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- HHE v1.0
- By Greg Lewis (Tree)
- gregl@umich.edu
-
-
- This is a general help file for HHE version 1.0. For more specific
- product information, see the file HHE.TXT. For important start-up info
- and instructions, read README.TXT.
-
-
- This help file is arranged in the following sections:
-
- 1. A Glossary
- 2. Patch File Info
- 3. Command Line Options
- 4. HHE.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 Heretic 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 Gargoyles, from first activation to gory
- death. Sprites can be referred to by a 4-letter name (which HHE
- will display for you on the Sprite editing screen). The Sprite
- for the Gargoyle is called IMPX, and is Sprite #0.
- Frame: A Frame is one picture individual picture of a Sprite. For
- example, there is one Frame that shows the Gargoyle 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
- Gargoyle with his arm back is IMPXD, with a Sprite number of 0
- and a Sprite sub-number of 3. The code for converting the sub-number
- to the letter is 0=A, 1=B, 2=C, 3=D, etc.
- Code Pointer: These are values that tell Heretic where in the exe to
- go to do some action. The code pointers are actually listed in two
- places: on the Frame editing screen (right hand column), and on the
- Pointer editing screen. Changing the values on the Frame editing
- screen will probably have no effect; to accomplish anything you need
- to use the Pointer editing screen (F8). Beware that changing these
- to wrong values could have very unexpected consequences!
- 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 "Special",
- "Value", and "1 / 2"), 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 Heretic WAD file). They are used simply by typing
- heretic -file <wadname>
- at the command line. Patch files, however, contain info from inside the
- exe file, and cannot be used with the "-file" parameter. HHE is currently
- the only program that can apply these patches and change the exe file.
-
- Patch files save only the information you've modified with HHE, and NOT
- all the data (as DeHackEd did). They now have an easy-to-understand text
- format and can be created with any common text editor (if you know what
- the different field names are). Load the SAMPLE.HHE patch file that came
- with your copy of HHE 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. :)
-
-
- 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 HHE will run
- normally and go to the editing screens. If any options other than just
- the path are included, HHE will run in 'batch' mode, and not actually enter
- the editors. The full command line syntax for HHE is:
-
- hhe [path] [-reload] [-load <patch1> <patch2> ...] [-save <patch>]
-
- path is optional, and specifies a different location for the Heretic
- files, heretic.exe and heretic.wad, and the exe hack file herehack.exe,
- 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 HHE.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 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 exe data to
- a patch file named <patch> and return to the DOS prompt. These options
- are similar to 'l' and 's' in HHE, although when used in HHE the 'l' option
- requires a 'w' after it to actually write the changes to the exe file. See
- section 5 for more info on 'l'oading and 's'aving.
-
- Example command line:
-
- hhe c:\games\heretic -load sample.hhe
-
- This will start HHE, using the Heretic files found in c:\games\heretic,
- load in the info from the sample.hhe 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:
-
- hhe -save current.hhe -reload -load newpatch.hhe
- herehack . . .
- hhe -reload -load current.hhe
- delete current.hhe
-
- This will save the current state of the exe file, then reset it to the
- original Heretic data and load the correct your custom patch file. Then
- herehack is run, with whatever parameters you want. Finally the exe is
- reset to normal once again and the user's data is restored.
-
-
- 4. *** HHE.INI Options
- \------======================
-
- Included with HHE 1.0 is an HHE.INI file which can specify several
- parameters for HHE. They allow you to customize where you want your patch
- files located, what your Heretic files are named, and more. A summary of
- the available options follows:
-
- # Start comment lines with a pound sign. Anything after the pound
- sign is ignored.
- editname = <filename>
- This is the name of the Heretic exe file that you want to edit
- (and full path if necessary). The standard name is herehack.exe,
- but you can change it to whatever you want. This doesn't need to
- be included if you are running HHE from your main Heretic directory.
- normalname = <filename>
- This is the name of your regular, UNCHANGED heretic.exe file. HHE
- will never change the data in this file. It's mostly used by HHE
- to save patches.
- wadname = <filename>
- This is the name of your heretic.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 HHE is run from you don't need this
- parameter.
- pathname = <path>
- This is the path from which you want Heretic to be run. This is
- only used when using the 'r'un option from inside HHE.
- params = <Heretic parameters>
- These are command-line parameters that are fed to Heretic when it's
- run using the 'r'un option from within HHE. Useful if you are
- using HHE for a custom patch for a WAD you are writing; you can
- simply include a '-file <wadname>' in this line, and Heretic will
- load your level every time HHE runs it.
- patchdir = <path>
- This is the directory that HHE will look in for patch files. A
- nifty way of keeping all of your thousands of .HHE files out of the
- Heretic main directory.
-
- The following parameters are all totally optional, and need only be
- used if you have a really wierd heretic.exe file.
- version = 0
- This is the version of Heretic you are hacking. Right now the
- only supported version is 0.
- size = <size>
- The size of your heretic.exe file. Mostly for future versions,
- if any appear. If you do have a different Heretic version from
- 1.0, you will likely have to play with the following params...
- thingoff = <offset>
- soundoff = <offset>
- frameoff = <offset>
- spriteoff = <offset>
- ammooff = <offset>
- weaponoff = <offset>
- textoff = <offset>
- codepoff = <offset>
- These are the offsets in the Heretic exe file for their corres-
- ponding 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 arrows 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 sounds when you are in a sound field.
-
- A The About window. This brings up two windows that shows you
- what version of HHE you are working with (and some credits), and
- also a small summary of what Heretic exe you are editing, and
- how much memory you have free, etc.
-
- B Toggles between the two Bit windows on the bottom half of the
- Thing screen. In Heretic all Things have two different Bit
- fields (labelled Bits 1 and Bits 2 on the middle-left-hand-side
- of the Thing screen). This lets you switch between them.
-
- 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 #160, which is just a temporary
- storage Thing (and is not actually present in the Heretic exe
- file). Note that the Thing names will not change... the Thing
- name is not actually in the exe file, and is just included for
- your own benefit. The Thing Number is also only for the conven-
- ience of the hacker, and is not in the exe file. Any given
- Thing Number and Thing Name will always be the same.
-
- G Goes to a specific item. 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 items. 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 type in the Thing number.
- If you are not in the Thing editing screen it also allows you to
- jump to any object by number (like hopping straight to Frame #927).
-
- 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 ".hhe" will be assuming for
- the patch files if none is given. When the informatino is loaded,
- only values that are replaced are actually changed... all of the
- other data (including any changes you have made) will remain
- intact. If you want to avoid this and go back to your original
- exe data first, use 'z' to reload before loading the patch. Note
- that 'w' must still be used to make the changes permanent. You
- can also do this from the command line by typing
- hhe -load <patchname>
-
- R Runs Heretic. This option might be tempermental and only flash the
- screen and refuse to run Heretic (try and find out!). It allows
- you to quickly test-run Heretic, to check out the changes you've
- made (remember to hit 'w' before running!). After Heretic finishes
- you will be returned to your current place in the editor to cont-
- inue working. You can specify command-line parameters for Heretic
- and the directory to run Heretic from in the HHE.ini file.
-
- S Save a patch file. You must enter the patch filename, and it
- will save all changes in a text format to the patch file. An
- extension of ".hhe" is assumed if you don't give one. You can
- also do this from the command line by typing
- hhe -save <filename>
-
- U Undo all changes. This reloads the information straight from the
- hacked Heretic exe file, and will return you to your most recent
- 'w'rite of all the data.
-
- W Writes all changes to the hacked Heretic 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 small metal balls, and your
- Pheonix Rod shoots arrows that look like chickens, hit this key
- to get back to the real Heretic data.
-
- F2 Thing Editor. This is the main Thing editor, the default screen in
- HHE. 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 exe file and
- lets you edit them. Section 12 has more info.
-
- F8 Code Pointer Editor. This allows you to edit the nifty code
- pointers that are hidden away in Heretic. Caution: not for the
- faint of heart!
-
- F9 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 quick-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 to let you change the value. 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 HHE. 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 Heretic
- uses the info in the Player fields. Entries such as Speed and Hit
- Points are NOT changable through HHE; they are controlled elsewhere 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 Heretic exe file.
- Thing Name: A short descriptive name for the Thing. This info
- is NOT stored in the Heretic exe file, and thus you can't edit it,
- and it will always remain the same. So a Thing #18, a Gasbag, will
- always be described as a "Gasbag", even if you change it to
- something entirely different, like a Gargoyle.
- 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. Heretic stores projectile speeds
- differently from speeds for normal objects, so you may see some
- very high speeds show up when you toggle the bit #16, the
- "Projectile" bit. Basically though, just ignore it and HHE 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 player 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 Maulotaurs have a missile damage
- of 7, which is probably for their charge attack.
- 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 usually will (200), and
- the Maulotaur rarely will (25).
- Mass: Thing's mass. Set a Knight's to 1 and watch him fly!
- Note the Maulotaurs have a high mass, and your weapons don't budge
- them much.
- Bits 1: These are the actual values of all of the bits. Change
- Bits 2: these two fields to change all of the bits at once.
- See also the Bit fields portion of the text, coming up in a few
- pages (section 6b).
-
- 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
- gasbags, the sound of its 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: The Frames played for a Thing that's moving around.
- Injury: Frame played for an injured Thing.
- Close Attack: Attacks that are close (clawing Gargoyle).
- Far Attack: Attacks that are far away (Gargoyle winding up for a
- fireball attack).
- Death: Monster death or gasbag/projectile explosion.
- Explode Death: Exploding death (slop!) for players and the weaker
- monsters.
- Respawn: This is the Frame that's shown when the Thing dies
- due to lava or a fire-weapon. For the player it's the cool player-
- on-knees-and-burning picture.
-
-
- b. Bit Editor
-
- Switch between the two different bit fields (Bits 1 and Bits 2) with the
- 'b' key. The first page of bits is pretty much identical to the bits that
- were available in Doom. The second page includes some new things, such as
- teleportability!
-
- Bits 1:
- 0.Gettable Thing: Something that can be picked up by the player,
- like an ammo item.
- 1.Obstacle: Something that can't be walked through.
- 2.Shootable Thing: The Thing will take damage if this is set. Note
- that gasbags 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 the ravmap cheat.
- 4.'Automatics': This seems to affect some inherent characteristics
- of Things. Basically any "temporary" Things have this set, like
- puffs, sparkles, small pieces of objects, 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 Heretic exe to determine
- if a monster is in pain or not.
- 7.Unknown
- 8.Hangs From Ceiling: For those hanging skulls. 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 monsters and they will jump off platforms after you.
- 11.Can pick up items: This Thing (i.e. the player) can pick up Gettable
- Things.
- 12.No Clipping: Same effect as the cheat code kitty, but also
- effective for monsters.
- 13.Unknown
- 14.Floating: For floating monsters, like Wizards and Gargyoles.
- 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 Item: This is presumably used for items that monsters
- leave that disappear when crushed under a door.
- 18.Partial Invisibilty: Makes the Thing see-through.
- 19.Puffs (vs. bleeds): Whether a Thing bleeds (bit off) or puffs (bit on)
- when hit. The gasbag has this set by default.
- 20.Sliding Helpless: ???
- 21.Unknown
- 22.Counts for Kills: This Thing counts as part of the final Kills at
- the end of the level.
- 23.Counts for Items: Just like Kills, but for items.
- 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->yellow
- 27.Color 2 / 10-greens->red 11-greens->blue
- 28.Unknown \
- 29.Unknown Perhaps these are unused???
- 30.Unknown /
- 31.Unknown /
-
- Bits 2:
- 0.Subject to Inertia: The Thing has some velocity that it is subject
- to. Usually used for the drops, gobs, and chunks of Things.
- 1.Blown by Wind: If the Thing is in a windy sector, it will be
- affected by the wind.
- 2.Bounces: The Thing will bounce off the ground (once).
- 3.Goes Through Invis: It has no effect at all on invisible creates.
- By default the Pheonix Rod PL1 and the Firemace balls have this
- set...
- 4.Pushable Up Cliffs: It can be pushed up and over high cliffs. Normally
- no Things in Heretic have this set, but the bit is still in there...
- 5.Walks IN Liquids: The Thing is a little bit "submerged" in the water
- when it is in water. I think all Heretic does is chop off the
- bottom few rows of the picture. Without this set Heretic shows the
- Thing like normal, walking on top of the water.
- 6.Starts on Floor: Determines whether flying creatures start on the
- ground or in the air.
- 7.Does Not Teleport: When set, the object will NOT be able to go
- through teleporters. I can see some VERY interesting uses for
- teleporting object and custom WADs... =-}
- 8.Dragon Claw Spikes(?): ??? Set only for the Dragon Claw Spikes...
- 9.Pushable: The object is pushable (like the gasbags).
- 10.Only Hits Monsters: Usually for projectiles, the Thing will only
- explode when hitting a monster (as opposed to a wall).
- 11.Unknown:
- 12.Unknown:
- 13.Particles(?): ??? Set only for the drops, gobs, bits and
- pieces of Things. Its purpose is unknown right now...
- 14.Unknown:
- 15.Varying Damage: The Thing will take damage that's dependant on
- where it is hit. It will lose a chunk of hit points if it's hit in
- the middle, less if hit on the edges.
- 16.Causes Burning Death: The Thing (a projectile usually) will cause a
- burning death picture to be shown (if there is a Burning Death
- Frame on the Thing it hits). For example, the PL2 Pheonix Rod,
- the flamethrower, has this set and causes the player to die in a
- blaze of glory.
- 17.Does Not Push Things: The Thing will not push other Things. I.e.,
- set it for the gasbags and they will not push the player around
- when they explode.
- 18.Telefrags: When set this bit allows the Thing to teleport
- even if there is something on the teleport destination (which of
- course kills the thing on the other end of the teleporter). Leave
- this bit off and the Thing won't teleport if there's something on
- the other end.
- 19.Bobbing: Makes the Thing (usually an item) bob up and
- down. It looks pretty funny for the monsters... but try setting
- it for the player and you'll get some very unexpected results!
- 20-31.Unknown: Unused perhaps?
-
-
- 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: This found through a slightly complex check to the
- Sprite table, and from there to the Text section, to find the
- actual name.
- Sprite #: The Sprite that this Frame is part of.
- Sprite Sub #: The suffix to distinguish which particular Frame
- to look at for the given Sprite (I think the technical term is
- "lump").
- Bright Sprite: This check box determines if a Frame is ALWAYS to be
- displayed at it's full brightness or not. Some things, such as
- torches and explosions, are always bright, even if fired into a
- pitch-black room. Just for your information this isn't really
- included in the exe file, its just easier to edit this way than
- the way it appears in the exe.
- Next Frame #: Which Frame to play next. You can skip a few weapon
- frames this way, to make the super-fast weapons...
- Duration: How long the frame stays on the screen. Make 'em
- all 1 to make a Thing start to move very quickly! (hint hint...
- the Firemace fires a bit too slowly, doncha think?)
- Code pointer: An offset in the 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 the Code Pointers that are found on
- their own separate editing screen (F8).
-
-
- 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 7 is
- listed as "Unlimited".
- Ammo Number: 0=Cells 3=Runes 7=Unlimited
- 1=Arrows 4=Orbs
- 2=Crystals 5=Spheres
- 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 you only get 10 arrows
- when you pick up the Ethereal arrows. The larger power-ups, and
- different difficulty levels also have an effect on this. This is
- also list as '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 Heretic 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 shown when the weapon is bobbing back and forth
- as the player walks/runs.
- Shooting frame: Frame played when the weapon shoots.
- Firing frame: Another Frame that's played when the weapon fires.
-
-
- 10. *** Sound Editor
- \------==============
-
- Sound Number: This is the number that's referenced by the Things
- for each sound.
- Name: This is the name of the sound. A few sounds have a
- dash in front of their names, but I'm not sure what exactly the
- purpose of that is.
- Special: This is 0 for all Sounds except those which have a
- dash in their name. Why? I have no idea.
- "Value": ??? Perhaps some complicated sound thingy.
- 1 / 2: ??? Another unknown sound value, perhaps something
- dealing with what the sound is for.
-
-
- 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 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 questions? Find an error in this document?
- Feel free to write me at gregl@umich.edu about whatever problems you have.
- Have fun!
-