############################################################################## ## # WAD description file for EWT (Extended WAD tools) # # Author : Vladimir Lobak (vels@aldan.cs.biu.ac.il) # Date : March '94 # # Most of it was taken from unofficial DOOM specs - great work by # Matt Fell and Hank Leukart. # # You can edit this file with any text editor. # The format is as follows: # # a) All text that starts on the new line at the FIRST column is # treated as 'match expression'. It will be used to determine # the type of directory entry & to supply info about it. # # b) All text that doesn't start from the first column is treated # as info or comment. # # c) Comments can also be started with '#' at the first column. ## ############################################################################## ## # # Resource types # ________________________________ # Resource No.| Resource Name # ------------|------------------- # 1 | Palette # 2 | Colormap # 3 | ASCII Text # 4 | Builtin Demo (LMP) # 5 | Map data # 6 | Texture # 7 | Wall patch # 8 | Music # 9 | Sound effect # 10 | Picture # 11 | Resource separator # 0 | Any other... # ## ############################################################################## # Here starts WAD directory description: # Format is: # : Resource type # Description.... PLAYPAL: 1 Contains fourteen 256 color palettes, used while playing Doom. While showing: Use & to change current palette. COLORMAP: 2 Maps colors in the palette down to darker ones, for areas of less than maximum brightness (quite a few of these places, huh?). While showing: Use & to change current colormap. ENDOOM: 3 Text message displayed when you exit to DOS. DEMO*: 4 Demo which will play if you just sit and watch. E?M?: 11 Along with its 10 subsequent entries, defines the map data for a single level or mission. THINGS: 5 Things data for map. LINEDEFS: 5 Linedefs - defines walls, uncrossable areas etc. Defined by two vertexes. SIDEDEFS: 5 A sidedef is a definition of what wall meta-textures to draw along a LINEDEF, and a group of sidedefs define a SECTOR. VERTEXES: 5 These are the beginnings and ends for LINEDEFS and SEGS. SEGS: 5 The SEGS are in a sequential order determined by the SSECTORS, which are part of the NODES recursive tree. SSECTORS: 5 Ssector stands for sub-sector. These divide up all the SECTORS into non-convex polygons. They are then referenced through the NODES resources. NODES: 5 This is what we need to figure out ! SECTORS: 5 A SECTOR is a horizontal (east-west and north-south) area of the map where a floor height and ceiling height is defined, so a doom player may go there. Any change in floor or ceiling "altitude" or texture requires a new SECTOR. REJECT: 5 "It is used for optimization and all the bits may be set to 0" - this is a quote from John Carmack at id software. BLOCKMAP: 5 The BLOCKMAP is a pre-calculated structure that the game engine uses to simplify collision- detection between moving things and walls. It is possible to make an algorithm that generates the BLOCKMAP, given the locations of all the LINEDEFS. If you don't have a BLOCKMAP, the level displays fine, but everybody walks through walls, and no one can hurt anyone else with their gunfire. TEXTURE1: 6 Is a list of wall type names used in the SIDEDEF portion of each level data, and their composition data, i.e. what wall patches make up each "meta-wall". TEXTURE2: 6 Contains the walls that are only in the registered version. PNAMES: 7 Is the list of wall patches, which are referenced by number in the TEXTURE1/2 resources. GENMIDI: 0 Has the names of every General Midi standard instrument in order from 0-127. Anyone know more...? DMXGUS: 0 Obviously has to do with Gravis Ultra Sound... D_E?M?: 8 For ExMy this is music for episode x level y. D_INTER: 8 Music played on the summary screen between levels. D_INTRO: 8 The 4 second music played when the game starts. D_INTROA: 8 Introductory music. D_VICTOR: 8 Music played on the victory text-screen after an episode. D_BUNNY: 8 Music for while a certain rabbit has his story told... DP*: 9 The sound card sound effect. # Add more details about each sound DS*: 9 The PC speaker sound. HELP1: 10 The ad-screen that says Register!, with some screen shots. HELP2: 10 The actual help, all the controls explained. TITLEPIC: 10 The cool title screen :) CREDIT: 10 The credits, the people at id Software who created this great game. VICTORY2: 10 The screen shown after a victorious end to episode 2. PFUB1: 10 A nice little rabbit minding his own peas and queues... PFUB2: 10 ...maybe a hint of what's waiting in Doom Commercial version. END*: 10 For ENDx - "THE END" text, with (x) bullet holes. AMMNUM?: 10 Grey digits used in the status bar for ammo count. SKY*: 10 Sky that you can see through windows. STBAR: 10 Picture of status bar. STG*: 10 Small grey digits. STT*: 10 Big red digits. STY*: 10 Small yellow digits used on the AMMO panel to show what ammo you have. STKEYS*: 10 Keys showed on status bar. STDISK: 10 Picture of floppy showed when game accesses hard disk. STARMS: 10 ARMOR panel. This is optional part of status bar. When in DEATHMATCH it's replaced with FRAG. STC*: 10 Characters. Font used for messages. STFB*: 10 Boxes. (?) STPB*: 10 More boxes. (?) STF*: 10 Different faces of space marine. M_*: 10 Text message (yes, in picture format) used in the menus. BRDR_*: 10 Tiny two pixel wide picture used to frame the viewing window when it is not full screen. WIMAP?: 10 For WIMAPx - the summary-screen map used by episode (x). WIA*: 10 Add-ons for WIMAP to make things on map move. S_START: 11 Start of the item/enemy section. # Insert enemy/item descriptions S_END: 11 End of the item/enemy section. P_START: 11 Beginning of the wall patches. P1_START: 11 Beginning of the shareware wall patches. P1_END: 11 End of the shareware wall patches. P2_START: 11 Beginning of the registered wall patches. P2_END: 11 End of the registered wall patches. P_END: 11 End of the wall patches. F_START: 11 Beginning of the floors. F1_START: 11 Beginning of the shareware floor texture. FLOOR*: 6 Floor. STEP*: 6 . TLITE*: 6 . ?FLR*: 6 . DEM*: 6 . CEIL*: 6 Ceiling. FLAT*: 6 . CONS*: 6 . NUKAGE*: 6 . F_SKY1: 6 This texture is not used, since the game engine interprets that "special" ceiling as see-thru to the SKY texture beyond. GATE*: 6 . FWATER*: 6 . LAVA*: 6 . BLOOD*: 6 . CRATOP*: 6 . COMP01: 6 . F1_END: 11 End of the shareware wall floor texture. F2_START: 11 Beginning of the registered floor texture. F2_END: 11 End of the registered wall floor texture. F_END: 11 End of the floors. And that is the end of the directory... *: 10 Picture (?)