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- The Code Pointer Page
-
- by Lee Gaiteri (Under construction)
-
- Here are lists and information about common code pointers. There is also a
- form, if you have any knowledge you'd like to share (especially about code
- pointers in DOOM II).
-
-
- DHE 3.0 useful code pointer list
-
- Frame Note Action
-
- Attack pointers
-
- 185 Trooper attack (pistol)
- 218 Spiderdemon/sergeant attack (shotgun)
- 257 Archvile attack 1 (create flame)
- 264 Archvile attack 2 (lift)
- 336 Revenant punch
- 341 Revenant attack (required for missile to "home")
- 377 Mancubus attack pattern 1 (center, left)
- 380 Mancubus attack pattern 2 (center, right)
- 383 Mancubus attack pattern 3 (half left, half right)
- 417 Nazi/chaingun sergeant attack (alternate shotgun type?)
- 454 ! Imp attack
- 487 Demon attack
- 506 Cacodemon attack
- 539 ! Baron/Hell Knight attack
- 590 * Lost soul attack (attack sound required)
- 648 Arachnotron attack
- 685 Cyberdemon attack
- 711 Spawn lost soul (PE attack)
-
- Projectile maintenance
-
- 119 BFG/multiple hit effect
- 127 # Explosion (rocket/barrel)
- 316 * Projectile homes on target and makes smoke trail
- 801 2? Make a spontaneuous "rising" explosion (frames 799-801)
-
- Logic control
-
- 174 Wait to wake up
- 176 Move and check to attack
- 243 (see below) Same as above, but for archvile
- 419 ? Check for line-of-sight (to stop firing) (?)
- 618 Check for line-of-sight (to stop firing)
-
- Sounds
-
- 157 Play injury sound
- 166 Play exploding sound
- 184 Play attack sound (if any- makes a good dummy pointer)
- 190 Play death sound
-
- A few walking sounds
-
- 603 Spiderdemon walking sound
- 635 ? Aracnotron walking sound
- 676 Cyberdemon hoof sound
- Death
- 159 ? Player death (used in DeathMatch?)
- 160 ? Dead body mode (turn off bits 1 & 9)
-
- 397 ? Magic code pointer (lower sector tag 666, end levels E2M8
- & E3M8)
- 774 2? Dead body mode (magic pointer for DOOM II?)
- 783 2? End level (+ create expolsions in DOOM II?)
-
- ? Untested, unknown, or exact effect is somewhat unclear
-
- * Requires special conditions to work
-
- # Does not hurt some monsters
-
- ! Different for close and far attacks; throw fireball or scratch
-
- 2 May have extra effects in certain DOOM II levels
-
- Revenant Missiles
-
- Revenant missiles, I have found, do not home in on a target unless they are
- launched using the code pointer that makes them.
-
- This code pointer also sometimes makes a sound that exists in DOOM II but not
- in DOOM I.
-
- Archvile Respawn
-
- When the archvile walks over a dead body and respawns it, he does so by jumping
- to frame 266. This is internal to the code pointer, and cannot be changed. So
- any patch to make other monsters use this effect will have to change at least
- frame 266, and should (for style reasons) change 267 and 268 as well.
-
- The way I do it is to change those frames to use teleport fog sprites (I change
- the duration to 6), and to make 268's next frame point to 242 (the archvile's
- second normal frame- it could be 241, but I do this for style in the
- animation). I also change frames 241 and 242 to use the teleport fog sprites;
- that way, the monster waits to wake up again, and when it does it will use its
- own moving frames. Otherwise, the 266-268 sequence would jump to frame 243, and
- your monster would use the archvile's frames until it attacked, got injured, or
- died.
-
- Magic Code Pointers
-
- "Magic" code pointers are used internally by the game to do certain things.
- Their behavior is not fully understood, but they are generally used for "end of
- game" levels. For example, the two barons in the first episode of DOOM have
- this code pointer in their death frames- when both die, the outer sector (which
- uses the special tag 666) is lowered. (This effect has been observed with other
- monsters. When all with the same group of code-bearing frames die, the same
- thing happens.) In episodes 2 and 3, this code pointer ends the last level when
- all the monsters with the pointer are dead.
-
- My information is still slightly sketchy, so don't take all of the above at
- face value.
-
- There also seem to be a couple of magic code pointers in DOOM II. One of them
- controls a door in one level, so I'm told, when Commander Keen is killed. The
- other creates explosions and ends the level when the big brain is killed. They
- both have effects in DOOM I, but not "special" effects. 774 is otherwise an
- alternate "dead body mode" pointer, and 783 just ends levels. But, my
- information on these ones is worse yet, so they're still quite open to
- speculation.
-
- Other code pointers
-
- Other code pointers have been discovered whose effects are unknown. Only a few
- of that kind were reluctantly included in this table, for completeness' sake.
- More pointers should be known in the near future.
-
-
- DOOM is a trademark of id Software.
-
- Lee Gaiteri (a.k.a. Lummox JR) / LummoxJR@aol.com
-
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