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- Patch File for DeHackEd v2.3
-
- # The first line in any DeHackEd patch file must always be the one listed above.
- # Although the version number may change, the first line is used to tell if
- # this is actually a DeHackEd patch file or not.
-
- # Any line that starts with a '#' symbol is a comment line, and is ignored
- # when the patch file is loaded.
-
- # The next two lines are required so that DeHackEd knows what version of Doom
- # this patch was created with, and the format of the patch file. They
- # should also be near the front of the patch file, before any of the
- # actual patch information.
-
- Doom version = 19
- Patch format = 5
-
- # Now comes the actual patch information. The information is divided into
- # sections according to what type of information it is. For example, first
- # we start with the line "Thing 1 (Player)". From then on until DeHackEd
- # reached another type of information (like Sprite or Text or something)
- # it considers everything to be related to Thing 1. The info can be in any
- # order, although it's a wise idea to keep the Text strings at the end of
- # patch file, because it's very difficult for DeHackEd to recover from
- # errors in the Text section.
-
- # So, first off there is a Thing with some information here. The Thing
- # happens to be Thing #1, and it's called a "Player" inside DeHackEd. If
- # it turned out that Thing #1 didn't have any changes at all, but Thing #16
- # was the first one with changes, then the first Thing would be Thing #16.
- # Anything after the object number (1 in this case) is totally ignored by
- # DeHackEd, so you could change it to
- # Thing 1 (Small Red Frog)
- # and nothing would happen differently. If you DO change the name, it will
- # NOT be changed in DeHackEd. The name is just there for your own
- # reference as to what Thing 1 really is.
-
- # Once we know what we're dealing with (Thing 1 in this case) there are
- # a number of different field names that can appear. All of them are
- # shown in this example Thing, along with the correct names. Only those
- # fields that are actually changed need appear, so something like
- # Thing 1 (Player)
- # First moving frame = 24
- # is perfectly valid. Also note that you don't need the space on both
- # sides of the equals sign, it's just there for easier reading right now.
- # First moving frame=24
- # would work just as well.
-
- Thing 1 (Player)
- ID # = 1
- Initial frame = 16
- Hit points = 2
- First moving frame = 17
- Alert sound = 11
- Reaction time = 7
- Attack sound = 12
- Injury frame = 18
- Pain chance = 8
- Pain sound = 13
- Close attack frame = 19
- Far attack frame = 20
- Death frame = 21
- Exploding frame = 22
- Death sound = 14
- Speed = 3
-
- # Note the width and height are multiplied by 65536. In this case the players
- # Width would be 262144 / 65536, which is a Width of 4, and a Height of
- # 327680 / 65536, which is 5.
-
- Width = 262144
- Height = 327680
-
- Mass = 9
- Missile damage = 6
- Action sound = 15
- Bits = 10
- Respawn frame = 23
-
- Thing 3 (Sargeant)
- ID # = 1
- Hit points = 2
- Speed = 3
- Missile damage = 4
-
- # Next we have Sounds. These are done pretty much the same way as Things.
- # There is no specific name for any of the sounds, so nothing appears in
- # parentheses behind "Sound 1". Note that there are 6 fields here that do
- # NOT appear in the Sound editing screen in DeHackEd, the "Zero ?" and
- # "Neg. One ?" fields. Every sound always has zeros in the "Zero ?" fields
- # and -1 in the "Neg. One ?" fields, so I didn't bother putting them in
- # the sound editor. You can put information into the patch files that
- # DeHackEd normally doesn't allow you to edit. Of course, it probably will
- # accomplish nothing, otherwise I would have put that information into
- # DeHackEd in the first place. :) Feel free to play around with it if you
- # wish, though.
-
- Sound 1
- Offset = 150368
- Zero/One = 1
- Value = 128
- Zero 1 = 14
- Zero 2 = 15
- Zero 3 = 16
- Zero 4 = 17
- Neg. One 1 = -18
- Neg. One 2 = -19
-
- # And here is the Frame layout. Note once again that there are two unknowns
- # at the end that are not generally accessible through DeHackEd.
-
- Frame 0
- Sprite number = 1
- Sprite subnumber = 32770
- Duration = 4
- Next frame = 3
- Action pointer = 72846
- Unknown 1 = 5
- Unknown 2 = 6
-
- # The Sprite information is always only two lines, since the Sprite info
- # only consists of one piece of information: an offset into the Text
- # section.
-
- Sprite 0
- Offset = 151336
-
- # Ammo is also pretty sparse, consisting only of the max ammo per item and
- # ammo per power-up.
-
- Ammo 1 (Shells)
- Max ammo = 2
- Per ammo = 3
-
- # The Weapon object, and its corresponding fields. Again, not too difficult.
-
- Weapon 0 (Fists)
- Ammo type = 1
- Deselect frame = 4
- Select frame = 5
- Bobbing frame = 6
- Shooting frame = 7
- Firing frame = 8
-
- # And finally, the Text information. This is a little tricky. First of all
- # is the word "Text", to signal that (duh!) it's Text. Next are two
- # integers. The first one is the length of the first "original" text string,
- # and the second is the length of the second "replacement" text string. The
- # DeHackEd basically just performs a search-and-replace of the text... it
- # searches for the first text, and when it finds it DeHackEd inserts the second
- # text in its place. The strings had better be the correct length, or
- # everything from then on gets screwed up pretty badly (likely DeHackEd will
- # abort loading the rest of the patch).
-
- Text 40 43
- CODEC: Passed all I/O port inspections.
- Yo, pal, all them I/O ports are CLEAN, man!
-