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- DOOM WADinfo v1.04 by M. van der Heide of ThunderWare Research Center
- Release date: September 12, 1994
-
- This program was originally intended for internal use only, but a lot of
- people wanted to have it too, so, it grew to be a general purpose utility.
- It is used to get all possible information from a WAD file.
-
-
-
- LET'S GET STARTED:
-
- Start the program with the command "WADINFO <WADfile>".
- You will seen a screen with the following items:
-
- - The Filename :)
- - The Wadfile type (PWAD or IWAD);
- - The Directory start offset;
- - The Directory size (number of entries);
- - A (magenta) block:
-
- New Colors : (Yes or -)
- New Demos : (Demo numbers or -)
- New Sounds : (Yes or -)
- New Instruments : (Yes or -)
- New Music : (Yes or -)
- New Sprites : (Yes or -)
- New Status bar : (Yes or -)
- New Menu items : (Yes or -)
- New Graphics : (Yes or -)
- New Levels : (The levels or -)
- e.g. E1M1 means: episode 1, level 1;
- E1M1,3 means: episode 1, levels 1 and 3;
- E1M1-3 means: episode 1, levels 1 through 3;
- E1- means: complete episode 1.
-
- - If there are new levels in this file, then you see on the right half:
-
- - The level number;
- - The number of player starts; this determines the number of players
- that can play cooperatively in multiplayer mode. If it is 0, then
- it can only be played in deathmatch mode;
- - The number of deathmatch starts; this determines the number of players
- that can theoretically play in multiplayer deathmatch mode;
- - The number of weapons found in this level per skill type:
- D12 means skill 1 and 2;
- D3 means skill 3;
- D45 means skill 4 and 5;
- MUL means number of weapons in multiplayer mode;
- The weapon names are preceded by their number-when-playing;
- - The number of enemies found in this level per skill type (see above).
-
- Now, press one of the following keys (as shown on screen):
-
- 'Q' (Q)uit;
- 'N' see (N)ext level;
- 'P' see (P)revious level;
- 'I' toggle (I)nfo type;
- 'C' (C)heck this level;
- 'V' (V)iew this level;
- 'R' list the new sp(R)ites;
- 'S' list the new (S)ounds;
- 'M' list the new (M)usic;
- 'U' list the new men(U) items;
-
-
-
- THE INFO TYPE
-
- Pressing 'I' toggles the info type. Two kinds of info are generated:
- the one descibed in "LET'S GET STARTED" (the default info), and the
- map statistics:
-
- - THINGS (start, size and number of THINGS between brackets);
- - VERTEXES (start, size and number of VERTEXES between brackets);
- - LINEDEFS (start, size and number of LINEDEFS between brackets);
- - SIDEDEFS (start, size and number of SIDEDEFS between brackets);
- - SEGS (start, size and number of SEGS between brackets);
- - SECTORS (start, size and number of SECTORS between brackets);
- - SSECTORS (start, size and number of SSECTORS between brackets);
- - NODES (start, size and number of NODES between brackets);
- The number of NODES should be 1 less then the number of
- SSECTORS.
- - REJECT (start, size);
- - BLOCKMAP (start, size);
- - map specifics
-
-
-
- CHECK LEVEL
-
- Pressing 'C' checks the currently displayed level. The following (simple)
- checks are made:
-
- - All LINEDEFS have a length of > 0;
- - All LINEDEFS use existing SIDEDEF numbers;
- - All LINEDEFS use existing VERTEX numbers for Start and End values;
- - The BLOCKMAP start is <= lowest VERTEX number;
- - The number of blocks in the BLOCKMAP is enough to fit the map;
- - All blocks contents in the BLOCKMAP start with 0x0000 and end with 0xFFFF;
- - All used LINEDEFS in the BLOCKMAP exist;
- - All used LINEDEFS in a block of the BLOCKMAP are indeed in the block
- (starting, ending or crossing);
- - The length of the REJECT data is ((number_of_SECTORS ^ 2) / 8), rounded
- upwards.
- - All THINGS have valid coordinates;
- - All THINGS have valid angles of appearance;
- - All THINGS are of known type;
-
-
-
- VIEW LEVEL
-
- Pressing 'V' views the currently displayed level. The following colors
- have been used:
-
- Secret doors : Dark green;
- Regular doors (you must 'press the door') : Yellow;
- Level 'enders' : Light magenta;
- All other switches : Light blue;
- Regular walls : Dark red;
- Windows etc (both upper and lower unpegged) : Brown;
- All others : Dark grey.
-
-
-
- LIST NEW THINGS
-
- If you press 'R', 'S', 'M' or 'U', you get a list of the new things.
- Each entry is preceded (in a darker color) by the type of thing.
- If sounds are listed, then this is the 'sound number', as used in, for
- example, the exellent program "DMAUD".
- The things themselves are described, as the name itself does not tell you
- so much.
-
-
-
- Good luck!
-
- If you use this program, please drop a note (you like it, you hate it, you
- would like things changed) at the following email address:
-
- martijn@.htsa.hva.nl
-
-
-
- COPYRIGHTS:
-
- This program has no copyrights whatsoever.
- This absolutely freeware program may be edited and distributed at taste.
- The only thing that I ask is to distribute the complete package.
-
-
-
- CREDITS GO TO:
-
- - The makers of DOOM (Id Software). They changed my life completely.
- - The makers of DMSPEC12.TXT (Matt Fell & Hank Leukart). This is where I
- found the info on the structure of a WAD file;
- - The makers of DEU (Doom Editor Utility, by Brendon Wyber & Raphael Quinet)
- for their commented source. I use a few of their namings in my source.
- (defines THING_..., fieldnames in structures).
-
-
-
- ADDITIONAL CREDITS GO TO:
-
- - J.J. Kwast of ThunderWare Research Center. He gave me the constructive
- criticism I needed when he wasn't DEU-ing.
- - All those people out there that are constantly creating new WAD files.
-
-
-
- CONTENTS OF THE WADINFO PACKAGE
-
- This package should contain the following files:
-
- WADINFO.DOC - This file
- WADINFO.EXE - The program
- WADINFO.C - The source code of this utility
-
- If any part is missing, please contact me at the above address to receive the
- full copy.
-
-
-
- NOTE FOR AMIGA USERS
-
- This program can be used on either a PC or an Amiga, without any change
- needed.
- Amiga users should unzip the file "WADINFO.ZIP" on their Amiga. They can
- also get all WAD file information they want, WITHOUT THE NEED TO CONVERT
- THE WADFILE FIRST!
- What you need is very simple:
-
- - Any Amiga;
- - Any chipset (OCS, ECS or AGA, AAA(?));
- - At least Kickstart 2.0x;
- - At least 500 Kb (chip) memory.
-
- Multi-tasking is still possible when using this program.
-
- If you want to change to program, note that the source is in 132 columns,
- so you will probably want to choose the screenmode SUPERHIRES (ECS, AGA).
- To compile the program, uncomment the line '#define _AMIGA_'
-