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3801 lines
165 KiB
Text
Executable file
3801 lines
165 KiB
Text
Executable file
T H E U N O F F I C I A L
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================= =============== =============== ================
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\\ . . . . . . .\\ //. . . . . . .\\ //. . . . . . .\\ \\. . .\\// . .//
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||. . ._____. . .|| ||. . ._____. . .|| ||. . ._____. . .|| || . . .\/ . ..||
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|| . .|| ||. . || || . .|| ||. . || || . .|| ||. . || ||. . . . . . .||
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||. . || || . .|| ||. . || || . .|| ||. . || || . .|| || . | . . . ..||
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|| . .|| ||. _-|| ||-_ .|| ||. . || || . .|| ||. _-|| ||-_.|\ . . . .||
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||. . || ||-' || || `-|| || . .|| ||. . || ||-' || || `|\_ . .|..||
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|| . _|| || || || || ||_ . || || . _|| || || || |\ `-_/| .||
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||_-' || .|/ || || \|. || `-_|| ||_-' || .|/ || || | \ / -_.||
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|| ||_-' || || `-_|| || || ||_-' || || | \ / | '||
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|| `' || || `' || || `' || || | \ / | ||
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|| .===' `===. .==='.`===. .===' /==. | \/ | ||
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|| .==' \_|-_ `===. .===' _|_ `===. .===' _-|/ `== \/ | ||
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|| .==' _-' `-_ `=' _-' `-_ `=' _-' `-_ /| \/ | ||
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|| .==' _-' `-__\._-' `-_./__-' `' |. /| | ||
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||.==' _-' `' | /==.||
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==' _-' S P E C S \/ `==
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\ _-' `-_ /
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`'' ``'
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Release v1.666 - December 15th, 1994
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Written by: Matthew S Fell (msfell@aol.com)
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"The poets talk about love, ...but what I talk about is DOOM,
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because in the end, DOOM is all that counts."
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- Alex Machine/George Stark/Stephen King, _The Dark Half_
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------------------------------------------------------------------------------
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----------
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DISCLAIMER
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----------
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These specs are to aid in informing the public about the games
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DOOM and DOOM 2, by id Software. In no way should this promote your
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killing yourself, killing others, or killing in any other fashion.
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Additionally, the author does not claim ANY responsibility
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regarding ANY illegal activity concerning this file, or indirectly related
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to this file. The information contained in this file only reflects
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id Software indirectly, and questioning id Software regarding any
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information in this file is not recommended.
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----------------
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COPYRIGHT NOTICE
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----------------
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This article is Copyright 1994 by Matt Fell. All rights reserved.
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You are granted the following rights:
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I. To make copies of this work in original form, so long as
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(a) the copies are exact and complete;
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(b) the copies include the copyright notice and these paragraphs
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in their entirety;
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(c) the copies give obvious credit to the author, Matt Fell;
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(d) the copies are in electronic form.
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II. To distribute this work, or copies made under the provisions
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above, so long as
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(a) this is the original work and not a derivative form;
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(b) you do not charge a fee for copying or for distribution;
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(c) you ensure that the distributed form includes the copyright
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notice, this paragraph, the disclaimer of warranty in
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their entirety and credit to the author;
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(d) the distributed form is not in an electronic magazine or
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within computer software (prior explicit permission may be
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obtained from the author);
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(e) the distributed form is the NEWEST version of the article to
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the best of the knowledge of the distributor;
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(f) the distributed form is electronic.
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You may not distribute this work by any non-electronic media,
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including but not limited to books, newsletters, magazines, manuals,
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catalogs, and speech. You may not distribute this work in electronic
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magazines or within computer software without prior written explicit
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permission. These rights are temporary and revocable upon written, oral,
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or other notice by the author. This copyright notice shall be governed
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by the laws of the state of Ohio.
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If you would like additional rights beyond those granted above,
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write to the author at "msfell@aol.com" on the Internet.
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--------
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CONTENTS
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--------
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[1] Introduction
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[1-1] id Software's Copyright
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[1-2] What's New
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[2] The Basics
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[2-1] Pwads
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[2-2] DOOM version information
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[2-3] Terminology conventions
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[3] List of DOOM.WAD Directory Entries
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[4] The Levels
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[4-1] ExMy or MAPxy
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[4-2] THINGS
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[4-2-1] Thing Types
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[4-2-2] Thing Sizes
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[4-2-3] Thing Options
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[4-3] LINEDEFS
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[4-3-1] Linedef Flags
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[4-3-2] Linedef Types
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[4-4] SIDEDEFS
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[4-5] VERTEXES
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[4-6] SEGS
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[4-7] SSECTORS
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[4-8] NODES
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[4-9] SECTORS
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[4-9-1] Special Sector Types
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[4-10] REJECT
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[4-11] BLOCKMAP
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[5] Graphics
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[5-1] Picture Format
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[6] Flats (Floor and Ceiling Textures)
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[6-1] Animated Floors, see [8-4-1]
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[7] Sounds and Music
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[7-1] PC Speaker Sound Effects
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[7-2] Soundcard Sound Effects
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[7-3] Music
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[7-4] GENMIDI
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[7-5] DMXGUS
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[8] Miscellaneous Lumps
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[8-1] PLAYPAL
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[8-2] COLORMAP
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[8-3] ENDOOM
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[8-4] TEXTURE1 and TEXTURE2
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[8-4-1] Animated Walls
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[8-4-2] The SKY Textures
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[8-5] PNAMES
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[8-6] DEMOs
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[8-6-1] Level changes from 1.2 to 1.666 DOOM.WAD
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[9] Savegame Files
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[10] The DOOM.EXE File
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[10-1] Version 1.2 DOOM.EXE Data Segment Overview
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[10-1] Version 1.666 DOOM.EXE Data Segment Overview
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[10-3] Detail on some EXE Data Structures
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APPENDICES
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[A-1] Backus-Naur Form definitions of wad elements
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[A-2] Engine limits
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[A-3] DOOM.WAD changes and errors
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[A-3] A BLOCKMAP algorithm
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[A-4] Other helpful documents
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[A-5] Acknowledgments
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-------------------------
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CHAPTER [1]: Introduction
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-------------------------
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DOOM is simply an all-time great game. A big factor in its success
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and durability is the plethora of user-created add-ons. id Software
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tacitly encouraged them by including the -FILE parameter, and by having
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a data format that is both straightforward and easy to understand.
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DOOM is basically two files, DOOM.EXE and DOOM.WAD. DOOM.EXE is the
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"engine" which does the display and controls the game, and DOOM.WAD has
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ALL of the graphics, sound, and map/level data that the engine uses.
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The -FILE parameter allows small or large external "WAD" files to be
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incorporated, changing any number of those graphics, sounds, and maps.
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DOOM 2 has many things in common with DOOM. It uses the same EXE file
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as version 1.666 of DOOM, and the WAD file format is the same. It's just
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the contents of the WAD file that are different; there are more enemies!
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more pictures! more weapons! more stuff!!
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This document explains in great detail nearly all aspects of the doom
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WAD file format. And a new chapter (10) documents the location of data
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within DOOM.EXE itself, so that various unusual game-play changes can
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be made. This information has been updated to apply to DOOM 2 as well
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as DOOM 1.
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The specs were originally conceived as an aid to programmers making
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DOOM utilities, especially map-editors. Coincidentally, there might also
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be information useful to advanced level designers and players.
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The material herein is somewhat technical and it is not recommended for
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beginners, unless they are determined. There are some other very useful
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documents in existence; I list the ones I know of in Appendix [A-3].
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[1-1]: id Software's Copyright and the Shareware Version
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========================================================
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My comments and statements are by no means official, and the excerpts
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below are just the parts that I think are relevant to these specs. Please
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read the LICENSE.DOC and README.EXE that came with DOOM.
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The LICENSE.DOC says:
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"You shall not: rent, lease, sell, distribute for money or other
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consideration, modify, translate, disassemble, decompile, reverse
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engineer, or create derivative works based upon the Software.
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Notwithstanding the foregoing, you may create a map editor, modify
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maps and make your own maps (collectively referenced as the
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"Permitted Derivative Works") for the Software. You may not sell
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or distribute any Permitted Derivative Works but you may exchange
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the Permitted Derivative Works at no charge amongst other end-users.
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In order to commercially distribute any such map editor or data
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utility you must first sign ID's Data Utility License and ID
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reserves the right to deny authorization to commercial distribute
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the any such map editor or data utility. You may request a copy of
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the Data Editor License from ID"
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"(except for backup purposes) You may not otherwise reproduce, copy
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or disclose to others, in whole or in any part, the Software."
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The README says:
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"id Software respectfully requests that you do not modify the levels
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for the shareware version of DOOM. We feel that the distribution of
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new levels that work with the shareware version of DOOM will lessen a
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potential user's incentive to purchase the registered version.
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"If you would like to work with modified levels of DOOM, we encourage
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you to purchase the registered version of the game."
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If you are making add-ons, plan on them not working on the shareware
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game, and plan on including statements about the trademarks and copyrights
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that id Software owns, as well as disclaimers that they won't support your
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add-on product, nor will they support DOOM after it has been modified.
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[1-2]: What's New
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=================
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Each new version of these specs renders the previous version obsolete.
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This document has grown considerably in size, and to fight that trend,
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I'll not discuss it any more.
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It has now been five months since the specs were updated. I won't talk
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about that either. I'll just apologize for not releasing updates in late
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May and July like I should have. Those updates would have been numbered
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1.4 and 1.5, so perhaps that's why this is version 1.666.
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Here's some of the new or revised sections since the 1.3 specs:
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- DOOM 2 info, especially in [4-2-1] and [4-3-2]
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- lots of info on the DOOM.EXE file in [10]
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- BNF style definitions in [A-1]
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- DOOM engine limits in [A-2]
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- the DEMO format [8-6]
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- the ENDOOM lump [8-3]
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- comprehensive list of WAD lumps in [3]
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- many parts rewritten for clarity
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- changes in terminology to reflect id's where possible, and to be
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more consistent throughout
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- reformatted again, errors and typos corrected
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-------------------
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CHAPTER [2]: Basics
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-------------------
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The starting point is the concept of "WAD". It is not an acronym, it
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just means a collection of data. Throughout this document, "WAD" or "wad"
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will mean a file with a .WAD extension that contains data for the doom
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engine to use.
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A WAD file has three parts:
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(1) a twelve-byte header
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(2) one or more "lumps"
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(3) a directory or "info table" that contains the names, offsets, and
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sizes of all the lumps in the WAD
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The header consists of three four-byte parts:
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(a) an ASCII string which must be either "IWAD" or "PWAD"
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(b) a 4-byte (long) integer which is the number of lumps in the wad
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(c) a long integer which is the file offset to the start of
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the directory
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The directory has one 16-byte entry for every lump. Each entry consists
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of three parts:
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(a) a long integer, the file offset to the start of the lump
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(b) a long integer, the size of the lump in bytes
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(c) an 8-byte ASCII string, the name of the lump, padded with zeros.
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For example, the "DEMO1" entry in hexadecimal would be
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(44 45 4D 4F 31 00 00 00)
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A "lump" is just data, in one of several different formats. Some
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contain sound data, some contain graphics data, some contain level
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structure data, etc. These specs are mostly concerned with delineating
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the formats of the various lump types. There are 10 different types of
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map/level lump formats, each has a section in chapter [4] (sections 2-11).
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There are 13 other types of lump formats, listed below with the section
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where the format is explained, and the actual lump names in parentheses.
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Also, Appendix [A-1] has definitions of the structures of all these
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WAD elements.
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[8-1] palettes (PLAYPAL)
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[8-2] colormaps (COLORMAP)
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[8-3] dos exit text (ENDOOM)
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[8-6] demos (DEMO1, DEMO2, and DEMO3)
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[8-4] texture composition list (TEXTURE1 and TEXTURE2)
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[8-5] wall patch "number for name" indexing list (PNAMES)
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[7-4] midi mapping (GENMIDI)
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[7-5] Gravis UltraSound patch mappings (DMXGUS)
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[7-1] PC speaker sound effects (DP*)
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[7-2] Soundcard sound effects (DS*)
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[7-3] songs (D_*)
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[6] flats (lumpnames between F_START and F_END)
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[5] all other graphics (all other lumps)
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The "marker" and "label" lump names like "S_START" and "E1M1" (or
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"MAP01") do not actually refer to lumps - they have zero length. They
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merely serve to mark the beginning or end of a set of related lumps.
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It is possible to include other directory entries and lumps in a wad
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file, e.g. an entry called CLOWNS could point to a lump that includes the
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level creator's name, date of completion, and the latitude and longitude
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of the Holy Grail. None of these non-standard entries will be used by
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DOOM, nor will they cause it problems.
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[2-1]: Pwads
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============
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There are two types of wad files. The original DOOM.WAD and DOOM2.WAD
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files are "IWAD"s, or "Internal wads", meaning they contain all of the
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data necessary to play. The other type is the "PWAD" file, "Patch wad",
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an external file which has the same structure, but with far fewer entries
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in the directory. The data in a pwad is substituted for the original data
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in the DOOM.WAD, thus allowing for much easier distribution of new levels.
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Only those resources listed in the pwad's directory are changed,
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everything else is loaded from the IWAD. All external wads should have
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the "PWAD" indicator, as id has requested.
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A typical pwad might contain new data for a single level, in which
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case it would contain the 10 lumps and 11 directory entries necessary
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to define the level (as described in chapter [4]).
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A pwad file may contain more than one level or parts of levels, in
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addition to replacement graphics, sounds, etc. (as of version 1.666,
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sprites and flats do NOT work from pwads - see chapter [5] for more).
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In fact, there is apparently no limit to how many entries may be in a
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pwad. The original doom levels are pretty complicated, and they are
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from 50-200 kilobytes each in size, uncompressed.
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Pwad files need to have the extension .WAD to work. Many of them have
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descriptive names, e.g. if J.R.R. Tolkien made a new level, he might call
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it GONDOLIN.WAD - to use this level, a player would type
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DOOM -FILE GONDOLIN.WAD
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at the command line, along with any other parameters. More than one
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external file can be added, thus in general:
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DOOM -FILE [pwad_filename] [pwad_filename] [pwad_filename] ...
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If there are duplicate entries amongst the directories of all the
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wads being "added", the pwads listed LAST take precedence.
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When the game loads, a "modified game" message will appear if there
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are any pwads involved, reminding the player that id Software will not
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give technical support or answer questions regarding modified levels.
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With DOOM version 1.666, there is also the @responsefile option for
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listing command line parameters and -file specifications. See the DOOM
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README or the latest FAQ for more information. Also, there are numerous
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"front-end" utilities that make it easier to play pwads, e.g. load several
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external files at once, warp to certain levels, specify options, etc.
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[2-2]: DOOM versions
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====================
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Version Date Time Is
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1.0 10dec93 01:00 first release (aka DOOM Operating System 0.99)
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1.1 16dec93 01:10 slightly different from 1.0, newer dos extender
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1.2 17feb94 01:20 modem play added!
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1.3 - - unauthorized beta release
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1.4 28jun94 01:04 shareware beta
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1.5 ??jul94 ? shareware beta
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1.6 03aug94 01:06 shareware beta
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1.666 01sep94 16:42 registered full upgrade!
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1.666 ? ? DOOM 2!
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The important releases as of this writing are 1.2 and 1.666. Hopefully,
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everyone will move up to 1.666 soon; it has many important improvements
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over 1.2. The 1.4, 1.5, and 1.6 shareware betas contained increasing
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amounts of the stuff that's now in 1.666, but there's no information
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here about what exactly those changes were. One, I didn't keep track,
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and two, they're not really important.
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See appendix [A-3] for some miscellany about what has changed from
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version to version.
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[2-3]: Terminology conventions
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==============================
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Throughout this document, I will use the following conventions for
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numbers and variable types:
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(1) Most numbers will be decimal. Hexadecimal numbers will usually be
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labeled thus: 0xffff or $ffff. But sometimes I'll say "hex ...".
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And in tablature form, a column heading "HEX" indicates all the
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numbers in that column are hexadecimal.
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(2) "byte" is of course the generic, 8 bits. It will usually mean one
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8-bit component of a larger data type, or an 8-bit ASCII
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character, or some such. As a number, it is an unsigned 8-bit
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integer (0..255).
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(3) "short" is a signed 16-bit integer (-32768..32767), stored in
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lo-hi format.
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(4) "ushort" or "unsigned short" is an unsigned 16-bit integer (0..65535).
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(5) "integer" or "long" is a signed 32-bit integer. If you don't read
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this first, my use of the word "integer" might not be immediately
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apparent.
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(6) "string8" or "8-byte string" is an ASCII string with length between
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1 and 8 characters inclusive. If its length is less than 8, the
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remaining bytes are zeros.
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(7) The first byte of a file or any data structure, for addressing and
|
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offset purposes, is byte #0, not byte #1.
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(8) Some abbreviations I use: E1, E2, and E3 refer to episodes 1, 2, and
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3 respectively. "The EXE" means the file DOOM.EXE.
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(666) Any reference to this number is purely intentional.
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-----------------------------------------------
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CHAPTER [3]: List of DOOM.WAD Directory Entries
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-----------------------------------------------
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There are over 2000 entries in the DOOM.WAD directory. Most of them
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can be easily described in groups, and so are not explicitly mentioned
|
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in this list. This includes the sprites (see [4-2-1] for sprite names
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and [5] for the sprite lump naming system), the wall patches ([8-4] and
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|
[8-5] have more info), the flats (chapter [6]), the sounds and songs
|
|
(chapter [7]), and the map data lumps (chapter [4]). All the others
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are listed here.
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There have been several changes from version to version. The "Ver"
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column indicates in which doom versions the lump exists:
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___ no indication means it is in every version. Most are like this.
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1.1 it was in 1.0 and 1.1, but not in 1.2 and later. It is obsolete.
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1.2 it is not in 1.1 and earlier, only in 1.2 and up.
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1.6 it is not in 1.2 and earlier, only in 1.666 and up.
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|
r it is only in the registered version, not the shareware.
|
|
1 it is only in DOOM 1, it is not in DOOM 2.
|
|
2 it is only in DOOM 2, it is not in DOOM 1.
|
|
|
|
In the lump names, x (and y and e) indicates variable ASCII
|
|
characters, and * can be replaced by an ASCII string (up to the
|
|
8-byte lumpname limit).
|
|
|
|
LumpName Ver Description
|
|
-------- --- -----------
|
|
PLAYPAL fourteen 256 color palettes. See [8-1].
|
|
COLORMAP maps colors in the palette down to darker ones. [8-2].
|
|
ENDOOM text message displayed when you exit to DOS. [8-3].
|
|
DEMOx x=1-3, are the demos. [8-6].
|
|
ExMy subsequent entries define a single level's data. [4].
|
|
MAPxy 2 like ExMy, but for DOOM 2.
|
|
TEXTURE1 list of wall texture names and their composition data,
|
|
used in the SIDEDEF portion of each level. [8-4].
|
|
TEXTURE2 r more wall texture compositions.
|
|
PNAMES lists all lump names used as wall patches. [8-5].
|
|
GENMIDI General Midi standard instrument data. [7-3].
|
|
DMXGUS Gravis Ultra Sound instrument patches. [7-4].
|
|
|
|
D_ExMy music for a doom 1 level. [7-2].
|
|
D_INTER music played on the summary screen between levels.
|
|
D_INTRO music played when the game starts.
|
|
D_INTROA 1.2 more introductory music.
|
|
D_VICTOR music played on the victory text-screen after an episode.
|
|
D_BUNNY r music for while a certain rabbit has his story told...
|
|
D_* 2 music for a doom 2 level.
|
|
|
|
DP_* vary PC speaker sound effects. [7-1].
|
|
DS_* vary Soundcard sound effects. [7-1].
|
|
|
|
All the remaining entries in the directory, except the flats between
|
|
F_START and F_END, and the "markers" like S_START, refer to lumps which
|
|
are pictures, in the doom/wad graphic format described in chapter [5].
|
|
The flats are also pictures, but in a format described in chapter [6].
|
|
The next seven are full screen (320 by 200 pixel) pictures. After
|
|
that, ST* are status-bar pictures, WI* are for the screens between
|
|
levels, and M_* are for menus.
|
|
|
|
HELP1 Ad-screen says Register!, with some screen shots.
|
|
HELP2 Actual help, all the controls explained.
|
|
TITLEPIC Maybe this is the title screen? Gee, I dunno...
|
|
CREDIT People at id Software who created this great game.
|
|
VICTORY2 r Screen shown after a victorious end to episode 2.
|
|
PFUB1 r A nice little rabbit minding his own peas and queues...
|
|
PFUB2 r ...a hint of what's waiting in Doom 2.
|
|
|
|
ENDx r x=0-6, big red "THE END" gets shot up.
|
|
AMMNUMx x=0-9. Small grey digits for ammo count (15/200 etc).
|
|
STxBARy 1.1 x=M or A, y= L or R. Status bar used to be in pieces.
|
|
STCHAT 1.1 Status bar used to have a "chat" box.
|
|
STRSNUMx 1.1 x=0-9. Small red digits.
|
|
STWEAPx 1.1 x=0-5. COOL little weapon icons. Why'd they drop them?
|
|
STFRAGS 1.1 Tiny "FRAG" to be placed on top of part of status bar.
|
|
STBAR 1.2 Status Bar as used in deathmatches.
|
|
STGNUMx x=0-9. Small grey digits used on the "Arms" panel.
|
|
STTNUMx x=0-9. Big red digits used for Armor, Health, etc.
|
|
STTMINUS 1.6 Big red "-" used for negative frags.
|
|
STYSNUMx x=0-9. Small yellow digits used on the "Arms" panel.
|
|
STTPRCNT Big red % used in Armor and Health.
|
|
STKEYSx x=0-5. Blue/Yellow/Red Keycards and Skullkeys.
|
|
STDISK Disk, used at bottom right corner during disk accesses.
|
|
STCDROM 1.6 CD, used during CD-ROM accesses.
|
|
STARMS "Arms" panel which replaces "Frags" in non-deathmatch.
|
|
STCFNxxx xxx=033-095, also 121. Small red ASCII characters.
|
|
STFBx x=0-3. Green/black/brown/red squares, for ST player faces.
|
|
STPBx x=0-3. Squares with bottoms, for inter-level screens.
|
|
STFSTxy x=0-4, y=0-2. Player face. x=0 is 100% health...x=4 is
|
|
very low health. y=0 is glancing right, y=2 left.
|
|
STFTLx0 x=0-4. Face looking left, player hurt from that direction.
|
|
STFTRx0 x=0-4. Face looking right.
|
|
STFOUCHx x=0-4. Face looking surprised (hurt bad).
|
|
STFEVLx x=0-4. Face with a grin (when pick up new weapons).
|
|
STFKILLx x=0-4. Face with a grimace (when killing foes).
|
|
STFGOD0 Face with yellow eyes (invulnerable).
|
|
STFDEAD0 Dead face.
|
|
BRDR_* Tiny pictures used as a border between a less-than-full
|
|
screen view and the "outside" marbleized zone. TL is
|
|
top left, BR bottom right, you can guess the rest.
|
|
WIBONUS 1.1 Medium sized red text "BONUS"
|
|
WISCORE 1.1 "SCORE"
|
|
WIMSTPx 1.1 x=0-3. Red text "ONE" to "FOUR".
|
|
WIMSTBx 1.1 x=0-3. Grey text "ONE" to "FOUR".
|
|
WIMINUS 1.6 Small red "-" used for negative frags.
|
|
WIMAPx x=0-2. 320x200 maps used on inter-level screens for e1,2,3.
|
|
WIAe0x0y patches used to animate inter-level maps.
|
|
WIURH0 "YOU ARE HERE" with an arrow pointing left.
|
|
WIURH1 "YOU ARE HERE" with an arrow pointing right.
|
|
WISPLAT Splat mark that indicates a completed level.
|
|
WIOSTK "KILLS"
|
|
WIOSTI "ITEMS"
|
|
WIF "FINISHED"
|
|
WIMSTT "TOTAL"
|
|
WIOSTS "SCRT"
|
|
WIOSTF "F."
|
|
WITIME "TIME"
|
|
WIPAR "PAR"
|
|
WIMSTAR "YOU"
|
|
WIPCNT "%"
|
|
WINUMx x=0-9. Medium sized red digits.
|
|
WICOLON ":"
|
|
WISUCKS "SUCKS"
|
|
WIFRGS "FRAGS"
|
|
WILVxy x=0-2, y=0-8. E(x+1)M(y+1) level names in grey/white letters.
|
|
WIPx x=1-4. Red "P1" - "P4", for multiplayer summaries.
|
|
WIBPx x=1-4. Grey "P1" - "P4"
|
|
WIKILRS Small red "KILLERS" going sideways up, for deathmatches.
|
|
WIVCTMS Small red "VICTIMS" for the top of the deathmatch chart.
|
|
WISCRT2 "SECRET"
|
|
WIENTER "ENTERING"
|
|
M_DOOM The DOOM logo
|
|
M_RDTHIS Big red "Read This!"
|
|
M_OPTION "Options"
|
|
M_QUITG "Quit Game"
|
|
M_NGAME "New Game"
|
|
M_SKULL1 The skull indicator with eyes lit.
|
|
M_SKULL2 The skull indicator with eyes unlit.
|
|
M_THERMO The marker on e.g. the Sfx volume "thermometer".
|
|
M_THERMR The right end of the thermometer.
|
|
M_THERML The left end.
|
|
M_THERMM The middle, repeated over and over.
|
|
M_ENDGAM "End Game"
|
|
M_PAUSE "Pause"
|
|
M_MESSG "Messages:"
|
|
M_MSGON "on"
|
|
M_MSGOFF "off"
|
|
M_EPISOD "Which Epsiode?"
|
|
M_EPI1 "Knee-Deep In The Dead"
|
|
M_EPI2 "The Shores Of Hell"
|
|
M_EPI3 "Inferno"
|
|
M_HURT "Hurt me plenty."
|
|
M_JKILL "I'm too young to die."
|
|
M_ROUGH "Hey, not too rough."
|
|
M_SKILL "Choose Skill Level:"
|
|
M_NEWG "NEW GAME" (title of New Game menu)
|
|
M_ULTRA "Ultra-Violence."
|
|
M_NMARE 1.2 "Nightmare!"
|
|
M_SVOL "Sound Volume"
|
|
M_OPTTTL "OPTIONS" (title of Options menu)
|
|
M_SAVEG "Save Game"
|
|
M_LOADG "Load Game"
|
|
M_DISP "Display"
|
|
M_MSENS "Mouse sensitivity"
|
|
M_GDHIGH "high"
|
|
M_GDLOW "low"
|
|
M_DETAIL "Graphic Detail:"
|
|
M_DISOPT "DISPLAY OPTIONS"
|
|
M_SCRNSZ "Screen Size"
|
|
M_SGTTL "SAVE GAME"
|
|
M_LGTTL "LOAD GAME"
|
|
M_SFXVOL "Sfx Volume"
|
|
M_MUSVOL "Music Volume"
|
|
M_LSLEFT Load/save box, left part
|
|
M_LSCNTR Load/save box, center part (repeated)
|
|
M_LSRGHT Load/save box, right part
|
|
|
|
The following entries are markers that do not point to a lump; they
|
|
have zero size:
|
|
|
|
S_START marks the start of the item/monster "sprite" section.
|
|
See chapter [5] for the naming convention used here.
|
|
S_END is immediately after the last sprite.
|
|
P_START marks the beginning of the wall patches.
|
|
P1_START before the first of the shareware wall patches.
|
|
P1_END after the last of the shareware wall patches.
|
|
P2_START r registered wall patches.
|
|
P2_END r registered wall patches.
|
|
P_END marks the end of the wall patches.
|
|
F_START marks the beginning of the flats (floor textures).
|
|
F1_START shareware flats.
|
|
F1_END shareware flats.
|
|
F2_START r registered flats.
|
|
F2_END r registered flats.
|
|
F_END marks the end of the flats.
|
|
|
|
|
|
-----------------------
|
|
CHAPTER [4]: The Levels
|
|
-----------------------
|
|
|
|
Each level has eleven directory entries and ten lumps: E[x]M[y] (or
|
|
MAPxy in a DOOM 2 wad), THINGS, LINEDEFS, SIDEDEFS, VERTEXES, SEGS,
|
|
SSECTORS, NODES, SECTORS, REJECT, and BLOCKMAP.
|
|
In the DOOM.WAD file, all of these entries are present for every level.
|
|
In a pwad external file, they don't all need to be present. Whichever
|
|
entries are in a pwad will be substituted for the originals. For example,
|
|
a pwad with just two entries, E3M6 and THINGS, would use all the walls
|
|
and such from the original E3M6, but could have a completely different
|
|
set of THINGS.
|
|
|
|
|
|
[4-1]: ExMy or MAPxy
|
|
====================
|
|
|
|
DOOM 1 levels have an ExMy label in a wad's directory. x is a single
|
|
(ASCII) digit 1-3 for the episode number and y is 1-9 for the mission
|
|
number.
|
|
DOOM 2 levels have a MAPxy label in a wad's directory. xy can range
|
|
from (ASCII) 01 to 32, for the level number.
|
|
This label just indicates that the lump names following it are part
|
|
of the designated level. The label does not actually point to a lump,
|
|
and the size field in the directory is 0. The assignment of lumps to
|
|
this level stops with either the next ExMy or MAPxy entry, or with a
|
|
non-map entry like TEXTURE1.
|
|
Without these labels, there would be no way to differentiate amongst
|
|
the many lumps named "THINGS", "LINEDEFS", etc.
|
|
|
|
|
|
[4-2]: THINGS
|
|
=============
|
|
|
|
"Things" in DOOM are player start positions, monsters, weapons, keys,
|
|
barrels, etc. The size of each THINGS lump will be a multiple of ten,
|
|
since each thing requires ten bytes to describe it, in five <short>
|
|
fields:
|
|
|
|
(1) X position of thing (at level's inception)
|
|
(2) Y position of thing
|
|
(3) Angle the thing faces. On the automap, 0 is east, 90 is north, 180
|
|
is west, 270 is south. This value is only used for monsters, player
|
|
starts, deathmatch starts, and teleporter landing spots. Other
|
|
things look the same from all directions. Values are rounded to
|
|
the nearest 45 degree angle, so if the value is 80, it will
|
|
actually face 90 - north.
|
|
(4) Type of thing, see next subsection, [4-2-1]
|
|
(5) Thing options, see [4-2-3]
|
|
|
|
|
|
[4-2-1]: Thing Types
|
|
--------------------
|
|
|
|
Short 4 of 5, occupying bytes 6-7 of each thing record, specifies its
|
|
kind. The table below summarizes the different types. They are listed
|
|
in functional groups. You can easily get a numerical-order list by
|
|
extracting this table and SORTing it.
|
|
|
|
Dec/Hex The thing's number in decimal and hexadecimal. This is the
|
|
number used in the THINGS lump on a level (ExMy or MAPxx).
|
|
V Version of DOOM needed to use this object:
|
|
no mark indicates all versions have this object
|
|
r requires registered DOOM or DOOM 2
|
|
2 requires DOOM 2
|
|
Spr The sprite name associated with this thing. This is the first
|
|
four letters of the lumps that are pictures of this thing.
|
|
seq. The sequence of frames displayed. "-" means it displays nothing.
|
|
Unanimated things will have just an "a" here, e.g. a backpack's
|
|
only picture can be found in the wad under BPAKA0. Animated
|
|
things will show the order that their frames are displayed
|
|
(they cycle back after the last one). So the blue key
|
|
alternates between BKEYA0 and BKEYB0. The soulsphere uses
|
|
SOULA0-SOULB0-C0-D0-C0-B0 then repeats. Thing 15, a dead
|
|
player, is PLAYN0.
|
|
+ Monsters and players and barrels. They can be hurt, and they
|
|
have a more complicated sprite arrangement. See chapter [5].
|
|
CAPITAL Monsters, counts toward the KILL ratio at the end of a level.
|
|
# An obstacle, players and monsters can't move through it.
|
|
^ Hangs from the ceiling, or floats (if a monster).
|
|
$ A regular item that players may get.
|
|
! An artifact item; counts toward the ITEM ratio at level's end.
|
|
Note that 2025, the radiation suit, was an ITEM in version
|
|
1.2, but it is not an ITEM in version 1.666 on. Also note
|
|
that 2022 and 2024, invulnerability and invisibility, do not
|
|
respawn in -altdeath games.
|
|
|
|
Dec. Hex V Spr seq. Thing is:
|
|
|
|
-1 ffff ---- - (nothing)
|
|
0 0000 ---- - (nothing)
|
|
1 0001 PLAY + Player 1 start (Player 1 start needed on ALL
|
|
levels)
|
|
2 0002 PLAY + Player 2 start (Player starts 2-4 are needed in)
|
|
3 0003 PLAY + Player 3 start (cooperative mode multiplayer games)
|
|
4 0004 PLAY + Player 4 start
|
|
11 000b ---- - Deathmatch start positions. Should have >= 4/level
|
|
14 000e ---- - Teleport landing. Where players/monsters land when
|
|
14 they teleport to the SECTOR containing this thing
|
|
|
|
3004 0bbc POSS + # FORMER HUMAN: regular pistol-shooting zombieman
|
|
84 0054 2 SSWV + # WOLFENSTEIN SS: guest appearance by Wolf3D blue guy
|
|
9 0009 SPOS + # FORMER HUMAN SERGEANT: black armor, shotgunners
|
|
65 0041 2 CPOS + # HEAVY WEAPON DUDE: red armor, chaingunners
|
|
3001 0bb9 TROO + # IMP: brown, hurl fireballs
|
|
3002 0bba SARG + # DEMON: pink, muscular bull-like chewers
|
|
58 003a SARG + # SPECTRE: invisible version of the DEMON
|
|
3006 0bbe r SKUL + ^# LOST SOUL: flying flaming skulls, they really bite
|
|
3005 0bbd r HEAD + ^# CACODEMON: red one-eyed floating heads. Behold...
|
|
69 0045 2 BOS2 + # HELL KNIGHT: grey-not-pink BARON, weaker
|
|
3003 0bbb BOSS + # BARON OF HELL: cloven hooved minotaur boss
|
|
68 0044 2 BSPI + # ARACHNOTRON: baby SPIDER, shoots green plasma
|
|
71 0047 2 PAIN + ^# PAIN ELEMENTAL: shoots LOST SOULS, deserves its
|
|
name
|
|
66 0042 2 SKEL + # REVENANT: Fast skeletal dude shoots homing missles
|
|
67 0043 2 FATT + # MANCUBUS: Big, slow brown guy shoots barrage of
|
|
fire
|
|
64 0040 2 VILE + # ARCH-VILE: Super-fire attack, ressurects the dead!
|
|
7 0007 r SPID + # SPIDER MASTERMIND: giant walking brain boss
|
|
16 0010 r CYBR + # CYBER-DEMON: robo-boss, rocket launcher
|
|
|
|
88 0058 2 BBRN + # BOSS BRAIN: Horrifying visage of the ultimate demon
|
|
89 0059 2 - - Boss Shooter: Shoots spinning skull-blocks
|
|
87 0057 2 - - Spawn Spot: Where Todd McFarlane's guys appear
|
|
|
|
2005 07d5 CSAW a $ Chainsaw
|
|
2001 07d1 SHOT a $ Shotgun
|
|
82 0052 2 SGN2 a $ Double-barreled shotgun
|
|
2002 07d2 MGUN a $ Chaingun, gatling gun, mini-gun, whatever
|
|
2003 07d3 LAUN a $ Rocket launcher
|
|
2004 07d4 r PLAS a $ Plasma gun
|
|
2006 07d6 r BFUG a $ Bfg9000
|
|
2007 07d7 CLIP a $ Ammo clip
|
|
2008 07d8 SHEL a $ Shotgun shells
|
|
2010 07da ROCK a $ A rocket
|
|
2047 07ff r CELL a $ Cell charge
|
|
2048 0800 AMMO a $ Box of Ammo
|
|
2049 0801 SBOX a $ Box of Shells
|
|
2046 07fe BROK a $ Box of Rockets
|
|
17 0011 r CELP a $ Cell charge pack
|
|
8 0008 BPAK a $ Backpack: doubles maximum ammo capacities
|
|
|
|
2011 07db STIM a $ Stimpak
|
|
2012 07dc MEDI a $ Medikit
|
|
2014 07de BON1 abcdcb ! Health Potion +1% health
|
|
2015 07df BON2 abcdcb ! Spirit Armor +1% armor
|
|
2018 07e2 ARM1 ab $ Green armor 100%
|
|
2019 07e3 ARM2 ab $ Blue armor 200%
|
|
83 0053 2 MEGA abcd ! Megasphere: 200% health, 200% armor
|
|
2013 07dd SOUL abcdcb ! Soulsphere, Supercharge, +100% health
|
|
2022 07e6 r PINV abcd ! Invulnerability
|
|
2023 07e7 r PSTR a ! Berserk Strength and 100% health
|
|
2024 07e8 PINS abcd ! Invisibility
|
|
2025 07e9 SUIT a (!)Radiation suit - see notes on ! above
|
|
2026 07ea PMAP abcdcb ! Computer map
|
|
2045 07fd PVIS ab ! Lite Amplification goggles
|
|
|
|
5 0005 BKEY ab $ Blue keycard
|
|
40 0028 r BSKU ab $ Blue skullkey
|
|
13 000d RKEY ab $ Red keycard
|
|
38 0026 r RSKU ab $ Red skullkey
|
|
6 0006 YKEY ab $ Yellow keycard
|
|
39 0027 r YSKU ab $ Yellow skullkey
|
|
|
|
2035 07f3 BAR1 ab+ # Barrel; not an obstacle after blown up
|
|
(BEXP sprite)
|
|
72 0048 2 KEEN a+ # A guest appearance by Billy
|
|
|
|
48 0030 ELEC a # Tall, techno pillar
|
|
30 001e r COL1 a # Tall green pillar
|
|
32 0020 r COL3 a # Tall red pillar
|
|
31 001f r COL2 a # Short green pillar
|
|
36 0024 r COL5 ab # Short green pillar with beating heart
|
|
33 0021 r COL4 a # Short red pillar
|
|
37 0025 r COL6 a # Short red pillar with skull
|
|
47 002f r SMIT a # Stalagmite: small brown pointy stump
|
|
43 002b r TRE1 a # Burnt tree: gray tree
|
|
54 0036 r TRE2 a # Large brown tree
|
|
|
|
2028 07ec COLU a # Floor lamp
|
|
85 0055 2 TLMP abcd # Tall techno floor lamp
|
|
86 0056 2 TLP2 abcd # Short techno floor lamp
|
|
34 0022 CAND a Candle
|
|
35 0023 CBRA a # Candelabra
|
|
44 002c r TBLU abcd # Tall blue firestick
|
|
45 002d r TGRE abcd # Tall green firestick
|
|
46 002e TRED abcd # Tall red firestick
|
|
55 0037 r SMBT abcd # Short blue firestick
|
|
56 0038 r SMGT abcd # Short green firestick
|
|
57 0039 r SMRT abcd # Short red firestick
|
|
70 0046 2 FCAN abc # Burning barrel
|
|
|
|
41 0029 r CEYE abcb # Evil Eye: floating eye in symbol, over candle
|
|
42 002a r FSKU abc # Floating Skull: flaming skull-rock
|
|
|
|
49 0031 r GOR1 abcb ^# Hanging victim, twitching
|
|
63 003f r GOR1 abcb ^ Hanging victim, twitching
|
|
50 0032 r GOR2 a ^# Hanging victim, arms out
|
|
59 003b r GOR2 a ^ Hanging victim, arms out
|
|
52 0034 r GOR4 a ^# Hanging pair of legs
|
|
60 003c r GOR4 a ^ Hanging pair of legs
|
|
51 0033 r GOR3 a ^# Hanging victim, 1-legged
|
|
61 003d r GOR3 a ^ Hanging victim, 1-legged
|
|
53 0035 r GOR5 a ^# Hanging leg
|
|
62 003e r GOR5 a ^ Hanging leg
|
|
73 0049 2 HDB1 a ^# Hanging victim, guts removed
|
|
74 004a 2 HDB2 a ^# Hanging victim, guts and brain removed
|
|
75 004b 2 HDB3 a ^# Hanging torso, looking down
|
|
76 004c 2 HDB4 a ^# Hanging torso, open skull
|
|
77 004d 2 HDB5 a ^# Hanging torso, looking up
|
|
78 004e 2 HDB6 a ^# Hanging torso, brain removed
|
|
|
|
25 0019 r POL1 a # Impaled human
|
|
26 001a r POL6 ab # Twitching impaled human
|
|
27 001b r POL4 a # Skull on a pole
|
|
28 001c r POL2 a # 5 skulls shish kebob
|
|
29 001d r POL3 ab # Pile of skulls and candles
|
|
10 000a PLAY w Bloody mess (an exploded player)
|
|
12 000c PLAY w Bloody mess, this thing is exactly the same as 10
|
|
24 0018 POL5 a Pool of blood and flesh
|
|
79 004f 2 POB1 a Pool of blood
|
|
80 0050 2 POB2 a Pool of blood
|
|
81 0051 2 BRS1 a Pool of brains
|
|
15 000f PLAY n Dead player
|
|
18 0012 POSS l Dead former human
|
|
19 0013 SPOS l Dead former sergeant
|
|
20 0014 TROO m Dead imp
|
|
21 0015 SARG n Dead demon
|
|
22 0016 r HEAD l Dead cacodemon
|
|
23 0017 r SKUL k Dead lost soul, invisible
|
|
(they blow up when killed)
|
|
|
|
|
|
[4-2-2]: Thing Sizes
|
|
--------------------
|
|
|
|
The list below gives the radius, height, mass, speed, and toughness
|
|
of all the monsters in DOOM 1 and 2. Almost all non-monster things only
|
|
differ in their "radius", dependent on whether they are obstacles or not.
|
|
For collision purposes, things are NOT circular. They occupy a square
|
|
whose side equals slightly more than 2 times the radius. This square
|
|
does not turn, it is always aligned with the x and y axes of a level.
|
|
Consider a simple collision detection in a coordinate plane:
|
|
|
|
IF (ABS(x1-x2) =< (r1+r2)) AND (ABS(y1-y2) =< (r1+r2)) THEN *collision*
|
|
|
|
This will result in square objects centered on their (x,y) positions,
|
|
and that is the behavior that DOOM objects exhibit.
|
|
I don't know why the horizontal size is "slightly more" than 2 times
|
|
the radius, but it is. A player cannot enter a corridor of width 32, but
|
|
can enter a corridor of width 33. Experiments have shown that no monster
|
|
can enter a corridor that is exactly (2*radius) wide. It must be bigger.
|
|
Moving up to the next multiple of 8 is a good idea, if not 16 or 32.
|
|
Monsters CAN enter sectors that are exactly "Height" high. But obstacles
|
|
are infinitely high for collision purposes. A player on a very high ledge
|
|
might not be able to jump off, because of an obstacle right next to him,
|
|
even though it is far below him.
|
|
Height is also used when under a crushing ceiling, and to determine
|
|
if an object can move from one sector to another. The space between the
|
|
highest floor and the lowest ceiling must be "Height" or greater for the
|
|
object to fit.
|
|
Toughness indicates how much punishment a monster can take until it
|
|
dies. Bullets do 10 damage, Shotgun shells 70 (7 pellets, each is 10),
|
|
Plasma 20, Rockets 100, and the BFG does 1000 for a direct hit. There's
|
|
more info on this stuff in the DOOM FAQ.
|
|
|
|
Dec. Hex Radius Height Mass Tough Speed Sprite name or class of things:
|
|
|
|
- - 16 56 100 (100) - PLAY
|
|
3004 0bbc 20 56 100 20 8 POSS
|
|
84 0054 20 56 100 50 8 SSWV
|
|
9 0009 20 56 100 30 8 SPOS
|
|
65 0041 20 56 100 70 8 CPOS
|
|
3001 0bb9 20 56 100 60 8 TROO
|
|
3002 0bba 30 56 400 150 10 SARG
|
|
58 003a 30 56 400 150 10 SARG (Inviso model)
|
|
3006 0bbe 16 56 50 100 8 SKUL
|
|
3005 0bbd 31 56 400 400 8 HEAD
|
|
69 0045 24 64 1000 500 8 BOS2
|
|
3003 0bbb 24 64 1000 1000 8 BOSS
|
|
68 0044 64 64 600 500 12 BSPI
|
|
71 0047 31 56 400 400 8 PAIN
|
|
66 0042 20 56 500 300 10 SKEL
|
|
67 0043 48 64 1000 600 8 FATT
|
|
64 0040 20 56 500 700 15 VILE
|
|
7 0007 128 100 1000 3000 12 SPID
|
|
16 0010 40 110 1000 4000 16 CYBR
|
|
88 0058 16 16 6666 250 0 BBRN
|
|
72 0048 16 72 6666 100 0 KEEN
|
|
2035 07f3 10 42 100 20 0 BAR1
|
|
- - 20 16 - - - most non-obstacles (e.g. gettables)
|
|
- - 16 16 - - - most obstacles
|
|
54 0036 32 16 - - - large brown tree
|
|
|
|
|
|
[4-2-3]: Thing Options
|
|
----------------------
|
|
|
|
Short 5 of 5, occupying bytes 8-9 of each thing record, control a
|
|
few options, according to which bits are set:
|
|
|
|
bit 0 the THING is present at skill 1 and 2
|
|
bit 1 the THING is present at skill 3 (hurt me plenty)
|
|
bit 2 the THING is present at skill 4 and 5 (ultra-violence, nightmare)
|
|
bit 3 indicates a deaf guard.
|
|
bit 4 means the THING only appears in multiplayer mode.
|
|
|
|
bits 5-15 have no effect.
|
|
|
|
The skill settings are most used with the monsters, of course...the
|
|
most common skill level settings are hex 07/0f (on all skills), 06/0e
|
|
(on skill 3-4-5), and 04/0c (only on skill 4-5). Unusual skill settings
|
|
are perfectly allowable, e.g. hex 05 for a thing which is present on
|
|
skill 1, 2, 4, and 5, but not skill 3.
|
|
"deaf guard" only has meaning for monsters, who will not attack until
|
|
they see a player if they are deaf. Otherwise, they will activate when
|
|
they hear gunshots, etc. (including the punch!). Sound does not travel
|
|
through solid walls (walls that are solid at the time of the noise).
|
|
Also, lines can be set so that sound does not pass through them (see
|
|
[4-3-1] bit 6). This option is also known as the "ambush" option (or
|
|
flag, or attribute).
|
|
|
|
|
|
[4-3]: LINEDEFS
|
|
===============
|
|
|
|
Each linedef represents a line from one of the VERTEXES to another,
|
|
and each linedef's record is 14 bytes, containing 7 <short> fields:
|
|
|
|
(1) from the VERTEX with this number (the first vertex is 0).
|
|
(2) to the VERTEX with this number (31 is the 32nd vertex).
|
|
(3) flags, see [4-3-1] below.
|
|
(4) types, see [4-3-2] below.
|
|
(5) is a "tag" or "trigger" number which ties this line's effect type
|
|
to all SECTORS that have the same tag number (in their last
|
|
field).
|
|
(6) number of the "right" SIDEDEF for this linedef.
|
|
(7) "left" SIDEDEF, if this line adjoins 2 SECTORS. Otherwise, it is
|
|
equal to -1 (FFFF hex).
|
|
|
|
"right" and "left" are based on the direction of the linedef as
|
|
indicated by the "from" and "to", or "start" and "end", VERTEXES.
|
|
This sketch should make it clear:
|
|
|
|
left side right side
|
|
start -----------------> end <----------------- start
|
|
right side left side
|
|
|
|
IMPORTANT: All lines must have a right side. If it is a one-sided
|
|
line, then it must go the proper direction, so its single side is
|
|
facing the sector it is part of. DOOM will crash on a level that has
|
|
a line with no right side.
|
|
|
|
|
|
[4-3-1]: Linedef Flags
|
|
----------------------
|
|
|
|
The third <short> field of each linedef controls some attributes of
|
|
that line. These attributes (aka flags) are indicated by bits. If the
|
|
bit is set (equal to 1), the condition is true for that line. If the
|
|
bit is not set (equal to 0), the condition is not true. Note that the
|
|
"unpegged" flags cannot be independently set for the two SIDEDEFs of
|
|
a line. Here's a list of the flags, followed by a discussion of each:
|
|
|
|
bit Condition
|
|
|
|
0 Impassible
|
|
1 Block Monsters
|
|
2 Two-sided
|
|
3 Upper Unpegged
|
|
4 Lower Unpegged
|
|
5 Secret
|
|
6 Block Sound
|
|
7 Not on Map
|
|
8 Already on Map
|
|
9-15 unused
|
|
|
|
0 (Impassible) - Players and monsters cannot cross this line. Note that
|
|
if there is no sector on the other side, they can't go through the line
|
|
anyway, regardless of the flags.
|
|
|
|
1 (Block Monsters) - Monsters cannot cross this line.
|
|
|
|
2 (Two-sided) - The linedef's two sidedefs can have "-" as a texture,
|
|
which in this case means "transparent". If this flag is not set, the
|
|
sidedefs can't be transparent: if "-" is viewed, it will result in the
|
|
"hall of mirrors" effect. However, a linedef CAN have two non-transparent
|
|
sidedefs, even if this flag is not set, as long as it is between two
|
|
sectors.
|
|
Another side effect of this flag is that if it is set, then gunfire
|
|
(pistol, shotgun, chaingun) can go through it. If this flag is not set,
|
|
gunfire cannot go through the line. Projectiles (rockets, plasma etc.)
|
|
are not restricted this way. They can go through as long as there's a
|
|
sector on the other side (and the sector heights allow it).
|
|
Finally, monsters can see through and attack through two-sided lines,
|
|
despite any of the line's other flag settings and textures (once again,
|
|
provided sector heights and the REJECT [4-10] allow it).
|
|
|
|
3 (Upper unpegged) - The upper texture is pasted onto the wall from
|
|
the top down instead of from the bottom up like usual.
|
|
Upper textures normally have the bottom of the wall texture to be
|
|
drawn lined up with the bottom of the "upper" space in which it is
|
|
to be drawn (sidedef Y offsets then apply [4-4]). This can result
|
|
in the upper texture being misaligned with a neighboring "middle"
|
|
texture. To help solve this problem, common at "windows", this flag
|
|
can be set.
|
|
If the upper texture is unpegged, it is drawn with the wall texture's
|
|
top row at the ceiling, just like middle and lower textures are usually
|
|
drawn. This can help realign the upper texture with a neighbor.
|
|
|
|
The article TEXTURES, cited in appendix [A-4] gives a great deal
|
|
more explanation on the "unpegged" flags and how to use them.
|
|
|
|
4 (Lower unpegged) - Lower and middle textures are drawn from the
|
|
bottom up, instead of from the top down like usual.
|
|
This is also commonly used on lower textures under "windows". It is
|
|
also used on doorjambs, because when the door opens, the sector ceiling
|
|
is rising, so the "sides" (the doorjambs), which are middle textures,
|
|
will be drawn from the ever-changing ceiling height down, and thus will
|
|
appear to be "moving". Unpegging them will make them be drawn from the
|
|
floor up, and since the floor height doesn't change when a door opens,
|
|
then will not move.
|
|
There's one slight difference with lower textures being unpegged -
|
|
they are not necessarily drawn with the bottom of the wall texture placed
|
|
at the bottom of the wall. The height of the facing sector and the height
|
|
of the wall texture are taken into account. So if the sector is 160 high,
|
|
and the wall texture is 128 high, then lower unpegged will cause the 32nd
|
|
row of the wall texture to be at the floor, NOT the 128th row. This of
|
|
course excludes sidedef Y offsets, which are applied AFTER unpegged
|
|
flags do their stuff.
|
|
|
|
5 (Secret) - On the automap, this line appears in red like a normal
|
|
solid wall that has nothing on the other side. This is useful in
|
|
protecting secret doors and such. Note that if the sector on the other
|
|
side of this "secret" line has its floor height HIGHER than the sector
|
|
on the facing side of the secret line, then the map will show the lines
|
|
beyond and thus give up the secret.
|
|
Also note that this flag has NOTHING to do with the SECRETS ratio on
|
|
inter-level screens. That's done with special sector 9 (see [4-9-1]).
|
|
|
|
6 (Block Sound) - For purposes of monsters hearing sounds and thus
|
|
becoming alerted. Every time a player fires a weapon, the "sound" of
|
|
it travels from sector to sector, alerting all non-deaf monsters in
|
|
each new sector. But the sound will die when it hits a second line
|
|
with this flag. The sound can cross one such line, but not two. All
|
|
possible routes for the sound to take are taken, so it can get to
|
|
some out-of-the-way places. Another thing that blocks sound, instantly,
|
|
is incompatible sector heights. Sound can go from a sector with 0/72
|
|
floor/ceiling heights to one with 64/192, but the sound CANNOT go
|
|
from a 0/128 sector to an adjacent 128/256 sector.
|
|
|
|
7 (Not on Map) - The line is not shown on the automap, even if the
|
|
computer all-map power up is acquired.
|
|
|
|
8 (Already on Map) - When the level is begun, this line is already
|
|
on the automap, even though it hasn't been seen (in the display) yet.
|
|
Normally lines only get mapped once part of the line has been seen in
|
|
the display window.
|
|
|
|
Automap line colors: Red lines indicate the line is one-sided, that
|
|
there is a sector on only one side (or the line is marked secret).
|
|
Brown lines are between two sectors with different floor heights but
|
|
the same ceiling height. Yellow lines are between two sectors with
|
|
different ceiling heights and the same or different floor heights.
|
|
Gray lines are as-yet-unseen lines revealed by the computer all-map.
|
|
Without the all-map, lines between sectors with identical floor and
|
|
ceiling heights don't show up. With it, they are gray.
|
|
|
|
|
|
[4-3-2]: Linedef Types
|
|
----------------------
|
|
|
|
The <short> in field 4 of 7 of a linedef can control various special
|
|
effects like doors opening, floors moving, etc. Some of them must be
|
|
activated by "using" them, like switches, and some of them are activated
|
|
when they are walked over. There are a huge number of ways to use these
|
|
effects, but it's all done by using one of a hundred or so line function
|
|
types.
|
|
The most common way they work is this: a player walks across a line
|
|
or activates (presses the spacebar or the use key) right in front of
|
|
a line. That line has a function type that is non-zero. It also has
|
|
a tag number. Then ALL sectors on the level with the same tag number,
|
|
that are not already engaged in some action, undergo the effects that
|
|
the linedef type number dictates. Note that the tag numbers are NOT the
|
|
sector numbers, nor the linedef numbers. A tag number is in a lindef's
|
|
5th <short> field, and a sector's last <short> field.
|
|
|
|
Explanations of all the abbreviations in the table:
|
|
|
|
Val The value of the linedef "type" field (#4). If you want them
|
|
in numerical order, use SORT or something.
|
|
* This line function only works in 1.666 and up
|
|
Class The category of the effect
|
|
Act Activation. How the linedef's effect is activated.
|
|
n does NOT require a tag number (see note 5 below)
|
|
W walk-over activation
|
|
S switch ("use" - default config is spacebar)
|
|
G gunfire (pistol, shotgun, chaingun) cross or hit line
|
|
1 the line may be activated once only
|
|
R potentially repeatable activation
|
|
& affected sectors "locked out" from further changes. See notes 9/10.
|
|
m Monster actions can activate the line's effect
|
|
Sound The type of noise made by moving sectors
|
|
Speed How quickly a floor moves up/down etc.
|
|
Tm Time - how long it "rests"; doors "rest" when they've gone as
|
|
high as they're going to go, lifts "rest" at the bottom, etc.
|
|
Chg Change - some of them cause a floor texture change and/or special
|
|
sector change. See note 11 below.
|
|
T Trigger model, see note 11 below.
|
|
N Numeric model, see note 11 below.
|
|
X Floor texture is transferred, and Sector type 0.
|
|
P Special Sector types 4, 5, 7, 9, 11, 16 transfer.
|
|
Effect What happens to the affected sector(s).
|
|
open The ceiling goes (up) to LEC-4.
|
|
close The ceiling goes (down) to the floor level.
|
|
up Will move up at specified speed if the destination is above.
|
|
If the destination is below, it arrives there instantly.
|
|
down Will move down at specified speed if the destination is below.
|
|
If the destination is above, it arrives there instantly.
|
|
open/ The door can be activated while moving. If it's open or opening,
|
|
close it closes. If it's closed or closing, it opens, then pauses,
|
|
then closes.
|
|
open, The door can only be activated if it is in the closed state.
|
|
close It opens, pauses, then closes.
|
|
lift The floor goes down to LIF, rests, then back up to original height.
|
|
L lowest
|
|
H highest
|
|
C ceiling
|
|
F floor
|
|
E adjacent sectors, excluding the affected sector
|
|
I adjacent sectors, including the affected sector
|
|
nh next-higher, i.e. LEF that is higher than source.
|
|
|
|
More notes and longer discussions related to these terms:
|
|
|
|
1. "Adjacent" is any sector that shares a LINEDEF with the tagged sector
|
|
(sectors are adjacent to themselves).
|
|
2. All S activations and the teleporters only work from the RIGHT side
|
|
of the linedef.
|
|
3. For teleporters, if more than 1 sector is tagged the same and each
|
|
has a teleport landing THING, then the lowest numbered sector is the
|
|
destination.
|
|
4. Floors that raise up an absolute height (up 24, 32) will go up INTO
|
|
ceilings, so using the WR and SR types of these in levels is unwise.
|
|
5. A few of the linedef types don't require tag numbers: the end-level
|
|
switches, the scrolling wall type 48 (0x30), and the "manual" doors which
|
|
operate on the sector facing the left side of the linedef with the manual
|
|
door line type.
|
|
666. Here's the terms id uses for different types of activations:
|
|
Manual: nSR and nS1 doors
|
|
Trigger: W1
|
|
Retrigger: WR
|
|
Switch: S1
|
|
Button: SR
|
|
Impact: G
|
|
Effect: line 48 is the only one
|
|
7. The "moving floors" go up to a maximum of HIF and go down to a minimum
|
|
of LIF. Why they sometimes go up first and sometimes down is still a
|
|
mystery to me.
|
|
8. The "crushing ceilings" go from their original ceiling height down
|
|
to (floor + 8), then back up. While crushing a creature, their downward
|
|
speed slows considerably. "Fast hurt" does about 120% total damage per
|
|
crush, and "slow hurt" grabs you and does somewhere around 1000-2000%
|
|
total damage per crush.
|
|
9. The & symbol indicates that a sector cannot be affected any more by
|
|
other line types after it has performed this effect, even if it has
|
|
finished. These are the floor-texture-changers and... (keep reading)
|
|
10. Moving floors and crushing ceilings also "lock out" further changes
|
|
to the sectors affected, EXCEPT for restarting the moving floor or
|
|
crushing ceiling. If a line triggers a type 6 crushing ceiling in a
|
|
sector, then it is stopped, then ANY other line with a "crush" type that
|
|
is tagged to the same sector will cause the type 6 crusher to start
|
|
again, with its original maximum and minimum ceiling heights.
|
|
11. Some line types cause floor textures and/or some special sector types
|
|
(see [4-9-1]) to transfer to the tagged sector. The tagged sectors' floor
|
|
and/or special sector (SS) type will change to match that of the "model"
|
|
sector. The TRIGGER model gets the info from the sector that the
|
|
activating line's right side faces. The NUMERIC model gets the info
|
|
from the sector on the other side of the lowest numbered two-sided
|
|
linedef that has one side in the tagged sector.
|
|
All of these "change" line types transfer the floor texture. Also,
|
|
they all can pass a special sector trait of "0" or "nothing", i.e. if
|
|
the destination is an acid-floor or "damaging" sector, then any of these
|
|
lines can erase the damaging effect. Lines 59, 93, 37, 84, and 9 (see
|
|
note 12 for more specifics on line type 9) also have the ability to
|
|
transfer the "secret" trait of SS 9, and the damaging traits of SS
|
|
4, 5, 7, 11, and 16. None of the "blinking light" effects of SSs can be
|
|
transferred. SS 4 "blinks" and causes damage, but only the damaging part
|
|
can be transferred. SS 11 also turns off god-mode and causes a level END
|
|
when health <11%, this characteristic is part of SS 11, and cannot be
|
|
isolated via fancy transfers.
|
|
12. Line type 9 is a special one. The definitive example is the chainsaw
|
|
pillar on E1M2. Take the lowest-numbered linedef that has a sidedef in
|
|
the tagged sector. If that linedef is one-sided, nothing happens. If it
|
|
is 2-sided, then the tagged sector's floor will move down to match the
|
|
2nd sector's floor height (or it will jump instantly up if it was below,
|
|
like other floors that are supposed to move "down").
|
|
If this 2nd sector CONTAINS the tagged sector, i.e. all the linedefs
|
|
with a sidedef in the tagged sector have their other sidedef in the 2nd
|
|
sector, then this 2nd sector is the "donut". This donut's floor will
|
|
move "up" to match the floor height of the sector on the other side of
|
|
the DONUT's lowest-numbered linedef, excluding those linedefs that are
|
|
shared with the "donut hole" central sector. Also, the donut will undergo
|
|
a floor texture change and special sector type change to match the
|
|
"outside". The donut sector does not have to be completely surrounded
|
|
by another sector (i.e. it can have 1-sided linedefs), but if its
|
|
lowest-numbered linedef is not 2-sided, a minor glitch results: the donut
|
|
and the donut-hole both move to a strange height, and the donut changes
|
|
floor texture to TLITE6_6 - the last flat in the directory.
|
|
Note that if the donut hole and the donut are both going to move, the
|
|
donut hole is going to move to match the height that the donut is "going
|
|
to". In other words, the whole thing will be at a single height when
|
|
they're done, and this is the height of the "outside" sector that borders
|
|
the donut.
|
|
Whew!
|
|
13. Line types 30 and 96, "up ShortestLowerTexture" means that affected
|
|
sector(s) floors go up a number of units equal to the height of the
|
|
shortest "lower" texture facing out from the sector(s).
|
|
14. STAIRS. Any sector tagged to a stair-raiser line will go up 8. Now
|
|
find the lowest-numbered 2-sided linedef whose RIGHT side faces this
|
|
sector (the first step). The sector on the other side of the lindedef
|
|
becomes the next step, and its floor height changes to be 8 above the
|
|
previous step (it raises up if it was lower, or it changes instantly if
|
|
it was higher). This process continues as long as there are 2-sided
|
|
lines with right sides facing each successive step. A couple things
|
|
will stop the stairway:
|
|
(a) no 2-sided linedef whose right side faces the current step
|
|
(b) a sector with a different floor texture
|
|
(c) a sector that has already been moved by this stairway (this stops
|
|
ouroboros stairways that circle around to repeat themselves)
|
|
(d) "locked-out" sectors that can't change their floor height anymore
|
|
The component steps of a stairway can have any shape or size.
|
|
The turbo stairs (100, 127) work just like regular stairs except that
|
|
each step goes up 16 not 8, and rising steps can crush things between
|
|
themselves and the ceiling.
|
|
15. Line types 78 and 85 do NOTHING as of version 1.666.
|
|
|
|
|
|
|
|
Val Class Act Sound Speed Tm Chg Effect
|
|
|
|
SPECIAL (Continuous effect, doesn't need triggereing)
|
|
|
|
48 Spec n-- - - - - Scrolling wall
|
|
|
|
LOCAL DOORS ("MANUAL" DOORS)
|
|
|
|
1 mDoor nSRm door med 4 - open/close
|
|
26 mDoor nSR door med 4 - open/close BLUE KEY
|
|
28 mDoor nSR door med 4 - open/close RED KEY
|
|
27 mDoor nSR door med 4 - open/close YELLOW KEY
|
|
31 mDoor nS1 door med - - open
|
|
32 mDoor nS1 door med - - open BLUE KEY
|
|
33 mDoor nS1 door med - - open RED KEY
|
|
34 mDoor nS1 door med - - open YELLOW KEY
|
|
46 mDoor nGR door med - - open
|
|
117 * mDoor nSR blaze turbo 4 - open/close
|
|
118 * mDoor nS1 blaze turbo - - open
|
|
|
|
REMOTE DOORS
|
|
|
|
4 rDoor W1 door med 4 - open,close
|
|
29 rDoor S1 door med 4 - open,close
|
|
90 rDoor WR door med 4 - open,close
|
|
63 rDoor SR door med 4 - open,close
|
|
2 rDoor W1 door med - - open
|
|
103 rDoor S1 door med - - open
|
|
86 rDoor WR door med - - open
|
|
61 rDoor SR door med - - open
|
|
3 rDoor W1 door med - - close
|
|
50 rDoor S1 door med - - close
|
|
75 rDoor WR door med - - close
|
|
42 rDoor SR door med - - close
|
|
16 rDoor W1 door med 30 - close, then opens
|
|
76 rDoor WR door med 30 - close, then opens
|
|
108 * rDoor W1 blaze turbo 4 - open,close
|
|
111 * rDoor WR blaze turbo 4 - open,close
|
|
105 * rDoor S1 blaze turbo 4 - open,close
|
|
114 * rDoor SR blaze turbo 4 - open,close
|
|
109 * rDoor W1 blaze turbo - - open
|
|
112 * rDoor S1 blaze turbo - - open
|
|
106 * rDoor WR blaze turbo - - open
|
|
115 * rDoor SR blaze turbo - - open
|
|
110 * rDoor W1 blaze turbo - - close
|
|
113 * rDoor S1 blaze turbo - - close
|
|
107 * rDoor WR blaze turbo - - close
|
|
116 * rDoor SR blaze turbo - - close
|
|
133 * rDoor S1 blaze turbo - - open BLUE KEY
|
|
99 * rDoor SR blaze turbo - - open BLUE KEY
|
|
135 * rDoor S1 blaze turbo - - open RED KEY
|
|
134 * rDoor SR blaze turbo - - open RED KEY
|
|
137 * rDoor S1 blaze turbo - - open YELLOW KEY
|
|
136 * rDoor SR blaze turbo - - open YELLOW KEY
|
|
|
|
CEILINGS
|
|
|
|
40 Ceil W1 mover slow - - up to HEC
|
|
41 Ceil S1 mover slow - - down to floor
|
|
43 Ceil SR mover slow - - down to floor
|
|
44 Ceil W1 mover slow - - down to floor + 8
|
|
49 Ceil S1 mover slow - - down to floor + 8
|
|
72 Ceil WR mover slow - - down to floor + 8
|
|
|
|
LIFTS
|
|
|
|
10 Lift W1 lift fast 3 - lift
|
|
21 Lift S1 lift fast 3 - lift
|
|
88 Lift WRm lift fast 3 - lift
|
|
62 Lift SR lift fast 3 - lift
|
|
121 * Lift W1 lift turbo 3 - lift
|
|
122 * Lift S1 lift turbo 3 - lift
|
|
120 * Lift WR lift turbo 3 - lift
|
|
123 * Lift SR lift turbo 3 - lift
|
|
|
|
FLOORS
|
|
|
|
119 * Floor W1 mover slow - - up to nhEF
|
|
128 * Floor WR mover slow - - up to nhEF
|
|
18 Floor S1 mover slow - - up to nhEF
|
|
69 Floor SR mover slow - - up to nhEF
|
|
22 Floor W1& mover slow - TX up to nhEF
|
|
95 Floor WR& mover slow - TX up to nhEF
|
|
20 Floor S1& mover slow - TX up to nhEF
|
|
68 Floor SR& mover slow - TX up to nhEF
|
|
47 Floor G1& mover slow - TX up to nhEF
|
|
5 Floor W1 mover slow - - up to LIC
|
|
91 Floor WR mover slow - - up to LIC
|
|
101 Floor S1 mover slow - - up to LIC
|
|
64 Floor SR mover slow - - up to LIC
|
|
24 Floor G1 mover slow - - up to LIC
|
|
130 * Floor W1 mover turbo - - up to nhEF
|
|
131 * Floor S1 mover turbo - - up to nhEF
|
|
129 * Floor WR mover turbo - - up to nhEF
|
|
132 * Floor SR mover turbo - - up to nhEF
|
|
56 Floor W1& mover slow - - up to LIC - 8, CRUSH
|
|
94 Floor WR& mover slow - - up to LIC - 8, CRUSH
|
|
55 Floor S1 mover slow - - up to LIC - 8, CRUSH
|
|
65 Floor SR mover slow - - up to LIC - 8, CRUSH
|
|
58 Floor W1 mover slow - - up 24
|
|
92 Floor WR mover slow - - up 24
|
|
15 Floor S1& mover slow - TX up 24
|
|
66 Floor SR& mover slow - TX up 24
|
|
59 Floor W1& mover slow - TXP up 24
|
|
93 Floor WR& mover slow - TXP up 24
|
|
14 Floor S1& mover slow - TX up 32
|
|
67 Floor SR& mover slow - TX up 32
|
|
140 * Floor S1 mover med - - up 512
|
|
30 Floor W1 mover slow - - up ShortestLowerTexture
|
|
96 Floor WR mover slow - - up ShortestLowerTexture
|
|
38 Floor W1 mover slow - - down to LEF
|
|
23 Floor S1 mover slow - - down to LEF
|
|
82 Floor WR mover slow - - down to LEF
|
|
60 Floor SR mover slow - - down to LEF
|
|
37 Floor W1 mover slow - NXP down to LEF
|
|
84 Floor WR mover slow - NXP down to LEF
|
|
19 Floor W1 mover slow - - down to HEF
|
|
102 Floor S1 mover slow - - down to HEF
|
|
83 Floor WR mover slow - - down to HEF
|
|
45 Floor SR mover slow - - down to HEF
|
|
36 Floor W1 mover fast - - down to HEF + 8
|
|
71 Floor S1 mover fast - - down to HEF + 8
|
|
98 Floor WR mover fast - - down to HEF + 8
|
|
70 Floor SR mover fast - - down to HEF + 8
|
|
9 Floor S1 mover slow - NXP donut (see note 12 above)
|
|
|
|
STAIRS
|
|
|
|
8 Stair W1 mover slow - - stairs
|
|
7 Stair S1 mover slow - - stairs
|
|
100 * Stair W1 mover turbo - - stairs (each up 16 not 8) + crush
|
|
127 * Stair S1 mover turbo - - stairs (each up 16 not 8) + crush
|
|
|
|
MOVING FLOORS
|
|
|
|
53 MvFlr W1& lift slow 3 - start moving floor
|
|
54 MvFlr W1& - - - - stop moving floor
|
|
87 MvFlr WR& lift slow 3 - start moving floor
|
|
89 MvFlr WR& - - - - stop moving floor
|
|
|
|
CRUSHING CEILINGS
|
|
|
|
6 Crush W1& crush med 0 - start crushing, fast hurt
|
|
25 Crush W1& crush med 0 - start crushing, slow hurt
|
|
73 Crush WR& crush slow 0 - start crushing, slow hurt
|
|
77 Crush WR& crush med 0 - start crushing, fast hurt
|
|
57 Crush W1& - - - - stop crush
|
|
74 Crush WR& - - - - stop crush
|
|
141 * Crush W1& none? slow 0 - start crushing, slow hurt "Silent"
|
|
|
|
EXIT LEVEL
|
|
|
|
11 Exit nS- clunk - - - End level, go to next level
|
|
51 Exit nS- clunk - - - End level, go to secret level
|
|
52 Exit nW- clunk - - - End level, go to next level
|
|
124 * Exit nW- clunk - - - End level, go to secret level
|
|
|
|
TELEPORT
|
|
|
|
39 Telpt W1m tport - - - Teleport
|
|
97 Telpt WRm tport - - - Teleport
|
|
125 * Telpt W1m tport - - - Teleport monsters only
|
|
126 * Telpt WRm tport - - - Teleport monsters only
|
|
|
|
LIGHT
|
|
|
|
35 Light W1 - - - - 0
|
|
104 Light W1 - - - - LE (light level)
|
|
12 Light W1 - - - - HE (light level)
|
|
13 Light W1 - - - - 255
|
|
79 Light WR - - - - 0
|
|
80 Light WR - - - - HE (light level)
|
|
81 Light WR - - - - 255
|
|
17 Light W1 - - - - Light blinks (see [4-9-1] type 3)
|
|
138 * Light SR clunk - - - 255
|
|
139 * Light SR clunk - - - 0
|
|
|
|
|
|
[4-4]: SIDEDEFS
|
|
===============
|
|
|
|
A sidedef is a definition of what wall texture(s) to draw along a
|
|
LINEDEF, and a group of sidedefs outline the space of a SECTOR.
|
|
There will be one sidedef for a line that borders only one sector
|
|
(and it must be the RIGHT side, as noted in [4-3]). It is not
|
|
necessary to define what the doom player would see from the other
|
|
side of that line because the doom player can't go there. The doom
|
|
player can only go where there is a sector.
|
|
Each sidedef's record is 30 bytes, comprising 2 <short> fields, then
|
|
3 <8-byte string> fields, then a final <short> field:
|
|
|
|
(1) X offset for pasting the appropriate wall texture onto the wall's
|
|
"space": positive offset moves into the texture, so the left
|
|
portion gets cut off (# of columns off left side = offset).
|
|
Negative offset moves texture farther right, in the wall's space.
|
|
(2) Y offset: analogous to the X, for vertical.
|
|
(3) "upper" texture name: the part above the juncture with a lower
|
|
ceiling of an adjacent sector.
|
|
(4) "lower" texture name: the part below a juncture with a higher
|
|
floored adjacent sector.
|
|
(5) "middle" texture name: the regular part of the wall. Also known as
|
|
"normal" or "full" texture.
|
|
(6) SECTOR that this sidedef faces or helps to surround.
|
|
|
|
The texture names are from the TEXTURE1/2 resources. The names of
|
|
wall patches in the directory (between P_START and P_END) are not
|
|
directly used, they are referenced through the PNAMES lump.
|
|
Simple sidedefs have no upper or lower texture, and so they will have
|
|
"-" instead of a texture name. Also, two-sided lines can be transparent,
|
|
in which case "-" means transparent (no texture).
|
|
If the wall is wider than the texture to be pasted onto it, then the
|
|
texture is tiled horizontally. A 64-wide texture will be pasted at 0,
|
|
64, 128, etc., unless an X-offset changes this.
|
|
If the wall is taller than the texture, than the texture is tiled
|
|
vertically, with one very important difference: it starts new tiles
|
|
ONLY at 128, 256, 384, etc. So if the texture is less than 128 high,
|
|
there will be junk filling the undefined areas, and it looks ugly.
|
|
This is sometimes called the "Tutti Frutti" effect.
|
|
|
|
There are some transparent textures which can be used as middle textures
|
|
on 2-sided sidedefs (between sectors). These textures need to be composed
|
|
of a single patch (see [8-4]), and note that on a very tall wall, they
|
|
will NOT be tiled. Only one will be placed, at the spot determined by
|
|
the "lower unpegged" flag being on/off and the sidedef's y offset. And
|
|
if a transparent texture is used as an upper or lower texture, then
|
|
the good old "Tutti Frutti" effect will have its way.
|
|
Also note that animated wall textures (see [8-4-1]) do NOT animate
|
|
if they are the "middle" texture on a 2-sided line. So much for the
|
|
lava waterfall with the hidden room at its base...hmm, maybe not...
|
|
|
|
|
|
[4-5]: VERTEXES
|
|
===============
|
|
|
|
These are the beginning and end points for LINEDEFS and SEGS. Each
|
|
vertice's record is 4 bytes in 2 <short> fields:
|
|
|
|
(1) X coordinate
|
|
(2) Y coordinate
|
|
|
|
On the automap within the game, with the grid on (press 'G'), the
|
|
lines are 128 apart (0x80), two lines = 256 (0x100).
|
|
A note on the coordinates: the coordinate system used for the vertices
|
|
and the heights of the sectors corresponds to pixels, for purposes of
|
|
texture-mapping. So a sector that's 128 high, or a multiple of 128, is
|
|
pretty typical, since many wall textures are 128 pixels high.
|
|
And yes, the correct spelling of the plural of "vertex" is "vertices".
|
|
|
|
|
|
[4-6]: SEGS
|
|
===========
|
|
|
|
The SEGS are stored in a sequential order determined by the SSECTORS,
|
|
which are part of the NODES recursive tree.
|
|
Each seg is 12 bytes in 6 <short> fields:
|
|
|
|
(1) start of seg is VERTEX with this number
|
|
(2) end VERTEX
|
|
(3) angle: 0= east, 16384=north, -16384=south, -32768=west.
|
|
In hex, it's 0000=east, 4000=north, 8000=west, c000=south.
|
|
This is also know as BAMS for Binary Angle Measurement.
|
|
(4) LINEDEF that this seg goes along
|
|
(5) direction: 0 if the seg goes the same direction as the linedef it
|
|
is on, 1 if the seg goes the opposite direction. This is the
|
|
same as (0 if the seg is on the RIGHT side of the linedef) or
|
|
(1 if the seg is on the LEFT side of the linedef).
|
|
(6) offset: distance along the linedef to the start of this seg (the
|
|
vertex in field 1). The offset is in the same direction as the
|
|
seg. If field 5 is 0, then the distance is from the "start"
|
|
vertex of the linedef to the "start" vertex of the seg. If field
|
|
5 is 1, then the offset is from the "end" vertex of the linedef
|
|
to the "start" vertex of the seg. So if the seg begins at one of
|
|
the two endpoints of the linedef, this offset will be 0.
|
|
|
|
For diagonal segs, the offset distance can be obtained from the
|
|
formula DISTANCE = SQR((x2 - x1)^2 + (y2 - y1)^2). The angle can be
|
|
calculated from the inverse tangent of the dx and dy in the vertices,
|
|
multiplied to convert PI/2 radians (90 degrees) to 16384. And since
|
|
most arctan functions return a value between -(pi/2) and (pi/2),
|
|
you'll have to do some tweaking based on the sign of (x2-x1), to
|
|
account for segs that go "west".
|
|
|
|
|
|
[4-7]: SSECTORS
|
|
===============
|
|
|
|
SSECTOR stands for sub-sector. These divide up all the SECTORS into
|
|
convex polygons. They are then referenced through the NODES resources.
|
|
There will be (number of nodes + 1) ssectors.
|
|
Each ssector is 4 bytes in 2 <short> fields:
|
|
|
|
(1) This many SEGS are in this SSECTOR...
|
|
(2) ...starting with this SEG number
|
|
|
|
The segs in ssector 0 should be segs 0 through x, then ssector 1
|
|
contains segs x+1 through y, ssector 2 containg segs y+1 to z, etc.
|
|
|
|
|
|
[4-8]: NODES
|
|
============
|
|
|
|
A detailed explanation of the nodes follows this list of a node's
|
|
structure in the wad file.
|
|
Each node is 28 bytes in 14 <short> fields:
|
|
|
|
(1) X coordinate of partition line's start
|
|
(2) Y coordinate of partition line's start
|
|
(3) DX, change in X to end of partition line
|
|
(4) DY, change in Y to end of partition line
|
|
|
|
If (1) to (4) equaled 64, 128, -64, -64, the partition line would
|
|
go from (64,128) to (0,64).
|
|
|
|
(5) Y upper bound for right bounding-box.\
|
|
(6) Y lower bound All SEGS in right child of node
|
|
(7) X lower bound must be within this box.
|
|
(8) X upper bound /
|
|
(9) Y upper bound for left bounding box. \
|
|
(10) Y lower bound All SEGS in left child of node
|
|
(11) X lower bound must be within this box.
|
|
(12) X upper bound /
|
|
(13) a NODE or SSECTOR number for the right child. If bit 15 of this
|
|
<short> is set, then the rest of the number represents the
|
|
child SSECTOR. If not, the child is a recursed node.
|
|
(14) a NODE or SSECTOR number for the left child.
|
|
|
|
The NODES lump is by far the most difficult to understand of all the
|
|
data structures in DOOM. A new level won't display right without a valid
|
|
set of precalculated nodes, ssectors, and segs.
|
|
Here I will explain what the nodes are for, and how they can be
|
|
generated automatically from the set of linedefs, sidedefs, and
|
|
vertices. I am NOT including any code or a pseudo-code algorithm, like
|
|
I do for the BLOCKMAP (appendix [A-3]). This is for reasons of space,
|
|
and more importantly, the fact that I haven't written any such
|
|
algorithm myself. If there's to be some "node code" published here, it
|
|
will have to be donated by someone, well-commented, well-organized, in
|
|
pseudo-code, and 100% effective! So the odds are long against it.
|
|
|
|
The NODES are branches in a binary space partition (BSP) that divides
|
|
up the level and is used to determine which walls are in front of others,
|
|
a process know as hidden-surface removal. The SSECTORS (sub-sectors) and
|
|
SEGS (segments) lumps are necessary parts of the structure.
|
|
A BSP tree is normally used in 3d space, but DOOM uses a simplified
|
|
2d version of the scheme. Basically, the idea is to keep dividing the
|
|
map into smaller spaces until each of the smallest spaces contains only
|
|
wall segments which cannot possibly occlude (block from view) other
|
|
walls in its own space. The smallest, undivided spaces will become
|
|
SSECTORS. Each wall segment is part or all of a linedef (and thus a
|
|
straight line), and becomes a SEG. All of the divisions are kept track
|
|
of in a binary tree structure, which is used to greatly speed the
|
|
rendering process (drawing what is seen). How does this binary tree
|
|
lead to faster rendering? I have no idea.
|
|
Only the SECTORS need to be divided. The parts of the levels that are
|
|
"outside" sectors are ignored. Also, only the walls need to be kept
|
|
track of. The sides of any created ssectors which are not parts of
|
|
linedefs do not become segs.
|
|
Some sectors do not require any dividing. Consider a square sector.
|
|
All the walls are orthogonal to the floor (the walls are all straight
|
|
up and down), so from any viewpoint inside the square, none of its
|
|
four walls can possibly block the view of any of the others. Now
|
|
imagine a sector shaped like this drawing:
|
|
|
|
+--------------.------+ The * is the viewpoint, looking ->, east. The
|
|
| . | diagonal wall marked @ @ can't be seen at all,
|
|
| /\ |@ and the vertical wall marked @@@ is partially
|
|
| *-> / @\ |@ occluded by the other diagonal wall. This sector
|
|
| / @\|@ needs to be divided. Suppose the diagonal wall
|
|
+---------/ is extended, as shown by the two dots (..):
|
|
|
|
now each of the two resulting sub-sectors are sufficient, because while
|
|
in either one, no wall that is part of that sub-sector blocks any other.
|
|
In general, being a convex polygon is the goal of a ssector. Convex
|
|
means a line connecting any two points that are inside the polygon will
|
|
be completely contained in the polygon. All triangles and rectangles are
|
|
convex, but not all quadrilaterals. In doom's simple Euclidean space,
|
|
convex also means that all the interior angles of the polygon are less
|
|
than or equal to 180 degrees.
|
|
Now, an additional complication arises because of the two-sided
|
|
linedef. Its two sides are in different sectors, so they will end up
|
|
in different ssectors too. Thus every two-sided linedef becomes two segs
|
|
(or more), or you could say that every sidedef becomes a seg. Creating
|
|
segs from sidedefs is a good idea, because the seg can then be associated
|
|
with a sector. Two segs that aren't part of the same sector cannot
|
|
possibly be in the same ssector, so further division is required of any
|
|
set of segs that aren't all from the same sector.
|
|
Whenever a division needs to be made, a SEG is picked, somewhat
|
|
arbitrarily, which along with its imaginary extensions, forms a "knife"
|
|
that divides the remaining space in two (thus binary). This seg is the
|
|
partition line of a node, and the remaining spaces on either side of
|
|
the partition line become the right and left CHILDREN of the node. All
|
|
partition lines have a direction, and the space on the "right" side of
|
|
the partition is the right child of the node; the space on the "left"
|
|
is the left child (there's a cute sketch in [4-3]: LINEDEFS that shows
|
|
how right and left relate to the start and end of a line). Note that if
|
|
there does not exist a seg in the remaining space which can serve as a
|
|
partition line, then there is no need for a further partition, i.e.
|
|
it's a ssector and a "leaf" on the node tree.
|
|
If the "knife" passes through any lines/segs (but not at vertices),
|
|
they are split at the intersection, with one part going to each child.
|
|
A two-sided linedef, which is two segs, when split results in four segs.
|
|
A two sider that lies along an extension of the partition line has each
|
|
of its two segs go to opposite sides of the partition line. This is the
|
|
eventual fate of ALL segs on two-sided linedefs.
|
|
As the partition lines are picked and the nodes created, a strict
|
|
ordering must be maintained. The node tree is created from the "top"
|
|
down. After the first division is made, then the left child is divided,
|
|
then its left child, and so on, until a node's child is a ssector. The
|
|
n you move back up the tree one branch, and divide the right child, then
|
|
its left, etc. ALWAYS left first, on the way down.
|
|
Since there will be splits along the way, there is no way to know
|
|
ahead of time how many nodes and ssectors there will be at the end.
|
|
And the top of the tree, the node that is created first, is given the
|
|
highest number. So as nodes and ssectors are created, they are simply
|
|
numbered in order from 0 on up, and when it's all done (nothing's left
|
|
but ssectors), then ALL the numbers, for nodes and ssectors, are
|
|
reversed. If there's 485 nodes, then 485 becomes 0 and 0 becomes 485.
|
|
Here is another fabulous drawing which will explain everything.
|
|
+ is a vertex, - and | indicate linedefs, the . . indicates an
|
|
extension of a partition line. The <, >, and ^ symbols indicate the
|
|
directions of partition lines. All the space within the drawing is
|
|
actual level space, i.e. sectors.
|
|
|
|
+-----+-------+-------+ 0 (5)
|
|
| | | | / \ ==> / \
|
|
| e |^ f |^ g | 1 4 (4) (1)
|
|
| |4 |5 | / \ / \ / \ / \
|
|
+---- + . . +-------+-------+ 2 3 e 5 (3) (2) 2 (0)
|
|
| | < 0 | / \ / \ / \ / \ / \ / \
|
|
| a | b | a b c d f g 6 5 4 3 1 0
|
|
| |^ |
|
|
| . . |2. . . . . +---------+ The order in which How the elements are
|
|
| | |1 > the node tree's numbered when it's
|
|
| c |^ d | elements get made. finished.
|
|
| |3 | 0 = node (5) = node
|
|
+-----+-----------+ a = ssector 6 = ssector
|
|
|
|
1. Make segs from all the linedefs. There are 5 two-sided lines here.
|
|
2. Pick the vertex at 0 and go west (left). This is the first
|
|
partition line. Note the . . extension line.
|
|
3. Pick the vertex at 1, going east. The backwards extension . . cuts
|
|
the line 3>2>, and the unlabeled left edge line. The left edge
|
|
was one seg, it becomes two. The 3>2> line was two segs, it
|
|
becomes four. New vertices are created at the intersection
|
|
points to do this.
|
|
4. Pick the (newly created) vertex at 2. Now the REMAINING spaces on
|
|
both sides of the partition line are suitable for ssectors. The
|
|
left one is first, it becomes a, the right b. Note that ssector
|
|
a has 3 segs, and ssector b has 5 segs. The . . imaginary lines
|
|
are NOT segs.
|
|
5. Back up the tree, and take 1's right branch. Pick 3. Once again, we
|
|
can make 2 ssectors, c and d, 3 segs each. Back up the tree to 0.
|
|
6. Pick 4. Now the left side is a ssector, it becomes e. But the right
|
|
side is not, it needs one more node. Pick 5, make f and g.
|
|
7. All done, so reverse all the ordination of the nodes and the
|
|
ssectors. Ssector 0's segs become segs 0-2, ssector 1's segs
|
|
become segs 3-7, etc. The segs are written sequentially according
|
|
to the ssector numbering.
|
|
|
|
If we want to create an algorithm to do the nodes automatically, it
|
|
needs to be able to pick partition lines automatically. From studying
|
|
the original maps, it appears that they usually chose a linedef which
|
|
divides the child's space roughly in "half". This is restricted by the
|
|
availability of a seg in a good location, with a good angle. Also, the
|
|
"half" refers to the total number of ssectors in any particular child,
|
|
which we have no way of knowing when we start! Optimization methods are
|
|
probably used, or maybe brute force, trying every candidate seg until
|
|
the "best" one is found.
|
|
What is the best possible choice for a partition line? Well, there
|
|
are apparently two goals when creating a BSP tree, which are partially
|
|
exclusive. One is to have a balanced tree, i.e. for any node, there are
|
|
about the same total number of sub-nodes on either side of it. The other
|
|
goal is to minimize the number of "splits" necessary, in this case, the
|
|
number of seg splits needed, along with the accompanying new vertices
|
|
and extra segs. Only a very primitive and specially constructed set of
|
|
linedefs could avoid having any splits, so they are inevitable. It's
|
|
just that with some choices of partition lines, there end up being
|
|
fewer splits. For example,
|
|
|
|
+--------------+ If a and b are chosen as partition lines,
|
|
| | there will be four extra vertices needed,
|
|
+---+ +---+ < A and this shape becomes five ssectors and
|
|
|^ ^| 16 segs. If A and B are chosen, however,
|
|
+---+a b+---+ < B there are no extra vertices, and only three
|
|
| | ssectors and 12 segs.
|
|
+--------------+
|
|
|
|
I've read that for a "small" number of polygons (less than 1000?),
|
|
which is what we're dealing with in a doom level, one should definitely
|
|
try to minimize splits, and not worry about balancing the tree. I can't
|
|
say for sure, but it does appear that the original levels strive for
|
|
this. Their trees are not totally unbalanced, but there are some parts
|
|
where many successive nodes each have a node and a ssector as children
|
|
(this is unbalanced). And there are a lot of examples to prove that the
|
|
number of extra segs and vertices they create is very low compared to
|
|
what it could be. I think the algorithm that id Software used tried to
|
|
optimize both, but with fewer splits being more important.
|
|
|
|
|
|
[4-9]: SECTORS
|
|
==============
|
|
|
|
A SECTOR is a horizontal (east-west and north-south) area of the map
|
|
where a floor height and ceiling height is defined. It can have any
|
|
shape. Any change in floor or ceiling height or texture requires a
|
|
new sector (and therefore separating linedefs and sidedefs). If you
|
|
didn't already know, this is where you find out that DOOM is in many
|
|
respects still a two-dimensional world, because there can only be ONE
|
|
floor height in each sector. No buildings with two floors, one above
|
|
the other, although fairly convincing illusions are possible.
|
|
Each sector's record is 26 bytes, comprising 2 <short> fields, then
|
|
2 <8-byte string> fields, then 3 <short> fields:
|
|
|
|
(1) Floor is at this height for this sector
|
|
(2) Ceiling height
|
|
(3) name of the flat used for the floor texture, from the directory.
|
|
(4) name of the flat used for the ceiling texture.
|
|
All the flats in the directory between F_START and F_END work
|
|
as either floors or ceilings.
|
|
(5) lightlevel of this sector: 0 = total dark, 255 (0xff) = maximum
|
|
light. There are actually only 32 brightnesses possible (see
|
|
COLORMAP [8-2]), so 0-7 are the same, ..., 248-255 are the same.
|
|
(6) special sector: see [4-9-1] immediately below.
|
|
(7) a "tag" number corresponding to LINEDEF(s) with the same tag
|
|
number. When that linedef is activated, something will usually
|
|
happen to this sector - its floor will rise, the lights will
|
|
go out, etc. See [4-3-2] for the list of linedef effects.
|
|
|
|
|
|
[4-9-1]: Special Sector Types
|
|
-----------------------------
|
|
|
|
Bytes 22-23 of each Sector record are a <short> which determines
|
|
some area-effects called special sectors.
|
|
Light changes are automatic. The brightness level will alternate
|
|
between the light value specified for the special sector, and the lowest
|
|
value amongst adjacent sectors (two sectors are adjacent if a linedef
|
|
has a sidedef facing each sector). If there is no lower light value,
|
|
or no adjacent sectors, then the "blink" sectors will instead alternate
|
|
between 0 light and their own specified light level. The "oscillate"
|
|
special (8) does nothing if there is no lower light level.
|
|
"blink off" means the light is at the specified level most of the time,
|
|
and changes to the lower value for just a moment. "blink on" means the
|
|
light is usually at the lower value, and changes to the sector's value
|
|
for just a moment. Every "synchronized" blinking sector on the level
|
|
will change at the same time, whereas the unsynchonized blinking sectors
|
|
change independently. "oscillate" means the light level goes smoothly
|
|
from the lower to the higher and back; it takes about 2 seconds to go
|
|
from maximum to minimum and back (255 down to 0 back up to 255).
|
|
The damaging sector types only affect players, monsters suffer no ill
|
|
effects from them whatsoever. Players will only take damage when they
|
|
are standing on the floor of the damaging sector. "-10/20%" means that
|
|
the player takes 20% damage at the end of every second that they are in
|
|
the sector, except at skill 1, they will take 10% damage. If the player
|
|
has armor, then the damage is split between health and armor.
|
|
|
|
Dec Hex Class Condition or effect
|
|
|
|
0 00 - Normal, no special characteristic.
|
|
1 01 Light random off
|
|
2 02 Light blink 0.5 second
|
|
3 03 Light blink 1.0 second
|
|
4 04 Both -10/20% health AND light blink 0.5 second
|
|
5 05 Damage -5/10% health
|
|
7 07 Damage -2/5% health
|
|
8 08 Light oscillates
|
|
9 09 Secret a player must stand in this sector to get credit for
|
|
finding this secret. This is for the SECRETS ratio
|
|
on inter-level screens.
|
|
10 0a Door 30 seconds after level start, ceiling closes like a door.
|
|
11 0b End -10/20% health. If a player's health is lowered to less
|
|
than 11% while standing here, then the level ends! Play
|
|
proceeds to the next level. If it is a final level
|
|
(levels 8 in DOOM 1, level 30 in DOOM 2), the game ends!
|
|
12 0c Light blink 0.5 second, synchronized
|
|
13 0d Light blink 1.0 second, synchronized
|
|
14 0e Door 300 seconds after level start, ceiling opens like a door.
|
|
16 10 Damage -10/20% health
|
|
|
|
The following value can only be used in versions 1.666 and up, it will
|
|
cause an error and exit to DOS in version 1.2 and earlier:
|
|
|
|
17 11 Light flickers on and off randomly
|
|
|
|
All other values cause an error and exit to DOS. This includes these
|
|
two values which were developed and are quoted by id as being available,
|
|
but are not actually implemented in DOOM.EXE (as of version 1.666):
|
|
|
|
6 06 - crushing ceiling
|
|
15 0f - ammo creator
|
|
|
|
What a shame! The "ammo creator" sounds especially interesting!
|
|
|
|
|
|
[4-10]: REJECT
|
|
==============
|
|
|
|
The REJECT lump is used to help speed play on large levels. It can
|
|
also be used for some special effects like monsters in plain sight who
|
|
CANNOT attack or see players.
|
|
The size of a REJECT in bytes is (number of SECTORS ^ 2) / 8, rounded
|
|
up. It is an array of bits, with each bit controlling whether monsters
|
|
in a given sector can detect and/or attack players in another sector.
|
|
Make a table of sectors vs. sectors, like this:
|
|
|
|
sector that the player is in
|
|
0 1 2 3 4
|
|
+---------------
|
|
sector 0 | 0 1 0 0 0
|
|
that 1 | 1 0 1 1 0
|
|
the 2 | 0 1 0 1 0
|
|
monster 3 | 0 1 1 1 0
|
|
is in 4 | 0 0 1 0 0
|
|
|
|
A 1 means the monster cannot become activated by seeing a player, nor
|
|
can it attack the player. A 0 means there is no restriction. All non-
|
|
deaf monsters still become activated by weapon sounds that they hear
|
|
(including the bare fist!). And activated monsters will still pursue
|
|
the player, but they will not attack if their current sector vs. sector
|
|
bit is "1". So a REJECT that's set to all 1s gives a bunch of pacifist
|
|
monsters who will follow the player around and look menacing, but never
|
|
actually attack.
|
|
How the table turns into the REJECT resource:
|
|
Reading left-to-right, then top-to-bottom, like a page, the first bit
|
|
in the table becomes bit 0 of byte 0, the 2nd bit is bit 1 of byte 0,
|
|
the 9th bit is bit 0 of byte 1, etc. So if the above table represented
|
|
a level with only 5 sectors, its REJECT would be 4 bytes:
|
|
|
|
10100010 00101001 01000111 xxxxxxx0 (hex A2 29 47 00, decimal 162 41 71 0)
|
|
|
|
In other words, the REJECT is a long string of bits which are read
|
|
from least significant bit to most significant bit, according to the
|
|
lo-hi storage scheme used in a certain "x86" family of CPUs.
|
|
Usually, if a monster in sector A can't detect a player in sector B,
|
|
then the reverse is true too, thus if sector8/sector5 is set, then
|
|
sector5/sector8 will be set also. Same sector prohibitions, e.g. 0/0,
|
|
3/3, etc. are only useful for special effects (pacifist monsters), or
|
|
for tiny sectors that monsters can't get to anyway.
|
|
|
|
The REJECT array was designed to speed the monster-detection process.
|
|
If a sector pair is prohibited, the game engine doesn't even bother
|
|
checking line-of-sight feasibility for the monster to "see" the player
|
|
and consider attacking. When a level has hundreds of monsters and
|
|
hundreds of sectors, a good REJECT can prevent the drastic slowdowns
|
|
that might otherwise occur (even fast CPUs can fall victim to this
|
|
phenomenon).
|
|
|
|
|
|
[4-11]: BLOCKMAP
|
|
================
|
|
|
|
The BLOCKMAP is a pre-calculated structure that the game engine uses
|
|
to simplify collision-detection between moving things and walls. If a
|
|
level doesn't have a blockmap, it will display fine, but everybody walks
|
|
through walls, and no one can hurt anyone else.
|
|
A concise definition of the BLOCKMAP is in appendix [A-1]. This is
|
|
the full explanation of it.
|
|
The whole level is cut into "blocks", each is a 128 (hex 80) wide
|
|
square (the grid lines in the automap correspond to these blocks). The
|
|
BLOCKMAP is a collection of lists, one list for each block, which say
|
|
what LINEDEFS are wholly or partially in that block (i.e. part of the
|
|
line passes through the block). When the game engine needs to check
|
|
for an object/wall collision (to prevent a player from walking through
|
|
a wall or to explode a rocket when it hits a wall, etc.), it just looks
|
|
up the blocklist for the block that the object is in. This tells it
|
|
which linedefs it needs to check for collisions. Most blocks will have
|
|
few if any lines in them, so there will be a substantial savings in
|
|
processor time if it only checks a couple linedefs per object instead
|
|
of a thousand or so linedefs per object - it would have to check every
|
|
single linedef on the level if not for these blocklists.
|
|
The blocks are also used for object/object collisions, but that is
|
|
not visible in the WAD format. During play, each block is also given a
|
|
dynamic "thing list", which tells what THINGS are currently in that
|
|
block. Again, this negates the need to check every moving object vs.
|
|
every other object for collisions - only a few need be tested.
|
|
The BLOCKMAP is composed of three parts: the header, the offsets, and
|
|
the blocklists.
|
|
The 8-byte header contains 4 short integers:
|
|
|
|
(1) X coordinate of block-grid origin
|
|
(2) Y coordinate of block-grid origin
|
|
(3) # of columns (blocks in X direction)
|
|
(4) # of rows (blocks in Y direction)
|
|
|
|
The block-grid origin is the bottom-left corner of the bottom-left
|
|
(southwest) block. id's blockmap builder this origin point at 8 less
|
|
than the minimum values of x and y achieved in any vertex on the level.
|
|
The number of columns and rows needs to be sufficient to contain
|
|
every linedef in the level. If there are linedefs outside the blockmap,
|
|
it will not be able to prevent monsters or players from crossing those
|
|
linedefs, which can cause problems, including the hall of mirrors effect.
|
|
|
|
There are N blocks, N = (number of columns * number of rows). Each
|
|
block has a blocklist and an offset to that blocklist. Immediately
|
|
following the 8-byte header are N unsigned short integers. The first
|
|
is the offset in short-ints NOT bytes, from the start of the BLOCKMAP
|
|
lump to the start of the first blocklist. The last offset points to
|
|
blocklist (N-1), the last blocklist. Note that all these offsets are
|
|
UNSIGNED, so they can point to a location 65535 shorts (131070 bytes)
|
|
into the BLOCKMAP. If they were signed, they could only go up to 32767.
|
|
The blocks are numbered going east (right) first, then north (up).
|
|
Block 0 is at the southwest corner (row 0, column 0). Block 1 is at
|
|
row 0, column 1. If there are 37 columns, then block 38 is at row 1,
|
|
column 0, etc.
|
|
|
|
After the offsets come the blocklists. Each blocklist starts with
|
|
a short-int 0 (0x0000) and ends with a short-int -1 (0xffff). In between
|
|
are the numbers of every linedef which has any portion whatsoever in the
|
|
128 x 128 coordinate area of that block. If the block-grid origin is at
|
|
(0,0), then the first column is X = 0 to 127 inclusive, the second column
|
|
is X = 128 to 255 inclusive, etc. So a vertical line with X = 128 which
|
|
might seem to be on the border of two columns of blocks is actually only
|
|
in the easternmost/rightmost column. Likewise for the rows.
|
|
The first linedef in the LINEDEFS lump is linedef number 0, and so on.
|
|
An "empty" block's blocklist only has the two shorts 0 and -1. A non-
|
|
empty block might have this as its blocklist: 0 330 331 333 -1. This
|
|
means that linedefs 330, 331, and 333 have some part of them pass through
|
|
this block. A block that has linedef 0 in it will go: 0 0 .. etc .. -1.
|
|
|
|
There is an upper limit to how big a BLOCKMAP can be. Even empty
|
|
blocklists require at least 3 shorts - the 0, the -1, and the offset to
|
|
the blocklist. The offsets are unsigned shorts, which would imply a
|
|
maximum value of short #65535 ( = byte 131070) for the start of the last
|
|
blocklist. At a little over 6 bytes per blocklist, that would be a maximum
|
|
of around 21000 blocks (145 by 145 blocks, 18560 in coordinates). But the
|
|
actual limit is less. Experiments suggest that the maximum total size of
|
|
all the blocklists, not counting the offsets, is 65535 bytes. This limits
|
|
a minimalist level to around 120 blocks square (15360 in coordinates),
|
|
or a realistically complex level to around 100 blocks square (12800 in
|
|
coordinates).
|
|
|
|
|
|
---------------------
|
|
CHAPTER [5]: Graphics
|
|
---------------------
|
|
|
|
The great majority of the entries in the directory reference lumps
|
|
that are in a special picture format. The same format is used for the
|
|
sprites (monsters, items), the wall patches, and various miscellaneous
|
|
pictures for the status bar, menu text, inter-level map, etc. Every
|
|
one of these picture lumps contains exactly one picture. The flats
|
|
(floor and ceiling pictures) are NOT in this format, they are raw data;
|
|
see chapter [6].
|
|
A great many of these lumps are used in sprites. A "sprite" is the
|
|
picture or pictures necessary to display any of the THINGS. Some of
|
|
them are simple, a single lump like SUITA0. Most of the monsters have
|
|
50 or more lumps.
|
|
The first four letters of these lumps are the sprite's "name". TROO
|
|
is for imps, BKEY is for the blue key, and so on. See [4-2-1] for a list
|
|
of them all. The fifth letter in the lump is an indication of what "frame"
|
|
it is, for animation sequences. The letters correspond to numbers, ASCII
|
|
"A" equalling 0, "B" is 1, ... "Z" is 25, etc. The highest needed by a
|
|
DOOM 1 sprite is W=22, but some of the DOOM 2 monsters need a few more
|
|
frames.
|
|
The "0" in the lump name is for "rotations" or "rot"s. All the
|
|
static objects like torches and barrels and dead bodies look the same
|
|
from any angle. This is because they have a "rot=0 lump" as DOOM itself
|
|
might say. Monsters and projectiles look different from different
|
|
angles. This is done with rots 1-8. This diagram shows how rot 1 is for
|
|
the front and they go counter-clockwise (looking from above) to 8:
|
|
|
|
3
|
|
4 | 2
|
|
\|/
|
|
5--*----> 1 Thing is facing this direction
|
|
/|\
|
|
6 | 8
|
|
7
|
|
|
|
Many things have sets of lumps like this: TROOA1, TROOA2A8, TROOA3A7,
|
|
TROOA4A6, TROOA5, TROOB1, etc. This means that for frame 0 (A), the
|
|
pairs of rots/angles (2 and 8), (3 and 7), and (4 and 6) are mirror-
|
|
images. In the long run, this saves space in the wad file, and from the
|
|
designer's point of view, it's 37% fewer pictures to have to draw.
|
|
If a sprite's frame has a non-zero rot, it needs to have ALL 8 of
|
|
them. Also note that no more than two rots can be squeezed into one
|
|
lump's name. Some other two-rot lumps with a different format are
|
|
shown in the SPIDA1D1, SPIDA2D2, etc. lumps.
|
|
|
|
IMPORTANT: Sprite lumps and flats cannot be added or replaced via pwads
|
|
unless they ALL are. That is, ALL sprites' lumps must be located in a
|
|
single wad file, and ALL flats' lumps must be in a single wad file. Wall
|
|
patches CAN be used in external wads, because the PNAMES lump gives a
|
|
number to every pname, and is used as a quick-index list to load in
|
|
wall patches.
|
|
Version 1.666 was rumored to be able to include sprites in pwads (in
|
|
fact the README says it can), but it can't.
|
|
|
|
|
|
[5-1]: Picture Format
|
|
=====================
|
|
|
|
Each picture has three sections. First, an 8-byte header composed of
|
|
four short-integers. Then a number of long-integer pointers. Then the
|
|
picture's pixel/color data. See [A-1] for concise BNF style definitions,
|
|
here is a meatier explanation of the format:
|
|
|
|
(A) The header's four fields are:
|
|
|
|
(1) Width. The number of columns of picture data.
|
|
(2) Height. The number of rows.
|
|
(3) Left offset. The number of pixels to the left of the center;
|
|
where the first column gets drawn.
|
|
(4) Top offset. The number of pixels above the origin;
|
|
where the top row is.
|
|
|
|
The width and height define a rectangular space or limits for drawing
|
|
a picture within. To be "centered", (3) is usually about half of the
|
|
total width. If the picture had 30 columns, and (3) was 10, then it
|
|
would be off-center to the right, especially when the player is standing
|
|
right in front of it, looking at it. If a picture has 30 rows, and (4)
|
|
is 60, it will appear to "float" like a blue soul-sphere. If (4) equals
|
|
the number of rows, it will appear to rest on the ground. If (4) is less
|
|
than that for an object, the bottom part of the picture looks awkward.
|
|
With walls patches, (3) is always (columns/2)-1, and (4) is always
|
|
(rows)-5. This is because the walls are drawn consistently within their
|
|
own space (There are two integers in each SIDEDEF which can offset the
|
|
starting position for drawing a wall's texture within the wall space).
|
|
|
|
Finally, if (3) and (4) are NEGATIVE integers, then they are the
|
|
absolute coordinates from the top-left corner of the screen, to begin
|
|
drawing the picture, assuming the VIEW is full-screen (i.e., the full
|
|
320x200). This is only done with the picture of the player's current
|
|
weapon - fist, chainsaw, bfg9000, etc. The game engine scales the
|
|
picture down appropriatelyif the view is less than full-screen.
|
|
|
|
(B) After the header, there are N = field (1) = <width> = (# of columns)
|
|
4-byte <long> integers. These are pointers to the data for each COLUMN.
|
|
The value of the pointer represents the offset in bytes from the first
|
|
byte of the picture lump.
|
|
|
|
(C) Each column is composed of some number of BYTES (NOT integers),
|
|
arranged in "posts":
|
|
|
|
The first byte is the row to begin drawing this post at. 0 means
|
|
whatever height the header (4) upwards-offset describes, larger numbers
|
|
move correspondingly down.
|
|
The second byte is how many colored pixels (non-transparent) to draw,
|
|
going downwards.
|
|
Then follow (# of pixels) + 2 bytes, which define what color each
|
|
pixel is, using the game palette. The first and last bytes AREN'T drawn,
|
|
and I don't know why they are there. Probably just leftovers from the
|
|
creation process on the NeXT machines. Only the middle (# of pixels in
|
|
this post) are drawn, starting at the row specified in the first byte
|
|
of the post.
|
|
After the last byte of a post, either the column ends, or there is
|
|
another post, which will start as stated above.
|
|
255 (0xFF) ends the column, so a column that starts this way is a null
|
|
column, all "transparent". Draw the next column.
|
|
|
|
|
|
-----------------------------------------------
|
|
CHAPTER [6]: Flats (Floor and Ceiling Textures)
|
|
-----------------------------------------------
|
|
|
|
All the lumpnames for flats are in the directory between the F_START
|
|
and F_END entries. Calling them flats is a good way to avoid confusion
|
|
with wall textures. There is no look-up or meta-structure in flats as
|
|
there is in walls textures. Each flat is 4096 raw bytes, making a square
|
|
64 by 64 pixels. This is pasted onto a floor or ceiling with the same
|
|
orientation as the automap would imply, i.e. the first byte is the color
|
|
at the NW corner, the 64th byte (byte 63, 0x3f) is the NE corner, etc.
|
|
The blocks in the automap grid are 128 by 128, so four flats will fit
|
|
in each block. Note that there is no way to offset the placement of flats,
|
|
as can be done with wall textures. They are pasted according to grid lines
|
|
64 apart, reckoned from the coordinate (0,0). This allows flats to flow
|
|
smoothly even across jagged boundaries between sectors with the same
|
|
floor or ceiling height.
|
|
|
|
As discussed in chapter [5], replacement and/or new-name flats don't
|
|
work right from pwad files unless they are all in the same wad.
|
|
Theoretically, you can change all the flats want by constructing a
|
|
new DOOM.WAD or ALLFLATS.WAD pwad, but you have to make sure no floor
|
|
or ceiling uses an entry name which isn't in your F_ section. And you
|
|
have to include these four entries for DOOM 1 use, although you can
|
|
change their actual contents (pictures): FLOOR4_8, SFLR6_1, MFLR8_4,
|
|
and FLOOR7_2. The first three are needed as backgrounds for the episode
|
|
end texts. The last is what is shown "outside" the border of the display
|
|
window if the display is not full-screen.
|
|
|
|
|
|
[6-1]: Animated Flats
|
|
---------------------
|
|
|
|
See Chapter [8-4-1] for a discussion of how the animated walls and
|
|
flats work. Unfortunately, the fact that the flats all need to be
|
|
lumped together in one wad file means that its not possible to change
|
|
the animations via a pwad file, unless it contains ALL the flats, which
|
|
amounts to several hundred k. Plus it is illegal to distribute the
|
|
original data, so to pass around modifications, either all the flats
|
|
must be all-new, or a utility must be used to construct a FLATS.WAD
|
|
on an end-user's hard drive, using the original DOOM.WAD plus the
|
|
additions. (Note: Bernd Kreimeier, listed in [A-5], has written a
|
|
utility that does just this. It is called DMADDS11).
|
|
|
|
|
|
-----------------------------
|
|
CHAPTER [7]: Sounds and Music
|
|
-----------------------------
|
|
|
|
|
|
[7-1]: PC Speaker Sound Effects
|
|
===============================
|
|
|
|
DP* entries in the directory refer to lumps that are sound data for
|
|
systems using the PC speaker.
|
|
It's a quick and simple format. First is a <short> that's always 0,
|
|
then a <short> that's the number of bytes of sound data, then follow
|
|
that many bytes worth of sound data. That is, the lump's bytes will be
|
|
0, 0, N, 0, then N bytes of data. The DP* lumps range in size from around
|
|
10 bytes to around 150 bytes, and the data seem to range from 0 to 96
|
|
(0x00 to 0x60). The numbers obviously indicate frequency, but beyond
|
|
that I don't know the exact correlation in Hz, nor the time duration
|
|
of each byte worth of data. Feel free to figure this out and tell me.
|
|
|
|
|
|
[7-2]: Soundcard Sound Effects
|
|
==============================
|
|
|
|
DS* entries in the directory refer to lumps that are sound data for
|
|
systems using soundcards.
|
|
This data is in a RAW format for 8-bit 11 KHz mono sound - first is
|
|
an 8-byte header composed of 4 unsigned short integers:
|
|
|
|
(1) 3 (means what?)
|
|
(2) 11025 (the sample rate, samples per second)
|
|
(3) N (the number of samples)
|
|
(4) 0
|
|
|
|
Each sample is a single byte, since they are 8-bit samples. The
|
|
maximum number of samples is 65535, so at 11 KHz, a little less than
|
|
6 seconds is the longest possible sound effect.
|
|
|
|
|
|
[7-3]: Music
|
|
============
|
|
|
|
D_* entries is the directory refer to lumps that are music. This
|
|
music is in the MUS file format, which goes like this:
|
|
|
|
offset type contents
|
|
|
|
0 ASCII "MUS" and CTRL-Z (hex 4d 55 53 1a)
|
|
4 <short> # of bytes of music data
|
|
6 <short> # of bytes of header data (offset to start of music)
|
|
8 <short> number of primary channels
|
|
10 <short> number of secondary channels
|
|
12 <short> number of instrument patches
|
|
14 <short> 0
|
|
16 <short>s instrument patch numbers
|
|
X to end ? Music data
|
|
|
|
X is the header size (the second short). Drum patch numbers (greater
|
|
than 128) are 28 less than the numbers listed in the DMXGUS lump.
|
|
What the exact format of the music data is, I don't know.
|
|
|
|
|
|
[7-4]: GENMIDI
|
|
==============
|
|
|
|
This has something to do with General MIDI, obviously. This lump
|
|
has 3 sections: an 8-byte header (the ASCII text "#OPL_II#"), then
|
|
150 36-byte records (1 for each instrument), then 150 32-byte strings
|
|
(names of instruments, padded with zeros). Perhaps the 36 bytes contain
|
|
waveform information for the General MIDI standard instruments (this
|
|
guess is based on exactly one glance at a dump of the byte values,
|
|
so don't put too much faith in it).
|
|
|
|
|
|
[7-5]: DMXGUS
|
|
=============
|
|
|
|
This lump is used to do instrument patch mappings on the Gravis
|
|
Ultra-Sound soundcard. It's in a very simple format - ASCII text!
|
|
Here's the start and end of the DMXGUS lump from DOOM 1 version 1.2,
|
|
which is 200 lines, of which the first 10 are comments:
|
|
|
|
#Purpose: Different size patch libraries for different memory sizes.
|
|
# The libraries are built in such a way as to leave 8K+32bytes
|
|
# after the patches are loaded for digital audio.
|
|
#
|
|
#Revision History: 06/22/93 - Fixed problem with 512K patch library
|
|
# 07/26/93 - patch names changed in various releases
|
|
#
|
|
#
|
|
#Explanation of Columns: Patch # 256K 512K 768K 1024K Patch Name
|
|
#
|
|
0, 2, 1, 1, 1, acpiano
|
|
1, 2, 1, 1, 1, britepno
|
|
2, 2, 1, 1, 1, synpiano
|
|
.
|
|
.
|
|
.
|
|
213, 128, 128, 128, 128, castinet
|
|
214, 128, 128, 128, 128, surdo1
|
|
215, 128, 128, 128, 128, surdo2
|
|
|
|
|
|
--------------------------------
|
|
CHAPTER [8]: Miscellaneous Lumps
|
|
--------------------------------
|
|
|
|
|
|
[8-1]: PLAYPAL
|
|
==============
|
|
|
|
There are 14 palettes here, each is 768 bytes = 256 rgb triples.
|
|
That is, the first three bytes of a palette are the red, green, and
|
|
blue portions of color 0. And so on. Note that the values use the
|
|
full range (0..255), while standard VGA digital-analog converters
|
|
use values 0-63.
|
|
The first palette, palette 0, is used for most situations.
|
|
Palettes 10-12 are used (briefly) when an item is picked up, the
|
|
more items that are picked up in quick succession, the brighter it
|
|
gets, palette 12 being the brightest.
|
|
Palette 13 is used while wearing a radiation suit.
|
|
Palettes 3, 2, then 0 again are used after getting berserk strength.
|
|
If the player is hurt, then the palette shifts up to number X, then
|
|
comes "down" one every second or so, to palette 2, then palette 0
|
|
(normal) again. What X is depends on how badly the player got hurt:
|
|
Over 100% damage (add health loss and armor loss), X=8. 93%, X=7. 81%,
|
|
X=6. 55%, X=5. 35%, X=4. 16%, X=2. These are just rough estimates
|
|
based on a single test session long ago. Why bother tracking down
|
|
the exact division points?
|
|
|
|
Unknown: what palettes 1 and 9 are for.
|
|
|
|
|
|
[8-2]: COLORMAP
|
|
===============
|
|
|
|
This contains 34 sets of 256 bytes, which "map" the colors "down" in
|
|
brightness. Brightness varies from sector to sector. At very low
|
|
brightness, almost all the colors are mapped to black, the darkest gray,
|
|
etc. At the highest brightness levels, most colors are mapped to their
|
|
own values, i.e. they don't change.
|
|
In each set of 256 bytes, byte 0 will have the number of the palette
|
|
color to which original color 0 gets mapped.
|
|
The colormaps are numbered 0-33. Colormaps 0-31 are for the different
|
|
brightness levels, 0 being the brightest (light level 248-255), 31 being
|
|
the darkest (light level 0-7). Light level is the fifth field of each
|
|
SECTOR record, see [4-9].
|
|
Colormap 32 is used for every pixel in the display window (but not
|
|
the status bar), regardless of sector brightness, when the player is
|
|
under the effect of the "Invulnerability" power-up. This colormap is
|
|
all whites and greys.
|
|
Colormap 33 is all black for some reason.
|
|
While the light-amplification goggles power-up is in effect, everything
|
|
in the display uses colormap 0, regardless of sector brightness.
|
|
|
|
|
|
[8-3]: ENDOOM
|
|
=============
|
|
|
|
When you finally have to leave DOOM, you exit to dos, and a colorful
|
|
box of text appears. This is it. It is 4000 bytes, which are simply
|
|
stored in the screen memory area for 80x25 16-color text mode. Thus
|
|
it follows the same format as screen memory does: each character on
|
|
the screen takes up two bytes. The second byte of each pair is from
|
|
the (extended) ASCII character set, while the first byte of each pair
|
|
is the color attribute for that character. The color attribute can
|
|
be explained thus:
|
|
|
|
bit 7 6 5 4 3 2 1 0
|
|
+-----+---+---+---+---+---+---+---+
|
|
| | . . | . . . |
|
|
|Blink| Background| Foreground |
|
|
| | . . | . . . |
|
|
+-----+---+---+---+---+---+---+---+
|
|
|
|
So the foreground color can be from 0-15, the background color can
|
|
be from 0-7, and the "blink" attribute is either on or off. All this
|
|
very low-level info can be found in many ancient PC programming books,
|
|
but otherwise it might be hard to locate...
|
|
|
|
|
|
[8-4]: TEXTURE1 and TEXTURE2
|
|
============================
|
|
|
|
These are lists of wall texture names used in SIDEDEFS lumps. Each
|
|
wall texture is composed of one or more wall patches, whose names are
|
|
listed in the PNAMES lump. But in a texture, the wall patches are not
|
|
referred to by name, rather by the index number indicating what position
|
|
they occupy in the PNAMES lump.
|
|
The TEXTURE2 lump is only present in the registered DOOM.WAD. The
|
|
TEXTURE1 lump is identical in DOOM.WAD and the shareware DOOM1.WAD, and
|
|
it only refers to pname numbers up to 163, because the shareware wad
|
|
only has the first 163 wall patches, not all 350.
|
|
|
|
A TEXTURE lump starts with a 4-byte long integer N which is the number
|
|
of textures defined in it. Following it are N long integers which are the
|
|
offsets in bytes from the beginning of the TEXTURE lump to the start of
|
|
each texture's definition.
|
|
Then there are N texture definitions, which have the following format.
|
|
The first (texture name) field is an 8-byte string (less than 8 byte
|
|
names are padded with zeros), the rest of the fields are 2-byte short
|
|
integers:
|
|
|
|
(1) The name of the texture, used in SIDEDEFS, e.g. "FIREWALL".
|
|
(2) always 0.
|
|
(3) always 0.
|
|
(4) total width of texture
|
|
(5) total height of texture
|
|
|
|
The fourth and fifth fields define a "space" (usually 128 by 128
|
|
or 64 by 72 or etc...) in which individual wall patches are placed
|
|
to form the overall picture. To tile vertically on a very tall wall
|
|
without exhibiting the "Tutti Frutti" effect, a texture must have
|
|
height 128, the maximum. There is no maximum width.
|
|
|
|
(6) always 0.
|
|
(7) always 0.
|
|
(8) Number of 5-field (5 <short>) patch descriptors that follow. This
|
|
means that each texture entry has variable length. Many entries have just
|
|
1 patch, the most used in DOOM in a single texture is 64.
|
|
|
|
Patch descriptor:
|
|
|
|
(a) x offset from top-left corner of texture space defined in fields
|
|
4 and 5 to start placement of this patch
|
|
(b) y offset
|
|
(c) number (0...) of the entry in the PNAMES lump that contains the
|
|
lump name from the directory, of the wall patch to use...
|
|
(d) always 1, is for something called "stepdir"...
|
|
(e) always 0, is for "colormap"...
|
|
|
|
Each texture's entry ends after the last of its patch descriptors.
|
|
Note that patches can have transparent parts, since they are in the
|
|
same picture format as everything else. Thus there can be (and are)
|
|
transparent wall textures. These should only be used on a border between
|
|
two sectors, to avoid "hall of mirrors" problems.
|
|
Also, textures intended for use as the "middle" texture of a 2-sided
|
|
SIDEDEF (e.g. transparent textures) should only be composed of a single
|
|
patch. A limitation in the game engine will cause the "medusa" effect
|
|
if there is more than 1 patch in any middle texture that is visible in
|
|
the display window. This effect causes the computer to slow to a crawl
|
|
and make play impossible until the offending wall is out of view.
|
|
|
|
|
|
[8-4-1]: Animated Walls
|
|
-----------------------
|
|
|
|
Some of the walls and floors are animated. In the case of wall
|
|
textures, it is possible to substantially customize these animations.
|
|
Flats' animations can theoretically also be modified, but since flats
|
|
don't work from pwads, that can make the effort very difficult.
|
|
The game engine sets up a number of wall animation cycles based on
|
|
what entries it finds in the TEXTURE lumps. It also sets up flat
|
|
animations based on what lumps exist between F_START and F_END.
|
|
Versions before 1.666 can have up to 9 animated walls and 5 animated
|
|
flats. Version 1.666 (DOOM 1 or 2) can have 13 walls and 9 floors
|
|
animate.
|
|
For wall animations, the entries in the columns "First" and "Last"
|
|
below, and all the entries between them (in the order that they occur
|
|
in the TEXTURE lump) are linked. If one of them is listed as a texture
|
|
on a sidedef, that sidedef will change texture to the next in the cycle
|
|
about 3 times a second, going back to <First> after <Last>. Flats work
|
|
similarly, except the order is dictated by the wad directory. If both
|
|
of the <First> and <Last> texture/flat names are not present, no problem.
|
|
Then that potential cycle is unused. But if <First> is present, and
|
|
<Last> either is not present or is listed BEFORE <First>, then an
|
|
error occurs while the DOOM operating system sets up, and it aborts.
|
|
Note that much longer sequences are possible! The entries between
|
|
<First> and <Last> can be almost anything; they need not be the same
|
|
in number as in the original, nor do they have to follow the same
|
|
naming pattern. Thus one could set up SLADRIP1, TRON2, TRON3, TRON4,
|
|
..., TRON67, SLADRIP3 for a 69-frame animated wall!
|
|
The "Ver" column indicates what version of DOOM is required. "All"
|
|
indicates all versions have it. The "r" signifies that the shareware
|
|
DOOM1.WAD does not contain the necessary picture lumps. The "2" means
|
|
that only DOOM 2 has the necessary picture lumps, but version 1.666 of
|
|
DOOM.EXE for DOOM 1 also has the capability to use these animation-cycle
|
|
names (for pwad designers).
|
|
|
|
First Last Ver Normal # of frames
|
|
|
|
BLODGR1 BLODGR4 r 4
|
|
BLODRIP1 BLODRIP4 r 4
|
|
FIREBLU1 FIREBLU2 r 2
|
|
FIRELAV3 FIRELAVA r 2 (3 patches are in DOOM.WAD, 1 is unused)
|
|
FIREMAG1 FIREMAG3 r 3
|
|
FIREWALA FIREWALL r 3
|
|
GSTFONT1 GSTFONT3 r 3
|
|
ROCKRED1 ROCKRED3 r 3
|
|
SLADRIP1 SLADRIP3 All 3
|
|
|
|
BFALL1 BFALL4 2 4
|
|
SFALL1 SFALL4 2 4
|
|
WFALL1 WFALL4 2 4
|
|
DBRAIN1 DBRAIN4 2 4
|
|
|
|
(floor/ceiling animations):
|
|
|
|
NUKAGE1 NUKAGE3 All 3
|
|
FWATER1 FWATER4 r 4
|
|
SWATER1 SWATER4 - 4 (SWATER lumps aren't in any DOOM.WAD)
|
|
LAVA1 LAVA4 r 4
|
|
BLOOD1 BLOOD3 r 3
|
|
|
|
RROCK05 RROCK08 2 4
|
|
SLIME01 SLIME04 2 4
|
|
SLIME05 SLIME08 2 4
|
|
SLIME09 SLIME12 2 4
|
|
|
|
|
|
[8-4-2]: The SKY Textures
|
|
-------------------------
|
|
|
|
The SKY1, SKY2, and SKY3 textures are rather special in that they are
|
|
used as sky backgrounds when the player is out in the open. They can
|
|
also be used on regular walls, but they usually aren't, because then
|
|
they just look like a painting. The "background" effect is done by
|
|
the game engine. There is a special flat, F_SKY1, which is used to
|
|
indicate that a floor or ceiling is "transparent" to the SKY beyond.
|
|
The picture data in the F_SKY1 flat is not even used.
|
|
Upper textures between F_SKY1 ceilinged sectors do not have the
|
|
specified texture (if any) drawn. Instead, they are "sky". Likewise
|
|
with lower textures between F_SKY1 floored sectors, but it doesn't
|
|
work as well, because if the player's viewpoint is below the top of
|
|
a lower-texture-sky (i.e. if any part of it is in the upper half of
|
|
the display), it causes a hall-of-mirrors effect.
|
|
SKY textures as sky backgrounds are mirror-images of what they look
|
|
like on walls.
|
|
The SKY textures are always placed with their tops at the top of the
|
|
view window. Since they cannot be more than 128 high, just like any
|
|
other texture, a rather ugly "seam" in the sky is sometimes visible
|
|
if the player can see too far "down".
|
|
SKY textures do move horizontally, though, to give a realistic
|
|
effect. Doing a complete 360 degree turn will scroll by a 256-wide
|
|
SKY four times. A 1024-wide SKY will exactly circumscribe the horizon.
|
|
The 0 column of the SKY texture will be at due north (as on the automap),
|
|
the 256 column is at west, 512 is south, and 768 is east. So the middle
|
|
part of a 256-wide SKY is visible at NW, SW, SE, and NE.
|
|
|
|
SKY textures can be composed of several patches, just like regular
|
|
textures, but trying to animate the sky doesn't work. DOOM.EXE can be
|
|
changed so that SKY2 is the start of an animation cycle, and indeed
|
|
on a wall it will animate, but the sky background does not. This is
|
|
perhaps related to the way that "middle" textures of sidedefs do not
|
|
animate.
|
|
|
|
|
|
[8-5]: PNAMES
|
|
=============
|
|
|
|
This is a list of all the names of lumps that are going to be used
|
|
as wall patches. DOOM assigns numbers to these names, in the order
|
|
that they are listed. The numbers are then used in TEXTURE1 and TEXTURE2
|
|
entries to refer to wall patch lumps. In a texture composition entry,
|
|
0 means the first pname, 1 is the second, ...
|
|
|
|
The first four bytes of the PNAMES lump is a long integer N.
|
|
Then follow N pnames, each of which occupies 8 bytes. Pnames less than
|
|
8 bytes long are padded with zeros. These names duplicate an entry in
|
|
the directory (but are not case sensitive - lowercase letters will match
|
|
uppercase letters and vice versa). Unlike sprites and floors, wall
|
|
patches can be loaded from external pwads. Whichever pwad was listed
|
|
last on the command line and contains a lump with the same name as the
|
|
one in the PNAMES lump (which itself could be from a pwad) is the pwad
|
|
that is used to get the picture data for that wall patch.
|
|
|
|
|
|
[8-6]: DEMOs
|
|
============
|
|
|
|
If you start DOOM and do nothing, after a few seconds, it automatically
|
|
shows a demo of play on some level. Also, external demos can be recorded
|
|
and played back by using the command line parameters explained in the
|
|
README and/or the DOOM FAQ. All external demos have a .LMP extension
|
|
which the DOOM OS attaches; you only type the [demoname] without the
|
|
.LMP extension.
|
|
The DOOM.WAD lumps DEMO1, DEMO2, and DEMO3 are in exactly the same
|
|
format as these external .LMP files. Strictly speaking, the "demo"
|
|
format should not be called the "LMP" format, because any external
|
|
file without a wadfile header, i.e. it is just raw data, is a "lump"
|
|
and deserves the .LMP extension.
|
|
|
|
A DOOM demo has three parts:
|
|
|
|
(1) header - 7 or 13 bytes
|
|
(2) data recording player moves - 4 bytes per player per gametic
|
|
(3) quit byte - equals 128 (0x80)
|
|
|
|
(1) There are two different kinds of header depending on the version of
|
|
DOOM used to record the demo. Versions up to 1.2 use a 7-byte header:
|
|
|
|
byte range purpose
|
|
|
|
0 0-4 skill level. 0="I'm too young to die", 4="Nightmare!"
|
|
1 1-3 episode.
|
|
2 1-9 mission/map.
|
|
3 0-1 player 1 is present if this is 1.
|
|
4 0-1 player 2.
|
|
5 0-1 player 3.
|
|
6 0-1 player 4.
|
|
|
|
Versions after 1.2 use a 13-byte header:
|
|
|
|
byte range purpose
|
|
|
|
0 104-106 version. 104=1.4 beta, 105=1.5 beta, 106=1.6 beta or 1.666
|
|
1 0-4 skill level. 0="I'm too young to die", 4="Nightmare!"
|
|
2 1-3 episode. In DOOM 2 this is always 1.
|
|
3 1-32 mission/map/level. In DOOM 1, it's 1-9. In DOOM 2, it's 1-32.
|
|
4 0-2 mode. 0=single or cooperative, 1=deathmatch, 2=altdeath
|
|
5 0- respawn. 0=no respawn parameter, (any other value)=respawn.
|
|
6 0- fast. 0=no fast parameter, (any other value)=fast.
|
|
7 0- nomonsters. 0=monsters exist, (any other value)=nomonsters.
|
|
8 0-3 viewpoint. 0=player 1's status bar, ..., 3=player 4.
|
|
9 0-1 player 1 is present if this is 1.
|
|
10 0x0a 0-1 player 2.
|
|
11 0x0b 0-1 player 3.
|
|
12 0x0c 0-1 player 4.
|
|
|
|
(2) The player-move data is recorded in 4-byte chunks. Every 1/35 of a
|
|
second is a gametic, and for every gametic, there is one 4-byte chunk
|
|
per player. So the time duration of a demo (in seconds) is approximately
|
|
equal to its length in bytes divided by (140 * number_of_players).
|
|
|
|
The four bytes recording each player's actions are:
|
|
|
|
(a) Forward/Backward Movement.
|
|
(b) Strafe Right/Left Movement.
|
|
(c) Turn Left/Right.
|
|
(d) other actions - use/activate, fire, change weapons.
|
|
|
|
The first three are signed bytes (i.e. of type <char>).
|
|
|
|
(a) Ranges from -127 to 127, negative numbers are backward movement,
|
|
positive numbers are forward movement. Without the -turbo option
|
|
above 100, values outside -50..50 cannot be achieved. With a
|
|
keyboard or joystick, these are the regular values:
|
|
|
|
Move forward: 25 (0x19) with Speed on: 50 (0x32)
|
|
Move backward: -25 (0xE7) with Speed on: -50 (0xCE)
|
|
|
|
Fancy mouse use can achieve any number in the range.
|
|
|
|
(b) Ranges from -127 to 127, negative numbers are left-strafe movement,
|
|
positive numbers are right-strafe movement. The keyboard values are:
|
|
|
|
Strafe right: 24 (0x18) with Speed on: 50 (0x32)
|
|
Strafe left: -24 (0xE8) with Speed on: -50 (0xCE)
|
|
|
|
(c) Ranges from -127 to 127, negative numbers are right turns, positive
|
|
numbers are left turns. The keyboard values vary from version to
|
|
version, but are all in the range -5..5, and that's with Speed on.
|
|
|
|
Using the mouse can achieve much higher numbers here. I doubt if
|
|
the maximums of 127 and -127 can actually be achieved in play,
|
|
though.
|
|
|
|
(d) the bits of this byte indicate what actions the player is engaged in:
|
|
|
|
bit 0 Fire current weapon
|
|
bit 1 Use (a switch, open a door, etc.)
|
|
bit 2 Change weapon to the one indicated in bits 3-5:
|
|
|
|
bits 5-3 = 000 Fist or Chainsaw
|
|
001 Pistol
|
|
010 Shotgun
|
|
011 Chaingun
|
|
100 Rocket Launcher
|
|
101 Plasma Rifle
|
|
110 BFG 9000
|
|
111 Super Shotgun (DOOM 2 only)
|
|
|
|
bit 6 unused
|
|
bit 7 indicates a special action which alters the meanings
|
|
of the other bits:
|
|
|
|
bits 1-0 = 01 pause or unpause
|
|
= 10 save game in slot # recorded in bits 4 to 2
|
|
(slot number can thus be 0 to 7 but
|
|
should NOT be 6 or 7 or else!)
|
|
|
|
There might be other special actions. The save game action happens
|
|
during replay of the demo, so be careful when playing demos if you
|
|
have important savegames! One or more of them could conceivably get
|
|
overwritten.
|
|
|
|
(3) The last byte of a demo has the value 128 (0x80)
|
|
|
|
|
|
[8-6-1]: Level changes from 1.2 to 1.666 DOOM.WAD
|
|
=================================================
|
|
|
|
Many people have experienced the error "Demo from a different game
|
|
version", because DOOM versions will only play back demos that were
|
|
recorded with the same version number. Theoretically, though, ANY
|
|
version can be converted to ANY other version. Versions up to 1.2
|
|
don't even require any modification, and versions 1.4 and up just
|
|
require that their first byte be changed. To change between the two
|
|
families (pre-1.4 and post-1.2) would just require extra header bytes
|
|
be added/shaved.
|
|
But there are serious complications to converting demos. There have
|
|
been some minor changes and bug-fixes to the levels from version to
|
|
version. Since the demos only record player actions, they have NOTHING
|
|
about the level in them, so they depend on the level used for playback
|
|
to be the same as the level used for recording. Some kinds of differences
|
|
in the playback level can cause the demo to become "unsynchronized"
|
|
with the level, and players will seem to have gone crazy. For example,
|
|
if a deathmatch start-position is at a different location, when a
|
|
demo-player is spawned there, they will try to open doors that don't
|
|
exist at the new location, shoot at people who aren't there, etc.
|
|
The entire playback is ruined from that point on. Some examples of
|
|
changes that don't matter are different floor and wall textures, light
|
|
levels, and linedef "unpegged" flags. But most changes DO matter.
|
|
Note that changes like (nomonsters) vs. (monsters), (respawn) vs.
|
|
(regular), (altdeath) vs. (regular deathmatch) will very quickly lead
|
|
to unsynchronized goofball players.
|
|
|
|
|
|
|
|
---------------------------
|
|
CHAPTER [9]: Savegame Files
|
|
---------------------------
|
|
|
|
|
|
-------------------------------
|
|
CHAPTER [10]: The DOOM.EXE File
|
|
-------------------------------
|
|
|
|
Via pwads, a great many characteristics of the DOOM environment can
|
|
be changed: maps, pictures, sounds, etc. But there are also a lot of
|
|
neat things that can be done by patching the DOOM.EXE file itself.
|
|
There is a large collection of data at the end of the EXE file, and by
|
|
patching some bytes, we can turn literal values into variables. For
|
|
example, the player has a 16-unit "radius" which prevents him from
|
|
entering very small passageways. The player's radius can be made 1 and
|
|
his "height" 1, so he can enter mouse-sized crawlspaces. There are a
|
|
lot more exciting examples, such as invisible monsters, cyber-demons
|
|
that look like players, super-fast shotguns, and a hundred others, but
|
|
I won't describe all of that here. See appendix [A-4] for some EXE
|
|
utilities and documents. Here I will simply give the data that has
|
|
been figured out to date.
|
|
I freely mix hex and decimal numbers below. Hopefully you can tell from
|
|
the context. All of the stuff below applies to registered version 1.2,
|
|
and some of it applies to version 1.666 also. This chapter has not yet
|
|
been completely updated for 1.666, but it soon will be.
|
|
|
|
[10-1]: Version 1.2 DOOM.EXE Data Segment Overview
|
|
==================================================
|
|
|
|
The data begins at 0x6f414 (455700) and continues to the end of the
|
|
file, 0x8db27 (580391). Here's an overview of the sections:
|
|
|
|
start length what
|
|
|
|
6f414 3d30 TEXT STRINGS
|
|
73412 1a34 various unknowns, probably to do with I/O, sound, mouse, etc.
|
|
74bf8 10000 looks like hard-coded math tables, for speed?
|
|
84bf8 148 misc.
|
|
84d40 82 gamma correction messages
|
|
84dc2 280 "are you sure you want to quit" messages
|
|
85042 3a2 MENUS (new game, load game, etc.)
|
|
853e4 140 ?
|
|
85524 36c configuration options and defaults, like in DEFAULT.CFG
|
|
85890 174 ?
|
|
85a04 60 ?
|
|
85a64 54 ?
|
|
85ab8 c4 ?
|
|
85b7c 20 max ammo at start, and ammo per thing
|
|
85b9c c0 ammo type and frame #s for the weapons
|
|
85c5c 188 ANIMATED WALLS and FLOORS
|
|
85de4 258 SWITCH-WALLS
|
|
8603c c0 ?
|
|
860fc d4 ?
|
|
861d0 500 5 colormaps for use with the gamma correction setting 0-4
|
|
866e4 fc ?
|
|
867e0 40 pointers to chatmacros, "Green:", etc.
|
|
86820 88 pointers to level names, used on Automap
|
|
868a8 d8 splat mark coordinates for end-level screen
|
|
86980 5a8 wimap patch animations for end-level screen
|
|
86f28 224 SONG NAMES list of pointers
|
|
8714c 8b8 SOUND TABLE
|
|
87a04 1a4 SPRITE NAMES list of pointers
|
|
87ba8 3800 STATE TABLE
|
|
8b3a8 20 ?
|
|
8b3c8 2368 THING TABLE
|
|
8d730 3fd ?
|
|
|
|
[10-2]: Version 1.666 DOOM.EXE Data Segment Overview
|
|
====================================================
|
|
|
|
|
|
[10-3]: Detail on some EXE Data Structures
|
|
==========================================
|
|
|
|
More detail on some of the data follows. The "names" of each section
|
|
are the hexadecimal offsets to the start of that data, in the registered
|
|
versions 1.2 and 1.666 of DOOM.EXE. 1.2 offsets are to the left of the
|
|
asterisk, 1.666 to the right. "Integer" means a 4-byte <long> integer
|
|
in hi-lo format, unless otherwise noted (e.g. "2-byte short integer").
|
|
|
|
6f414 *** 82a14
|
|
|
|
START OF DATA. Several times I'll refer to "pointers". All of these
|
|
pointers are integers. Add the values of these pointers to $6f414 or
|
|
$82a14 depending on the version, and you'll get the location of what's
|
|
being pointed to.
|
|
Note: there's also at least one other kind of pointer in here, with
|
|
larger values, that point to a location in the code, NOT the data. I call
|
|
these "code-pointers" for now. I know it's a lame term.
|
|
|
|
6f414 *** a2228
|
|
|
|
TEXT STRINGS. They all start on 4-byte boundaries, i.e. at xxxx0/4/8/c.
|
|
$00 ends the string. Then the next one starts at the next boundary, so a 4
|
|
byte string is followed by $00, then 3 bytes of random junk, then the next
|
|
string.
|
|
|
|
73140
|
|
|
|
I think this is the last string, "TZ"
|
|
|
|
73144
|
|
|
|
Misc. stuff I haven't investigated. Some of it has to do with sound card
|
|
stuff and mice and joysticks, because at 7384c is "DMXGUS.INI" and at 74ba8
|
|
are pointers which point to the strings "None", "PC_Speaker", "Adlib", etc.
|
|
|
|
74bf8
|
|
|
|
64k of precisely ordered numbers, which leads me to believe they are
|
|
pre-calculated math tables, to speed up some floating point operations
|
|
used in the screen draw routine. Any other guesses?
|
|
|
|
84bfc
|
|
|
|
3 pointers to the episode 1/2/3 end texts, "Once you beat...", "You've
|
|
done it...", and "The loathsome Spiderdemon is dead..."
|
|
|
|
84c24
|
|
|
|
pointer to the string "doom.wad"
|
|
|
|
84c74
|
|
|
|
pointer to the string "default.cfg"
|
|
|
|
84c78
|
|
|
|
8 integers: 1, 25, 50, 24, 40, 640, 1280, 320
|
|
|
|
84c98
|
|
|
|
2 code-pointers
|
|
|
|
84ccc
|
|
|
|
29 integers, with values like 90 and 135 and 180. Angles?
|
|
|
|
84d40
|
|
|
|
"Gamma correction OFF", 00s, "Gamma correction level 1", ... 4. Each
|
|
occupies $1a bytes.
|
|
|
|
84dc2
|
|
|
|
8 text messages used to confirm quitting, each uses $50 bytes
|
|
|
|
85042
|
|
|
|
MENUS. I know this controls to some extent which menu pictures are used
|
|
for which menu, but I haven't figured it all out yet.
|
|
|
|
853e4
|
|
|
|
14 ints: 42, 22, 23, 24, 28, 29, 31, 40, zeros
|
|
|
|
8541c
|
|
|
|
256 bytes, values from 00-ff, no two the same, "random" order.
|
|
|
|
85524
|
|
|
|
The configuration options. Each is 5 integers: a pointer to a string,
|
|
like "mouse_sensitivity", a code-pointer, the default value for that
|
|
option, a 0 or 1 (1 for all the "key_" options), and a 0. It would be
|
|
pretty dense to do anything with this, I think.
|
|
|
|
85890
|
|
|
|
About 117 integers, with a definite structure, but I can't figure it
|
|
out, and changing/experimenting seems to do nothing.
|
|
|
|
85a64
|
|
|
|
21 sets of 4 bytes: 0, 0, 1, 0, 320, 168, "33", 0, 1, $(b2 26 26 2e),
|
|
$(ff 63 fd ff), a pointer that points to the $(b2...), 0, 1, "ema", 0, 0,
|
|
1, 0, 1, "xma". All these are unchanged from version 0.99 through 1.2,
|
|
except the pointer obviously.
|
|
|
|
85ab8
|
|
|
|
Ints: 0, -1, -1, 0, 0, 0, 0, 4, 7, 10, 12, 14, 15, 15, 0, 0, 112, 96, 64,
|
|
176, then 16 that are members of this set {-65536, -47000, 0, 47000, 65536},
|
|
then 4, 5, 6, 7, 0, 1, 2, 3, 8, 3, 1, 5, 7
|
|
|
|
85b7c *** 95714
|
|
|
|
AMMO AMOUNTS. 8 integers: 200, 50, 300, 50, 10, 4, 20, 1. The first four
|
|
are the maximum initial capacity for ammo, shells, cells, and rockets. The
|
|
backpack doubles these amounts. The second four are how many ammo in a
|
|
clip, shells, rockets/rocket, and cells/cell item. Boxes have 5x as much.
|
|
|
|
859bc *** 95734
|
|
|
|
AMMO TABLE. 8 sets of 6 integers (9 sets in 1.666):
|
|
|
|
version 1.2 version 1.666
|
|
|
|
Punch 5 4 3 2 5 0 Punch 5 4 3 2 5 0
|
|
Pistol 0 12 11 10 13 17 Pistol 0 12 11 10 13 17
|
|
Shotgun 1 20 19 18 21 30 Shotgun 1 20 19 18 21 30
|
|
Chaingun 0 34 33 32 35 38 Chaingun 0 51 50 49 52 55
|
|
Laucher 3 42 41 40 43 46 Laucher 3 59 58 57 60 63
|
|
Plasma 2 59 58 57 60 62 Plasma 2 76 75 74 77 79
|
|
BFG 2 66 65 64 67 71 BFG 2 83 82 81 84 88
|
|
Chainsaw 5 53 52 50 54 0 Chainsaw 5 70 69 67 71 0
|
|
Super-Shotgun 1 34 33 32 35 47
|
|
|
|
The first number of each set is the ammo type. Type 5 never runs out.
|
|
The next three numbers are 3 state #s (see the STATE TABLE below) for the
|
|
pictures displayed when moving while holding that weapon. You know, the
|
|
"bobbing weapon" effect? Fifth is the first state of the "shoot" sequence
|
|
for that weapon, and last is the first state of the "firing" sequence. The
|
|
"firing" pictures are the ones that are lit up, fire coming out, etc.
|
|
|
|
85c5c *** 9580c
|
|
|
|
ANIMATED WALLS and FLOORS. Each is 26 bytes: an integer, a 8-byte string,
|
|
$00, a 8-byte string, $00, and a final integer.
|
|
|
|
0 NUKAGE3 NUKAGE1 8
|
|
0 FWATER4 FWATER1 8
|
|
0 SWATER4 SWATER1 8
|
|
0 LAVA4 LAVA1 8
|
|
0 BLOOD4 BLOOD1 8
|
|
<---- v1.666 has four more: 0 RROCK08 RROCK05 8
|
|
1 BLODGR4 BLODGR1 8 0 SLIME04 SLIME01 8
|
|
1 SLADRIP4 SLADRIP1 8 0 SLIME08 SLIME05 8
|
|
1 BLODRIP4 BLODRIP1 8 0 SLIME12 SLIME09 8
|
|
1 FIREWALL FIREWALA 8
|
|
1 GSTFONT3 GSTFONT1 8
|
|
1 FIRELAVA FIRELAV3 8
|
|
1 FIREBLU2 FIREBLU1 8
|
|
1 ROCKRED3 ROCKRED1 8
|
|
<---- V1.666 has four more: 1 BFALL4 BFALL1 8
|
|
1 SFALL4 SFALL1 8
|
|
1 WFALL4 WFALL1 8
|
|
1 DBRAIN4 DBRAIN1 8
|
|
|
|
Obviously the 0/1 means floor or wall. The first string is the name of
|
|
the animation cycle's LAST listed texture, the second string is the FIRST
|
|
listed texture. The cycle includes them and all entries between them in
|
|
whichever wad file is in effect (It doesn't have to be DOOM.WAD, a pwad
|
|
with new TEXTURE1 and 2 resources works quite nicely). The final 8
|
|
doesn't seem to mean much.
|
|
|
|
85dc8
|
|
|
|
A -1 then a bunch of zeros, maybe space for another animation cycle?
|
|
|
|
85de4 *** 95a64
|
|
|
|
SWITCH WALL NAMES. Each is 20 bytes: an 8-byte string, 00, another
|
|
string, 00, and a 2-byte short integer. There are 28 switch names here
|
|
in v1.2 and 39 switch names in v1.666. When a switch is pulled, the game
|
|
checks to see if the wall texture is on this list. If it is, it changes
|
|
the wall texture to the corresponding alternate texture. The <short>
|
|
is 1, 2, or 3. 1 means it's in all versions, 2 means only registered
|
|
DOOM 1 and DOOM 2, 3 means DOOM 2 only.
|
|
|
|
86028
|
|
|
|
20 zeros, again, room for one more?
|
|
|
|
8603c ***
|
|
|
|
48 integers: 3 0 2 1 3 0 2 0 3 1 2 0 0 0 0 0
|
|
2 0 2 1 0 0 0 0 3 1 3 0 0 0 0 0
|
|
2 0 3 1 2 1 3 1 2 1 3 0 0 0 0 0
|
|
|
|
860fc ***
|
|
|
|
50 integers, all are either 50 or -50.
|
|
|
|
861d0 ***
|
|
|
|
5 sets of 256 bytes, each is a COLORMAP, for the gamma correction
|
|
settings OFF, 1, 2, 3, 4.
|
|
|
|
866d0 ***
|
|
|
|
5 integers: 1, 0, -1, 0, 0
|
|
|
|
866e4 ***
|
|
|
|
13 sets of 5 - 10 bytes, each set terminated by a $FF
|
|
|
|
8675e ***
|
|
|
|
$74 $20
|
|
|
|
86760 ***
|
|
|
|
13 pointers to the stuff at 866e4. An integer '0' between each pointer.
|
|
|
|
867c8 ***
|
|
|
|
6 integers: -1, -1, 0, -1, 0, 1
|
|
|
|
867e0 ***
|
|
|
|
10 pointers to the 10 default chatmacros, then 4 pointers, to "Green:",
|
|
"Indigo:", "Brown:", "Red:"
|
|
|
|
86820 ***
|
|
|
|
AUTOMAP LEVEL NAMES. 27 pointers to the level names used on the automap.
|
|
|
|
8689c ***
|
|
|
|
The ascii letters "gibr" - the keys for sending messages in multiplayer.
|
|
|
|
868a8 ***
|
|
|
|
SPLAT MARK COORDINATES. At what screen coordinates to place the WISPLAT
|
|
picture on the end-level screen, for th 27 levels. 54 integers, 27 pairs.
|
|
e1m1 x, e1m1 y, ..., e3m9 y.
|
|
|
|
86980, 86bb0, 86da8 ***
|
|
|
|
END-LEVEL MAP ANIMATIONS. Each is 14 integers. The first one is (0, 11,
|
|
3, 224, 104, 0, 0, 0, 0, 0, 0, 0, 0, 0). The first number is 0 for all the
|
|
ones on maps 0 and 2 (episodes 1 and 3), and it's 2 for map 1. The 11 is
|
|
always 11 except the last one of map 2 is 8. The 3 means 3 pictures are
|
|
involved in the animation, e.g WIA00100, WIA00101, and WIA00102. 224 and 104
|
|
are the x and y coordinates. The sixth number is not 0 for map 1 - it's
|
|
from 1 to 8. This controls the way the Tower of Mystery "appears". All the
|
|
other numbers are always 0.
|
|
|
|
86ef8 ***
|
|
|
|
Three integers, how many animations for WIMAP0, 1, 2 respectively.
|
|
|
|
86f04 ***
|
|
|
|
Three pointers, to the starts of the animations for WIMAP0, 1, 2
|
|
respectively.
|
|
|
|
8714c ***
|
|
|
|
SOUND TABLE. 61 and 1/2 sounds are listed here. Each is 9 integers: a
|
|
pointer to the string which is the sound's "name", then a 0 or 1, then
|
|
a value ranging from 32 to 128, then 0, -1, -1, 0, 0, 0. The names are
|
|
"pistol", "shotgn", ... "hoof", "metal", "chgun". Prefix DS or DP and you
|
|
get the entries in DOOM.WAD for the sound data. The "chgun" is the 1/2 -
|
|
there's no "DSCHGUN" in doom.wad, and the entry in this table is incomplete
|
|
anyway, lacking the all-important 0, -1, -1, 0, 0, 0 ending :-). There seem
|
|
to be a few glitches in the way the sounds were fit into the whole scheme,
|
|
this is just one of them.
|
|
|
|
879ec ***
|
|
|
|
pointer to start of SOUND TABLE.
|
|
|
|
879f0 ***
|
|
|
|
Integer = 150. 150 whats?
|
|
|
|
87a04 ***
|
|
|
|
SPRITE NAME POINTERS. 105 pointers to the strings "TROO", "SHTG", ...,
|
|
"SMRT".
|
|
|
|
87ba8 *** 9834c
|
|
|
|
STATE TABLE. 512 entries in v1.2, 967 entries in v1.666. Each entry
|
|
is 28 bytes in 7 integers:
|
|
|
|
(1) sprite number 0-..., lookup in sprite name pointers list.
|
|
(2) sprite frame, 0="A" in a sprite lump, 1="B", etc.
|
|
(3) duration, how many gametics this state is displayed until
|
|
it looks for the next. -1 (0xffffffff) is forever.
|
|
(4) a "code pointer" which indicates what action(s) accompany
|
|
the displaying of this state.
|
|
(5) next state in sequence. 0 means no next state, sequence is done.
|
|
(6) always 0, has no effect.
|
|
(7) always 0, has no effect.
|
|
|
|
|
|
8b3a8 ***
|
|
|
|
Two integers: 1, 0, then 6 code-pointers.
|
|
|
|
8b3c8 *** 9ed10
|
|
|
|
THING TABLE. 103 entries in v1.2 which are each 88 bytes = 22 integers.
|
|
136 entries in v1.666, which are each 92 bytes = 23 integers.
|
|
|
|
(1) Thing number, as used in maps. See [4-2-1]. Some of them are
|
|
equal to -1, e.g. the players' entry, and all projectiles.
|
|
(2) "Spawn" state. State number (from STATE TABLE) for when this
|
|
thing first appears.
|
|
(3) Health. Inanimates can't be killed, so it doesn't apply to them.
|
|
(4) "Moving" state. First state # of monsters pursuing, etc.
|
|
(5) "See player" sound. For monsters who become activated. Also for
|
|
projectiles' first sound. Note that sounds are 1-..., not 0-...
|
|
0 indicates no sound.
|
|
(6) Reaction Time. Lower is faster.
|
|
(7) "Attack" sound.
|
|
(8) "Pain" state.
|
|
(9) Painchance. The chance out of 256 that a monster will be disrupted
|
|
when it gets hurt. Otherwise, they keep attacking.
|
|
(10) "Pain" sound.
|
|
(11) "Close attack" state.
|
|
(12) "Distance attack" state.
|
|
(13) "Death" state, or "explode" for projectiles.
|
|
(14) "Explosive death" state, only some monsters can be "mushed".
|
|
(15) "Death" sound, or "explode" for projectiles.
|
|
(16) Speed of movement. Projectiles' speed are * 65536.
|
|
(17) Horizontal size (radius) * 65536
|
|
(18) Height * 65536
|
|
(19) Mass
|
|
(20) Missile damage. Also, the Lost Soul has a 3 here, for it's attack.
|
|
(21) "Act" sound, for wandering monsters.
|
|
(22) Flags, see below
|
|
(23) "Respawn" state, for monsters being ressurected. VERSION 1.666 ONLY
|
|
|
|
Flags. 0 = condition is false. 1 = condition is true.
|
|
|
|
bit flagname effect on thing
|
|
|
|
0 Special it is a gettable thing (ammo, health, etc.)
|
|
1 Solid creatures can't pass through (but projectiles can)
|
|
2 Shootable can be hurt (note barrels have this set)
|
|
3 NoSector totally invisible
|
|
4 NoBlockmap
|
|
5
|
|
6 (InPain) ?
|
|
7
|
|
8 SpawnCeiling hung from ceiling
|
|
9 NoGravity floating monsters and not-on-ground things
|
|
10 Dropoff doesn't automatically hug floor if "jump" off ledge
|
|
11 Pickup can pick up gettable items
|
|
12 (NoClip) walks through walls
|
|
13
|
|
14 Float floating monsters
|
|
15 (Semi-NoClip) climb tall steps
|
|
16 Missile projectiles
|
|
17 (Disappearing ?
|
|
Weapon)
|
|
18 Shadow semi-invisible like Spectres
|
|
19 NoBlood uses PUFF instead of BLUD when hurt (e.g. barrels)
|
|
20 (SlideHelpless) ?
|
|
21
|
|
22 CountKill Monster: counts toward KILLS ratio on inter-level
|
|
23 CountItem Artifact: counts toward ITEMS on inter-level screen
|
|
24 (Running) ?
|
|
25 NotDMatch this thing doesn't get spawned in deathmatch modes
|
|
26 Color0 \ 00 = green stays green 01 = change to dark greys
|
|
27 Color1 / 10 = change to browns 11 = change to dark reds
|
|
28- unused
|
|
|
|
8d730 *** n/a
|
|
|
|
Misc junk I can't figure out.
|
|
|
|
8db27 *** a7b99
|
|
|
|
End of DOOM.EXE
|
|
|
|
|
|
------------------------------------------------------------
|
|
APPENDIX [A-1]: Backus-Naur Form definitions of WAD elements
|
|
------------------------------------------------------------
|
|
|
|
The descriptions below use a modified Backus-Naur Form (BNF) notation.
|
|
Each entry looks like
|
|
|
|
<keyword> := description ;type or comment (optional)
|
|
description cont'd. ;type or comment (optional)
|
|
|
|
Descriptions composed of more than one sequential keyword or element
|
|
are usually listed with one element per line. This is for clarity and also
|
|
allows each succesive element to be assigned different types without extra
|
|
lines.
|
|
|
|
<keyword> := <whatever> ;<type>
|
|
|
|
is a shorthand for
|
|
|
|
<keyword> := <whatever>
|
|
<whatever> := <type>
|
|
|
|
The description is one or more of the following predefined types,
|
|
and/or previously or subsequently defined keywords.
|
|
|
|
<byte> is an unsigned 8-bit integer (0 to 255).
|
|
<char> is a signed 8-bit integer (-128 to 127).
|
|
<ushort> is an unsigned 16-bit integer in lo-hi format (0 to 65535)
|
|
<short> is a signed 16-bit integer (-32768 to 32767).
|
|
<long> is a signed 32-bit integer (-2147483648 to 2147483647).
|
|
<string8> is an ASCII string of from 1 to 8 bytes. If its length is
|
|
less than 8 bytes, the remainder are zeros (hex 00).
|
|
|
|
Any of these may be followed by a range: <byte:1..99> means a byte
|
|
restricted to the range 1 to 99 inclusive. A single number means that
|
|
value is literally included: <byte:192> inserts that 8-bit value.
|
|
|
|
{ } are used to enclose a group of elements.
|
|
|
|
| is used to separate choices - exactly one of the choices applies.
|
|
|
|
[ ] are used following an element or group of elements to indicate
|
|
an array. Usually a literal value or a keyword will be used to denote
|
|
how many members the array has. <rook> [666] means that the element
|
|
<rook> is repeated 666 times in sequence. {<Scylla> <Charybdis>} [zeus]
|
|
means that whatever the value of <zeus> is, there are that many pairs
|
|
of <Scylla> and <Charybdis>. [1..16] indicates the value may be from
|
|
1 to 16 inclusive, and [...] indicates an indefinite number.
|
|
|
|
A literal string "ABCD" may appear, in which case those ASCII characters
|
|
are directly inserted.
|
|
|
|
------
|
|
|
|
<WAD file> := "PWAD"|"IWAD"
|
|
<numlumps>
|
|
<infotableofs>
|
|
<lumps>
|
|
<directory>
|
|
|
|
<numlumps> := <long> ;number of lumps in WAD file
|
|
<infotableofs> := <long> ;file offset to directory start
|
|
|
|
<lumps> := <lump> [numlumps]
|
|
<lump> := ;see different kinds below
|
|
|
|
<directory> := {<lumpinfo> | <otherinfo>} [numlumps]
|
|
<lumpinfo> := <filepos> ;<long>
|
|
<size> ;<long>
|
|
<name> ;<string8>
|
|
|
|
<otherinfo> := <marker> | <label>
|
|
<marker> := <dummynumber> ;<long> with any value
|
|
<long:0>
|
|
<"S_START" | etc> ;<string8>
|
|
|
|
<label> := {<"E"> <episode> <"M"> <mission>} | {<"MAP"> <level>}
|
|
<episode> := "1"|"2"|"3"
|
|
<mission> := "1"|"2"|"3"|"4"|"5"|"6"|"7"|"8"|"9"
|
|
<level> := "01"|"02"|"03"|"04"|"05"|"06"|"07"|"08"|"09"|"10"
|
|
|"11"|"12"|"13"|"14"|"15"|"16"|"17"|"18"|"19"|"20"
|
|
|"21"|"22"|"23"|"24"|"25"|"26"|"27"|"28"|"29"|"30"
|
|
|"31"|"32"
|
|
|
|
------
|
|
different kinds of lumps:
|
|
------
|
|
|
|
<PLAYPAL> := <palette> [14]
|
|
<palette> := {<red> <green> <blue>} [256]
|
|
<red> := <byte>
|
|
<green> := <byte>
|
|
<blue> := <byte>
|
|
|
|
------
|
|
|
|
<COLORMAP> := <color_map> [34]
|
|
<color_map> := <mapping> [256]
|
|
<mapping> := <byte>
|
|
|
|
------
|
|
|
|
<ENDOOM> := <character_cell> [1000]
|
|
<character_cell>:= <color_attributes> ;<byte>
|
|
<character> ;<byte>
|
|
|
|
------
|
|
|
|
<demo> := <header>
|
|
<gametic_data>
|
|
<byte:128>
|
|
<header> := {<header_12> | <header_16>} ;different versions
|
|
<header_12> := <skill>
|
|
<episode>
|
|
<map>
|
|
<player> [4]
|
|
<header_16> := <version>
|
|
<skill>
|
|
<episode>
|
|
<map>
|
|
<mode>
|
|
<respawn>
|
|
<fast>
|
|
<nomonsters>
|
|
<viewpoint>
|
|
<player> [4]
|
|
<skill> := <byte:0..4>
|
|
<episode> := {<byte:1..3> | <byte:1>} ;DOOM 1 or DOOM 2
|
|
<map> := {<byte:1..9> | <byte:1..32>} ;DOOM 1 or DOOM 2
|
|
<player> := <byte:0..1> ;0 means not present, 1 means present
|
|
<version> := <byte:104..106> ;versions 1.4, 1.5, 1.6 (also 1.666)
|
|
<mode> := <byte:0..2} ;cooperative|deathmatch|altdeath
|
|
<respawn> := <byte> ;0 is off, non-zero is on
|
|
<fast> := <byte> ;0 is off, non-zero is on
|
|
<nomonsters> := <byte> ;0 is off, non-zero is on
|
|
<viewpoint> := <byte:0..3> ;shown from this player's view
|
|
|
|
<gametic_data> := <gametic> [...]
|
|
<gametic> := <player_move> [1..4] ;1-4 is # of players present in demo
|
|
<player_move> := <forward> ;<char>
|
|
<strafe> ;<char>
|
|
<turn> ;<char>
|
|
<use> ;<byte>
|
|
|
|
------
|
|
|
|
<GENMIDI> := "#OPL_II#"
|
|
<instr_data> [150]
|
|
<instr_name> [150]
|
|
<instr_data> := <byte> [36] ;format unknown to me
|
|
<instr_name> := <byte> [32] ;padded with 0s
|
|
|
|
------
|
|
|
|
<DMXGUS> := pointless to describe here, see section [7-5]
|
|
|
|
------
|
|
|
|
<song> := "MUS"
|
|
<byte:26>
|
|
<music_length> ;<ushort>
|
|
<music_start> ;<ushort>
|
|
<primary_channels> ;<ushort>
|
|
<secondary_channels> ;<ushort>
|
|
<num_instr_patches> ;<ushort>
|
|
<ushort:0>
|
|
<instr_patches>
|
|
<music data>
|
|
<instr_patches> := <instr_patch> [num_instr_patches]
|
|
<instr_patch> := <ushort> ;Drum patch #s 28 less than in DMXGUS
|
|
|
|
<music data> := ???
|
|
|
|
------
|
|
|
|
<soundeffect> := <ushort:3>
|
|
<ushort:11025> ;sampling rate
|
|
<num_samples> ;<ushort>
|
|
<ushort:0>
|
|
<samples>
|
|
<samples> := <sample> [num_samples] ;<byte>
|
|
|
|
------
|
|
|
|
<PC_sound> := <ushort:0>
|
|
<num_PC_samples> ;<ushort>
|
|
<PC_samples>
|
|
<PC_samples> := <PC_sample> [num_PC_samples]
|
|
<PC_sample> := <byte> ;seem to range [0..96]
|
|
|
|
------
|
|
|
|
<TEXTURE1> := <num_textures> ;<long>
|
|
<tex_offsets>
|
|
<tex_entries>
|
|
<tex_offsets> := <tex_offset> [num_textures]
|
|
<tex_offset> := <long>
|
|
<tex_entries> := <tex_entry> [num_textures]
|
|
<tex_entry> := <tex_name> ;<string8>
|
|
<short:0>
|
|
<short:0>
|
|
<tex_width> ;<short>
|
|
<tex_height> ;<short>
|
|
<short:0>
|
|
<short:0>
|
|
<num_patches> ;<short>
|
|
<patches>
|
|
<patches> := <patch> [num_patches]
|
|
<patch> := <x_offset> ;all are <short>
|
|
<y_offset>
|
|
<pname_number> ;lookup in <PNAMES> for picture
|
|
<short:1> ;supposedly <stepdir>
|
|
<short:0> ;supposedly <color_map>
|
|
|
|
------
|
|
|
|
<PNAMES> := <num_pnames> ;<long>
|
|
<pnames>
|
|
<pnames> := <pname> [num_pnames]
|
|
<pname> := <string8>] ;match the <name> from the
|
|
;<lumpinfo> of a <picture>
|
|
|
|
------
|
|
|
|
<picture> := <header>
|
|
<pointers> ;offsets to <column> starts
|
|
<pixel_data>
|
|
<header> := <width> ;all are <short>
|
|
<height>
|
|
<left_offset>
|
|
<top_offset>
|
|
<pointers> := <pointer> [width] ;<long>
|
|
<pixel_data> := <column> [width]
|
|
<column> := <post> [...]
|
|
<byte:255> ;255 (0xff) ends the column
|
|
<post> := <rowstart> ;<byte>
|
|
<num_pixels> ;<byte>
|
|
<unused> ;<byte>
|
|
<pixels>
|
|
<unused> ;<byte>
|
|
<pixels> := <pixel> [num_pixels] ;<byte>
|
|
|
|
------
|
|
|
|
<flat> := <colorbyte> [4096] ;<byte>
|
|
|
|
------
|
|
|
|
<maplevel> := <THINGS>
|
|
<LINDEDEFS>
|
|
<SIDEDEFS>
|
|
<VERTEXES>
|
|
<SEGS>
|
|
<SSECTORS>
|
|
<NODES>
|
|
<SECTORS>
|
|
<REJECT>
|
|
<BLOCKMAP>
|
|
|
|
<THINGS> := <thing> [...]
|
|
<thing> := <x_position> ;all are <short>
|
|
<y_position>
|
|
<angle>
|
|
<type>
|
|
<options>
|
|
|
|
<LINEDEFS> := <linedef> [...]
|
|
<linedef> := <vertex_start> ;all are <short>
|
|
<vertex_end>
|
|
<flags>
|
|
<function>
|
|
<tag>
|
|
<sidedef_right>
|
|
<sidedef_left> ;if <short: -1> there's no left side
|
|
|
|
<SIDEDEFS> := <sidedef> [...]
|
|
<sidedef> := <xoffset> ;<short>
|
|
<yoffset> ;<short>
|
|
<uppertexture> ;<string8>
|
|
<lowertexture> ;<string8>
|
|
<middletexture> ;<string8>
|
|
<sector_ref> ;<short>
|
|
|
|
<VERTEXES> := <vertex> [...]
|
|
<vertex> := <X_coord> ;both are <short>
|
|
<Y_coord>
|
|
|
|
<SEGS> := <seg> [...] ;<segs> stored by <subsector> order
|
|
<seg> := <vertex_start> ;all are <short>
|
|
<vertex_end>
|
|
<bams>
|
|
<line_num>
|
|
<segside>
|
|
<segoffset>
|
|
|
|
<SSECTORS> := <subsector> [...]
|
|
<subsector> := <numsegs> ;both are <short>
|
|
<start_seg>
|
|
|
|
<NODES> := <node> [...]
|
|
<node> := <x> ;first four are <short>
|
|
<y>
|
|
<dx>
|
|
<dy>
|
|
<bbox> [2]
|
|
<child> [2]
|
|
<bbox> := <boxtop> ;all are <short>
|
|
<boxbottom>
|
|
<boxleft>
|
|
<boxright>
|
|
<child> := <ushort> ;if 0x8000 it's a subsector
|
|
|
|
<SECTORS> := <sector> [...]
|
|
<sector> := <floorheight> ;<short>
|
|
<ceilingheight> ;<short>
|
|
<floorpic> ;<string8>
|
|
<ceilingpic> ;<string8>
|
|
<lightlevel> ;<short>
|
|
<special_sector> ;<short>
|
|
<tag> ;<short>
|
|
|
|
<REJECT> := <bitarray> ;see [4-10] for this one
|
|
|
|
<BLOCKMAP> := <xorigin> ;<short>
|
|
<yorigin> ;<short>
|
|
<xblocks> ;<short>
|
|
<yblocks> ;<short>
|
|
<listoffsets>
|
|
<blocklists>
|
|
<listoffsets> := <listoffset> [numofblocks]
|
|
<listoffset> := <ushort>
|
|
<numofblocks> := <short> ;note it equals <xblocks> * <yblocks>
|
|
<blocklists> := <blocklist> [numofblocks]
|
|
<blocklist> := <short: 0> ;for dynamic thinglist pointer
|
|
<lines_in_block>
|
|
<short: -1>
|
|
<lines_in_block>:= <linedef_num> [...] ;the numbers of all the <linedef>s
|
|
;that are in the block
|
|
<linedef_num> := <short>
|
|
|
|
|
|
----------------------------------
|
|
APPENDIX [A-2]: DOOM engine limits
|
|
----------------------------------
|
|
|
|
Maximum width of a TEXTURE = NONE?
|
|
Maximum height of a TEXTURE = 128
|
|
Maximum edges in display that can have their sides rendered = 128 in 1.2
|
|
256 in 1.6+
|
|
Maximum blocks in a BLOCKMAP = about 13000, or 113 * 113
|
|
Maximum THINGS in view at once = 64, extras are not drawn
|
|
Maximum patches on a texture used on a
|
|
2Sided "middle" texture before "medusa" effect = 1
|
|
Maximum # of "plats" = 30 (up/down moving floors, and lifts)
|
|
|
|
Maximum # of "scrolling" walls per level (line type 48) = 64
|
|
|
|
|
|
-------------------------------------------
|
|
APPENDIX [A-3]: DOOM.WAD changes and errors
|
|
-------------------------------------------
|
|
|
|
There are some imperfections in the DOOM.WAD file. All versions up
|
|
to 1.666 have the SW18_7 lump included twice. Versions before 1.666
|
|
have the COMP03_8 lump twice. And with version 1.666 somebody really
|
|
messed up, because every single DP* and DS* and D_* lump that's in
|
|
the shareware DOOM1.WAD is in the registered DOOM.WAD twice. The error
|
|
doesn't adversely affect play in any way, but it does take up an
|
|
unnecessary 800k on the hard drive.
|
|
|
|
Some of the lumps in the sprite section are unused. Versions before
|
|
1.666 had PBULx0 and PSHEx0, x=A-B, which were pictures of bullet and
|
|
shell casings being ejected after the player fired a weapon (this
|
|
feature was obviously removed). Also there were four more "fireball"
|
|
sprite-lump sets: BAL3x0, BAL4x0, x=A-E, and BAL5x0 and BAL6x0, x=A-B.
|
|
The only unused lump left in 1.666 is SMT2A0, which is a small grey
|
|
stalagmite, similar to the SMIT sprite which is THING #47. There are
|
|
some new sprite lumps in version 1.666 of DOOM 1 which are "semi-unused"
|
|
because they aren't used in DOOM 1, but they ARE used in DOOM 2. They
|
|
are all projectile sprites, so it's probably just a little leftover
|
|
from compiling the WAD.
|
|
|
|
So, in case it might help with converting demos, or for any other
|
|
reason, here is a list, entirely by Paul Falstad, of all the changes
|
|
to the levels between DOOM 1.2 and DOOM 1.666. The 1.4 and 1.5 beta's
|
|
levels are in most if not all respects identical to 1.666's - I haven't
|
|
checked.
|
|
|
|
E1M2
|
|
- Linedef #530 changed from a door that closes to one that stays open.
|
|
This is the south side of the door out of the maze. This allows
|
|
deathmatch players who started in there to get out from the inside.
|
|
|
|
E1M4
|
|
- The swastika got changed to a different shape. A bunch of things in
|
|
the swastika room got moved around to accomodate the new layout.
|
|
- Thing #185 (a deathmatch start position) got moved from (768, 1952) to
|
|
(736, 1824). This is in the room with the ledge NW of the player 1
|
|
starting room; the deathmatch start got moved off the ledge onto the
|
|
main floor.
|
|
|
|
E1M5
|
|
- Thing #216 (a deathmatch start) got moved from (-2112, 512) to
|
|
(-800, 1200); that is, it got moved from the west courtyard (the one
|
|
with the supercharger) to the hidden hallway just south of the pentagram.
|
|
- Sector #105's floor was lowered from 88 to 80. In other words, the
|
|
window west of the yellow keycard was enlarged a bit. Also, the
|
|
associated linedefs are no longer marked impassable.
|
|
|
|
E1M6
|
|
- Thing #116 (the sargeant in the middle of void space in the southeast
|
|
corner of the map) got removed.
|
|
- Sectors #139 and #142 got their floor changed from FLOOR0_6 to FLOOR4_8
|
|
for consistency with the surrounding sectors. (These are the floors
|
|
underneath the yellow doors on the northwest and northeast corners
|
|
of one of the rooms.)
|
|
|
|
E1M7
|
|
- Linedef #782 was type 0; now it's type 31 (door that stays open).
|
|
This is south side of the last door before the exit door; it can now
|
|
be opened from the inside, so a deathmatch player that started in the
|
|
exit room can get out.
|
|
|
|
E1M8
|
|
- The computer map in the pentagram got changed to a shotgun.
|
|
- Linedefs 35, 136, and 140 no longer have their upper textures unpegged.
|
|
This is the secret door to the supercharger; it now looks like a real
|
|
door when it opens.
|
|
- A secret door was added in the east baron's alcove. When you push on
|
|
the east wall, a secret chamber opens with a switch. That switch
|
|
lowers the lift to the south, so that you can get back into the complex.
|
|
(Though you could anyway, by jumping through the window on the west or
|
|
east side of the hallway south of the lift...)
|
|
Actually, it lowers the lift to the lowest adjacent floor, which
|
|
(after the two barons are dead) is lower than the hallway floor
|
|
height. Probably not the intended effect.
|
|
- Vertex #223 got moved ever so slightly NW for some reason.
|
|
|
|
E2M4
|
|
- Northwest of the big green "O", there is a secret room with partial
|
|
invisibility. The door to the room closes when you walk north through
|
|
a hallway just southwest of it; you're supposed to shoot the door to
|
|
open it. However, if you run north quickly over the trigger line and
|
|
then run east through the door, you can just make it before the door
|
|
closes, but in 1.2 you'd be trapped inside, since the door would not
|
|
open from the east side. In 1.666, the linedef type of the east edge
|
|
of the door has been changed so that you can open the door from inside
|
|
the secret room.
|
|
|
|
E3M1
|
|
- Sector 8's trigger number is now 0. Previously, it was 6, which is the
|
|
same number as one of the lines you walk over when getting the shotgun.
|
|
This line would cause the floor to be lowered. However, sector 8's floor
|
|
is already lower than that of any adjacent sectors, so nothing happened.
|
|
|
|
E3M4
|
|
- Sidedefs 1327 and 1332 had their texture offsets fixed. These are
|
|
the sidedefs on either side of the window between the room with the
|
|
beserker and the room with two spectres and a teleporter, east of
|
|
the player one starting point. Now, the window looks better than it
|
|
did before, but still not perfect.
|
|
|
|
E3M6
|
|
- There is now a BFG9000 sitting in the northwest window in the building
|
|
which you're facing at the start of the level. It only appears in
|
|
multiplayer mode.
|
|
- The structure which has the switch leading to the secret level had its
|
|
north wall thickened, so that you can't trigger the switch from outside
|
|
of the structure.
|
|
|
|
|
|
------------------------------------
|
|
APPENDIX [A-3]: A BLOCKMAP algorithm
|
|
------------------------------------
|
|
|
|
this section is being removed
|
|
|
|
---------------------------------------
|
|
APPENDIX [A-4]: Other helpful documents
|
|
---------------------------------------
|
|
|
|
There are several other excellent sources of information about
|
|
DOOM, editing DOOM levels, changing the DOOM.EXE, and pwads.
|
|
Some of the following items get widely distributed (BBS, Usenet,
|
|
online services, FTP) and some don't. Three prominent FTP sites
|
|
with huge quantities of doom-related material are:
|
|
|
|
infant2.sphs.indiana.edu /pub/doom and subdirectories
|
|
(../wad_edit/text has most documents)
|
|
wuarchive.wustl.edu /pub/msdos_uploads/games/doomstuff
|
|
ftp.uwp.edu /pub/incoming/id
|
|
/pub/msdos/games/id/home-brew/doom
|
|
|
|
The infant2 site also has a number of mirrors.
|
|
As time passes, newer versions of these documents may be released,
|
|
and/or the file names will change:
|
|
|
|
DESIGN12.ZIP Level Design FAQ, edited by Tom Neff
|
|
Truly has lots of good questions, and good answers,
|
|
to common questions related to level design. Covers
|
|
the simple stuff, and some of the most advanced
|
|
topics too. Also, it is editor-nuetral, i.e. it
|
|
does not restrict itself to any single level editor.
|
|
Highly recommended.
|
|
|
|
DMFAQ666.ZIP The Official DOOM FAQ 6.666 by Hank Leukart.
|
|
A huge collection of information about the history
|
|
of DOOM, notes on game play, and lists of add-on
|
|
utilities available to enhance play.
|
|
|
|
DOOMBSP.ZIP The source code from id's bsp routines, which build
|
|
the NODES structure and the REJECT and BLOCKMAP too.
|
|
If you want to see C, here it is.
|
|
|
|
METRICS.ZIP "DOOM Metrics", by Scott Amspoker. Has some more info
|
|
and more explanations related to [4-2-2]: Thing Sizes,
|
|
and how monsters prefer stairs that aren't too steep.
|
|
|
|
TEXPATCH.ZIP Textures To Patches, by Gregory Lewis. Shows the
|
|
patch composition of every texture in registered
|
|
DOOM.
|
|
|
|
TEXTURES.ZIP "Managing Textures and the Unpegged Attribute", by
|
|
Scott Amspoker. Explains in great depth how textures
|
|
are drawn on walls, how the unpegged flag works, and
|
|
how texture offsets apply.
|
|
|
|
DH200.ZIP DOOM.EXE Hack Editor, by Greg Lewis. This program
|
|
allows changes to be made to the DOOM.EXE file and
|
|
they can be saved/loaded via patch files. The thing
|
|
and frame tables (discussed in chapter [10]) are the
|
|
main emphasis of this excellent utility.
|
|
|
|
??? "Fun with Dehacked", edited by Dan Lottero. Has a lot
|
|
of tips and tricks for using the DOOM.EXE Hack Editor
|
|
(dehacked).
|
|
|
|
??? "Blackadder's DeHackEd Patch Reviews", by Michael Adcock.
|
|
Last updated 24Jul94?
|
|
|
|
??? "DOOM Deathmatch Wad Ranking", by James Dicke and Jim
|
|
Urbas. Is a good system for rating how good and how
|
|
fun deathmatch play is on pwads. If you want to find
|
|
the best deathmatch levels, this is a good place to
|
|
start.
|
|
|
|
??? pwad review documents and lists.
|
|
|
|
??? "The unofficial LMP format description 1.0", by
|
|
Uwe Girlich
|
|
|
|
-------------------------------
|
|
APPENDIX [A-5]: Acknowledgments
|
|
-------------------------------
|
|
|
|
The following people either brought mistakes to my attention, or
|
|
provided additional information that I've incorporated into these
|
|
specs. Thanks for all the help! Sorry if I left anyone out.
|
|
If you have any comments or questions, have spotted any errors,
|
|
or have any possible additions, please send me e-mail. If you've
|
|
contacted me before, please note my new address (msfell@aol.com).
|
|
|
|
id Software
|
|
Created DOOM, added the -file parameter, used a simple format
|
|
for the WAD, and occasionaly released specifications and
|
|
technical information about DOOM and DOOM 2 :-)
|
|
|
|
All PWAD designers and doom-utility programmers everywhere!
|
|
|
|
Coleman Reed Ammerman (cammer@cs.tamu.edu) and John Wolsh
|
|
They were the first to document the DEMO format.
|
|
|
|
Scott Amspoker (scott@bbx.basis.com)
|
|
Wrote the METRICS and TEXTURES articles.
|
|
|
|
Jeff Bird (jeff@wench.ece.jcu.edu.au)
|
|
Good ideas about the NODES, and a blockmap algorithm.
|
|
|
|
Alistair Brown (A.D.Brown@bradford.ac.uk)
|
|
Helped me understand the NODES and explained REJECT.
|
|
|
|
Frans P. de Vries (fpdevries@hgl.signaal.nl)
|
|
The cool ASCII DOOM logo used for the header. Also, gave a
|
|
comprehensive list of typos and mistakes in the 1.3 specs.
|
|
|
|
Paul Falstad (pjf@crash.cts.com)
|
|
I got ALL of the [8-6-1] information from his messages.
|
|
|
|
Robert Fenske (rfenske@swri.edu)
|
|
Passed along a great linedef flag list. Also helped with linedef
|
|
types, blockmap, special sectors, and general suggestions.
|
|
|
|
Nelson Fernandez Jr. (nelson@netcom.com)
|
|
Distributed information about savegame files.
|
|
|
|
Uwe Girlich (girlich@aix520.informatik.uni-leipzig.de)
|
|
Wrote "The unofficial LMP format description 1.0"
|
|
|
|
Stuart Herbert (ac3slh@sunc.sheffield.ac.uk)
|
|
Clarifying how pegged/unpegged flags work.
|
|
|
|
Herre de Jonge (herre@morra.et.tudelft.nl)
|
|
First pointed out the stairs mistake in the 1.3 specs.
|
|
|
|
Tom Klok (a344@mindlink.bc.ca)
|
|
DMXGUS and MUS file format info.
|
|
|
|
Bernd Kreimeier (bernd@nero.uni-bonn.de)
|
|
Wrote DMADDS11. Sprites, savegames, sounds, and lots of other help.
|
|
|
|
Steve Larsen (larsen@sunset.cs.utah.edu)
|
|
Several patches for the DOOM.EXE file
|
|
|
|
Hank Leukart (ap641@cleveland.freenet.edu)
|
|
Edits the DOOM FAQ and distributes these specs!
|
|
|
|
Greg Lewis (gregl@umich.edu)
|
|
Wrote DeHackEd, and gave lots of info on EXE variables.
|
|
|
|
Joel Lucsy (jjlucsy@mtu.edu)
|
|
Info on COLORMAP and PLAYPAL.
|
|
|
|
Sean Malloy (malloy@nprdc.navy.mil)
|
|
Step-by-step proof of exactly how stairs work.
|
|
|
|
John A. Matzen (jamatzen@cs.twsu.edu)
|
|
Instrument names in GENMIDI.
|
|
|
|
Steve McCrea (sm@eng.cam.ac.uk)
|
|
Animated textures and textures larger than 256 wide.
|
|
|
|
Brian McKimens (samneric@connected.com)
|
|
Comprehensive work on linedefs' function types.
|
|
|
|
Tom Neff (tneff@panix.com)
|
|
Edits (writes) the DESIGNxx.FAQ. Suggested BNF and wrote the
|
|
intro to [A-1]. Created the WIF text standard. General advice.
|
|
|
|
Tom Nettleship (mastn@midge.bath.ac.uk)
|
|
Explained BSP trees in comp.graphics.algorithms messages.
|
|
|
|
Elias Papavassilopoulos (ep104@cus.cam.ac.uk)
|
|
Tons of technical info on EXE files in general and DOOM.EXE.
|
|
|
|
Robert D. Potter (potter@bronze.lcs.mit.edu)
|
|
Theory about what BLOCKMAP is for and how the engine uses it.
|
|
|
|
Raphael Quinet (eedraq@chapelle.ericsson.se)
|
|
Lots of rigorous contributions on linedef types and special
|
|
sectors. Not to mention DEU!
|
|
|
|
Colin Reed (dyl@cix.compulink.co.uk)
|
|
I had the x upper and lower bounds for node bounding boxes
|
|
backwards a few versions ago.
|
|
|
|
Joost Schuur (jschuur@studserv.zdv.uni-tuebingen.de)
|
|
Runs the doom-editing mailing list.
|
|
|
|
Steve Simpson (ssimpson@world.std.com)
|
|
Corrected an error in the PNAMES section
|
|
|
|
S. Sproston (S.Sproston-SE2@cs.bham.ac.uk)
|
|
Excellent work on linedef types.
|
|
|
|
Matt Tagliaferri (matt.tagliaferri@pcohio.com)
|
|
Pointed out omission of TEXTURE1/2 pointer table in the 1.1
|
|
specs. Also provided a good BLOCKMAP algorithm.
|
|
|
|
Ted Vessenes (tedv@geom.umn.ed)
|
|
I had the THING angles wrong in the original specs.
|
|
|
|
You! Thanks for reading the "Unofficial" DOOM Specs!
|