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doran.txt
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1994-02-01
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DORAN
(c)1994 by Guido Hoffmann
This is just another DOOM randomizer but this one allows very precise
fine-tuning to make a level just a bit harder or easier without too much
affecting the overall layout of the objects and monsters.
DORAN ist interactive and very easy to use. After starting the program
you are presented with a grid. This is where you make your entries.
In the first row (TYP1) you can enter the code for the object that you want
to change (the numbers are the original ones that the DOOM designers used.
You can access a list that shows what these numbers mean by pressing F6.
The list is not fully complete so numbers that are not on the list are also
allowed. Just experiment).
In the second row (TYP2) enter the code for the object you want to replace
TYP1 with.
The third and fourth row (EPISODE LEVEL) hold the episode- and levelnumber
of the first area in which your changes will take affect. The fifth and
sixth row (EPISODE LEVEL) describe the last area. EPISODE allows
entries between 1 and 3, LEVEL can be between 1 and 9.
The next row (PROB.) awaits an entry between 0 and 100 and tells the
program how likely it is that a given object will be replaced.
Zero means that no changes will be made as opposed to 100% which means that
all occurrences of TYP1 will be changed with TYP2.
The last row titled REPLACE gives an information on how the changes will
be done. Normally the program replaces (with a certain probability) TYP1
with TYP2. But if you enter 'y' in that row TYP1 will be changed to TYP2
and TYP2 will be changed to TYP1 (with PROB. probability).
EXAMPLE:
The grid could look like this:
TYP1 TYP2 Episode Level Episode Level Prob. Exchange
3001 3003 1 1 2 4 10 n
3004 9 1 1 1 1 100 y
2015 3006 n
The folling will happen:
1) The fireball daemon (3001) will be replaced with the big boss daemon (3003)
in the whole first episode and the first two levels of the second episode.
The probability that this happens is 10percent.
2) The trooper (3004), the guy with the pistol, will be exchanged with the
shotgun fellow (9) only in the first level of the first episode. This will
happen always (Prob 100%).
3) The last row presents a way to make input a little faster. If you leave
things open (like episode, level and prob. in this example) the values will
be taken from the row above. So on row three all the helmets will be
replaced with the cacodemons on level 1 in episode 1.
However you must type in values for TYP1 and TYP2.
To apply the changes to your WAD file (PLEASE MAKE A BACKUP COPY) just
press F1. DORAN must be in your DOOM folder and you must have the registered
version of DOOM. After the changes have been done the program tells you
how much objects of TYP1 (or TYP1 and TYP2 if exchange is 'y') it has found
and how much actually have been changed. You can undo your LAST changes
by pressing F4.
To save your entries press F2, to load press F3. You will be asked
for a file-name.
F5 clears the grid.
F6 shows the objects and their corresponding code.
F7 allows you to enter a random seed number between 0 and 65535.
This way you can make sure that as long as the random seed number stays
the same a given set of entries will always produce the same WAD file
changes. The random seed number will be saved along with the grid. If you
enter 0 (the default value) the computer will generate a new random seed
every time.
F8 leaves the program.
Much thanks to the guy who did the unofficial specs.