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DEHACKED.TXT
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Text File
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1995-09-03
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8KB
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199 lines
DeHackEd v3.0a
By Greg Lewis (Tree)
gregl@umich.edu
DeHackEd is capable of heavily restructuring the way Doom works. It
allows you to modify a number of data tables from the Doom exe file. Make
fireballs invisible, make missiles do 2000 points of damage, make demons
float! Give your struggling Marine with more ammo, change the cheats on
your friends, or edit the Frame data to create new looking items or extra-
fast shooting weapons. Save your changes in patch files to distribute to
your friends, or to the world. Create new types of deathmatches, with
plasma "mines" and super-fast wimpy rockets. Wad developers can modify
monster types to distribute with their levels... great possibilities!
[ sales mode off :-]
Also, keep an eye out for Linux/SGI DHE! The current version is a port
of DeHackEd v2.3, but the author is hard at work on a port of DeHackEd v3.0.
Check the DEHACKED.HLP file, under Internet Resources for more information.
Several patch files have been included, including the ever popular super-
rapid-fire weapons patch. A complete list of patch files is included below.
If you think you're tough, I recommend trying the TURBO.DEH patch, and
seeing how good your reflexes REALLY are! Or, if you are a deathmatch
maniac (or just a sucker for single-player pain), load up the DMARMY3.DEH
patch. It's specifically designed so that you have a hard time guessing
who is a human and who is undead! Highly recommended!
Files in this release:
DEHACKED.EXE - The executable file, version 3.0a
DEHACKED.INI - The preferences file, should be in the
same directory as dehacked.exe
DEHACKED.HLP - A reference guide on using DeHackEd, with
descriptions of the editing screens, help on all
the commands, Frequently Asked Questions, and more
DEHACKED.TXT - This file, mostly product information
DHEFUN12.TXT - "Fun with DeHackEd" v1.2, a small tutorial
type document with fun and easy hacks
DHELOGO.PCX - The new logo file for DeHackEd
DMARMY3.DEH - Intended for deathmatch, this patch turns
monsters into Marine look-alikes
FUN_2.DEH - A patch file showing Fun with DeHackEd tricks
README.TXT - Important start-up information
SAMPLE.DEH - Demonstration/description of the text format
patch files
SUPRWEP8.DEH - Incredible weapon power at your fingertips
TURBO.DEH - Turbo Doom... not for the faint of heart!
Disclaimer: the author is NOT responsible for any damage, corrupting,
or trashing of the Doom exe file that this program causes, and assumes
no responsibility in the case of any legal action.
There was a stir about DeHackEd a year ago in several Doom forums, news-
groups, and the like. If you plan on creating any large masterpieces
that use DeHackEd patches and which you wish to distribute, keep in mind
that Id's legal department considers such patches illegal, and a breach of
their software license and copyright. Further conversations show that Id
does not mind if you DO distribute them, but just remember that if any
legal action should arise the law is on Id's side.
Where to find this file:
FTP: The current Doom FTP site (ftp.cdrom.com at the moment)
in pub/idgames/utils/exe_edit
BBS: Game Palace BBS, (305) 587-4258
Wolverine BBS, (517) 695-9952
Special thanks also go out to the following people, without whose help
DeHackEd would not exist. Thanks a lot for your help, and if I've missed
you on this list, just let me know and I'll fix it immediately.
Id (idsoftware.com)
For writing Doom, so I could blow the last year on it.
Matt Fell, (msfell@aol.com)
Many thanks for the great Doom exe specs, from which DeHackEd
was born!
Elias "Caveman" Papavassilopoulos (ep104@cus.cam.ac.uk)
For some down-n-dirty messing with the Doom exe file, to find
a few of the more technical details. This man is assembler god.
Solely responsible for all Misc data.
Lee Gaiteri, LummoxJR (LummoxJR@aol.com)
Responsible for finding/deciphering the Code Pointer data. Official
Opinion Person. Designed the really cool DHE logo too.
Bill Neisius (bill@solaria.hac.com)
Gave invaluable help with the sound code, which just plain
wouldn't work without his help (still iffy for that matter).
Olivier Montanuy (montanuy@dmi.ens.fr)
Gave suggestions on program updates, encouraged versions 2.4 and 3.0.
Dan Lottero (dlottero@acs.bu.edu)
For writing the "Fun with DeHackEd" text file, and helping in
finding additional unknowns.
Jason Gorski (al700@freenet.carleton.ca)
For some great help in finding new information when there were
many "unknowns".
Robert Mikel (robmikel@aol.com)
Has taken over as author of the "Fun with DeHackEd" text file.
Also provided valuable user feedback.
Adrian Cable, "MeGALiTH" (acable@sound.demon.co.uk)
Finally found out what the last three unknown bits were.
Fletcher (fletcher@cqi.com)
Some new info on the Sound fields.
Keenan Wilkie (darkstar@iglou.com)
For finding more info I didn't know.
Tomasz Kozera (jakfrost@pipeline.com)
For finding bit #5 for me.
Version 3.0a:
Fixed Doom 2 v1.666, v1.7, and v1.7a offsets for code pointers and
misc data. Everything should work fine for everyone now.
Version 3.0:
Mouse up/down arrow bug in Goto Thing screen
Ultimate Doom compatibility
Cheat codes editing
Changing of Thing names in patch files
Searching cabilities in Text editor
Fixed .ini offset support, include textlength
Fixed graphics freeze when viewing some shotgun frames
Mouse-click on Frames/Sounds in Thing editor now plays/view them
Code pointer editing (via Frame table)
Removed Thing List screen (F8)
Removed Doom v1.2 compatibility
Misc data editing (health/ammo/spheres/infighting/BFG)
Consolidated Weapon/Ammo/Cheats/Misc into one screen
New list-box for loading patches
Version 2.4:
Last 3 unknown bits found
Option to reload exe data every load
Tweaked string error handling in patch loads
Modified docs to help more clueless people :)
Version 2.3:
Revised text patch format
Better exe structure (doomhack.exe file)
Support for Doom 1.9
Sound that works... maybe?
Better "Go-to" for any screen
Many sundry code tweaks
Version 2.2:
Mouse support!
Command line merging
Compatibility with Doom 2 v1.7a
Greater patch file compatibility
One more bit found (#5)
Various minor code tweaks
Version 2.1:
Semi-working sound playback.
Fixed the 'm'erge function, so now it actually WORKS (er,
well, for Doom 1.666 at least)
Added compatibility with (some versions of?) Doom 2.
Version 2.0:
Added new Frame viewer
Text data editing
Multiple patch loading
More robust input functions. ESC abort input boxes.
Cool windows, arrow keys to move around the fields, a *much*
improved interface overall.
A dehacked.ini file for paths and filenames.
New 'j'ump command, jumps to the current data in another table.
New patch file format, incompatible with old format.
Allows sound/sprite editing.
Version 1.3:
Added new Thing information, to replace '?'s and unknowns
Command line options for patching (batch files!)
Frame editing (not all fields, only the "important" ones...)
Copy command, with "Clipboard"
Sprite table viewer (whoopie.)
Slight redesign of keys, display, etc.
Less buggy in general than 1.2
Version 1.2:
Patch files now available
New Ammo editor
Fixed the 'e' thing on the help screen (Thanks to the 2,000,000
people who pointed it out!)
Added new bit information, bits 12, 15, 26, and 27
Fixed "bit" bugs *again*
New Frame and Sound table viewers
New Thing (list-type) table viewer
Version 1.1:
New Bit Editor
Width/height bugs fixed
Version 1.0:
The first thing!