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- ────────────────────────────────────────────────────────────────────────────
-
- »» A New Concept in DOOM .WAD Level Design! ««
-
- ────────
- Contents
- ────────
-
- 1. What is WADOPT?
- 2. How do I use it?
- 3. Other info
- 4. Known Limitations & "Features"
- 5. Future Additions(?)
- 6. Shareware--or is it?
- 7. Author info
- 8. Disclaimer
-
-
- ───────────────────
- 1. What is WADOPT?
- ───────────────────
-
- In brief, WADOPT (short for WAD optimizer) is a handy tool that concatenates
- and/or merge two DOOM, DOOM II, or Heretic WADs together.
-
- "Uh, what good is that?"
-
- Well, put it this way: I got the idea for this after I designed a level for
- DOOM. Not long after that I got a hold of DOOM II, and I thought it would
- make a good DOOM II level. I looked at the end product--two levels, and
- each one had mostly identical resources. What a waste of space! So I wrote
- WADOPT to squish the two levels together. And it worked!
-
- "Okay, so it works. What's it do?"
-
- WADOPT goes through four processes. First, it reads the directories of
- two WADS you specify and builds a new master directory in memory. Second,
- it removes any null entries which some programs create (such as DMGRAPH,
- DMMUSIC, DMAUD, and some others). Third, it looks for identical resources,
- and if one or more duplicates is found, the extra data is zapped.
- Finally, it builds the new WAD.
-
- "Cool. Why should I bother?"
-
- There's no rule that says you NEED to bother, but if you design WADs, or you
- just want to save a little space, this is useful. For example, the first
- WAD I designed this for by itself is 142084 bytes. With the DOOM II version
- I add another 142084 bytes, most of which is the same junk all over again.
- When I ran it through WADOPT, the merged file is 171356 bytes. Do the math.
- It's a 40% saving of space!
-
- "Great, where can I get it?"
-
- Considering that this is the doc file for WADOPT, you probably already have
- it.
-
- "Oh, yeah. Duh."
-
- But in case you're reading this as a promo, or you've misplaced your .EXE,
- try heading off to:
-
- ftp://ftp.cdrom.com/pub/doom/misc
-
- The directory is a guess. This could be right, or it could be elsewhere.
- I'll find out where v1.0 goes, and I'll try to get it right for future
- versions.
-
- "Thanks."
-
- No problem.
-
-
- ────────────────────
- 2. How do I use it?
- ────────────────────
-
- Making it work is a no-brainer. Find your local DOS prompt and type:
-
- C:\DOOM> WADOPT MYWAD1.WAD MYWAD2.WAD MYWAD1&2.WAD
- ^
- |
- (That's the prompt--don't type it.)
-
- WADOPT reads "MYWAD1.WAD" and "MYWAD2.WAD" (or whatever your WADs are
- called) and after a couple seconds (maybe longer if you don't hit the return
- key!) it produces "MYWAD1&2.WAD".
-
- Like most DOS programs file name case is not important. You DO need to put
- the ".WAD" on the end of the file.
-
-
- ──────────────
- 3. Other info
- ──────────────
-
- Two small-to-medium size levels can be merged within about 5 seconds, even
- on a measly 386. As a rule of thumb, time should increase significantly if
- there are many big, similar resources.
-
- Resources from the first specified input file show up in the new directory
- first.
-
- Also, this program is VERY memory-hungry. If this becomes a problem, I can
- produce a protected mode version. Right now, the ceiling seems to be about
- 1200 (which really isn't all that bad), give or take a few.
-
- Version 1.0 was written with Borland Pascal 7.0, my language of choice. If
- there's anyone out there in net-land familiar with C++ and TP, drop me a
- line. I'd like to have a C++ version so it's portable, but even after
- trying to read the manuals, I still don't quite grasp C++.
-
- This first version is pretty limited, but with a little creativity, you
- can get around it. If you have textures in the WAD, put them in one WAD
- and the level in another. You could even use it to design a whole
- Deathmatch episode as a variation on a theme--same level layout, but
- change textures, sector functionality, and linedef triggers. Send me
- comments, and I'll include them in the docs in later versions!
-
-
- ──────────────────────────────────
- 4. Known Limitations & "Features"
- ──────────────────────────────────
-
- - Currently, the optimizer isn't terribly smart. It knows what map
- resources are, but it doesn't know about things like P_START, TEXTURE1,
- TEXTURE2, etc. Future versions will support this.
-
- - It doesn't verify file names. If one of the input WADs is invalid, it
- will crash gracelessly with a message such as:
-
- Runtime error 002 at xxxx:xxxx.
-
- Don't specify the same name for an input WAD and an output WAD. It will
- trash the input WAD.
-
- - The ".WAD" extention is currently required.
-
- - All filenames MUST be specified. If you want to use it to just strip
- out null names, you can kludge it with a little work (for WAD gods):
-
- 1.) Run WADOPT specifying the same WAD for both input files.
- 2.) Load the output WAD into your favorite binary editor.
- 3.) Change the WAD header's count of directory entries to what it's
- supposed to be.
- 4.) Figure out where the first useless entry is, then truncate the file
- there. The directory is at the end, so nothing is lost. The place
- to truncate is:
-
- directory_start+16*(new_lump_count)
-
- - Merging a WADs for different versions may cause a little confusion with
- DOOM sites, such as ftp.cdrom.com. Heck, where do you put a map WAD
- that's for Heretic, DOOM and DOOM II, all at the same time?
-
- - You can merge a Heretic and a DOOM II level with no problem. If you
- want to merge a DOOM I level with a Heretic level, they need to have
- different level numbers (sorry, I can't control this one).
-
- - With a little patience, you can merge three (or more) WADs by pairing
- off. For three, process the first two WADs, then process the third and
- the first ouput WAD.
-
- - Trying to edit the WAD is likely to cause at least some havoc on it.
- Some editors may not be able to load it, and just about all of them will
- kill the level(s) you're not editing. If you try editing a WAD, MAKE
- BACKUPS!!! I don't have time to experiment with all the editors out
- there, so let me know how a merged WAD works with your favorite editor.
- Hopefully, if this gets popular, we'll get some WADOPT-aware editors.
-
- - I'm only sure these levels work with 1.666 or above. I have no idea
- what happens if you load it into v1.2 or earlier, and I don't feel
- like reinstalling to find out.
-
-
- ───────────────────────
- 5. Future Additions(?)
- ───────────────────────
-
- - Handling of graphics indicators (S_START/S_END, P_START/P_END, etc.)
-
- - Better file handling/checking
-
- - Ability to remove null nodes only
-
- - Script (response) file for more control over merging (?)
-
- - Ability to merge more than just two WADs at a time
-
- - Any other suggestions?
-
-
- ────────────────────────
- 6. Shareware--or is it?
- ────────────────────────
-
- I spent almost three straight days working on this thing (mostly chasing
- down bad pointers), and I put a lot of effort into making it a good
- program. Sure, it's rough, and sure, it's not the prettiest, but I hope
- it passes the test and is well-accepted. It passes all my first-cut tests,
- and I gave it a beating!
-
- You're not obligated to pay me anything, and I can't guarantee any perks if
- you do send me anything, but I certainly wouldn't be against it. I
- especially like non-US currency and have a collection from a few countries
- (hint, hint).
-
- At least, a little support will let me know my efforts weren't wasted and
- will give me incentive to keep up support and development (for WADOPT and
- other DOOM programs).
-
-
- ───────────────
- 7. Author info
- ───────────────
-
- A little about me: I'm an independent computer consultant with not enough
- work or money, and far too much free time on my hands.
-
- To drop me a line with suggestions, comments, and what not via e-mail:
-
- sinykal@cyberspace.org
-
- This is my summer address. After about 26 August '95 try me at:
-
- scott@whiplash.pc.cc.cmu.edu
-
- Or, if you want to get a hold of me by snail mail:
-
- Scott Earnest
- 1553 Wilson Road
- Pittsburgh, PA 15236-3626
-
- Also, check out "The Marble Maze" (MARBMAZE.ZIP). It's the first WAD to
- use this method!
-
-
- ──────────────
- 8. Disclaimer
- ──────────────
-
- This program is released "AS-IS". All responsibility for any yet un-
- discovered bugs is off my hands if you use this. At the time of upload to
- the net I guarantee this program is virus free. After that, all bets are
- off. Also not responsible for deleted or damaged files caused by misuse.
-
- Blah, blah, blah, and all the rest of the normal legalese crap.
-