same idea, I'll list both.
-
- If any of the ideas listed here don't work, drop me a line. I've
- tried almost all of them, so most likely, I just made a typo.
-
- Any comments about this should be directed to me (dlottero@bu.edu).
- Any juicy bits about unknowns should go to Matt Fell (author of
- the Unofficial Doom Specs), Tree (author of DeHackEd), and
- I wouldn't mind knowing, too!
-
- Share and Enjoy! Happy hacking,
-
- Dan Lottero
- dlottero@bu.edu
-
-