Revision History for DoomView 2.5 --------------------------------- (Now let's journey waaaaay back into time...) Doom Picture Viewer (and eventually extractor/replacer/editor) Revision History ******* 1/12/94 ******* v.001 Loads first wall and displays it with default system palette. Waits for keypress and exits. v.002 Loads walls one at a time every time you press a key. Still had default system palette. ESC exits. (Doesn't check to see if you are through with pictures! Oops!) v.003 Loads first PLAYPAL palette first. P and O can change between the 14 PLAYPAL palettes. Obviously, this isn't going to work. Either the palettes aren't loaded in a standard way or they are entirely somewhere else. (Still doesn't check for last picture) ******* 1/14/94 ******* v.004 T for toggle now works. This will copy the piece across the entire screen. 5x3. v.005 Q and A move forward and back one picture. It >STILL< doesn't check to see if there's really a picture or not, so go and look at random data. See if I care! Also reduced some clock cycles on my keyboard input. :) v.006 Now that we can see (haphazardly) the floors and ceilings - lets move on to ALL the rest of the graphics. A first attempt. You can clearly see bottom square panels like the 'Ammo' box but the rest are jumbled. This uses only about 1/2 of the same code as v.005 and doesn't view the floor and ceilings anymore. When I finish this part, I will re-incorporate that back into the code. ******* 1/18/94 ******* Since The Pilferer has told the world that my BBS is "Doom Utility HQ" and I got 4 new users yesterday looking for Doom stuff, I better work a little faster on this! :) v.007 The graphics are sideways! Those goofy iD people! The program is at the point where you can tell what some of the pictures are supposed to be, but most are still screwy. The first graphics says "THE END" (END0). How ironic. :-0 v.008 Sweet jesus! It works! Most of the graphics are now completely viewable. Unfortunately, the palette is still screwed so most things look like crap, but everything seems to be there: all the monsters, all your guns. Between 95-99% of the graphics view properly, the rest are screwed up for some reason. Also.....THIS PROGRAM WILL CRASH!!! v.005 was nice and stable but this one isn't. I have no idea why, but I wouldn't suggest running important things in the background (You are running OS/2, aren't you? You are an intelligent computer user, aren't you?) cause the first time I ran this, after looking at a few hundred graphics, it hung REAL GOOD. But since I probably won't have time to fix it tonight, I'll just release it and you can use it at your own risk. v.009 Never mind! Fixed the major crashing bug. Also, I finally added checking so it won't go past the first and last pictures. Oops. Those tricky file pointers! One of the reason why the palettes were screwed was because...I wasn't loading them correctly! They are still wrong, but the first one makes a lot of pictures look a lot better than before...and still others are junk! But that gives me encouragement that I can fix it! ******* 1/20/94 ******* v.010 (or should it be v.00a HEX! nahhhh) Another two lines of code and all the screwed up pictures are fixed. Now only the 10 or so huge pictures don't display properly. And that's low on my priority list for this program. v.011 Cleaned up some code. (Well, barely, but that's a good Revision History kinda thing to say!) Started messing with the palette again. v.012 YOWZA! This is it! It's not cause I'm so good, I should have had it to begin with. The palette was there all along. I wasn't loading it right. SMACK! Ooo, I deserved that. All the pictures use just one palette. No need for the goofy "switch palette" keys. I think the COLORMAP part is for the "light effect" of Doom, where things get darker as you move away. Maybe. Maybe not. That's not my concern. Let's spruce things up a bit and put the floors/ceilings back in. v.90 Got rid of all that palette changing code. v.91 Put the floors/ceilings back into the main code. Same as before - T toggles the 3x5 tiling on. This only works when you are in the floors section. v.92 Changed keys - people (The Pilferer) complained that they were too confusing. Hey, I thought Q and A were naturals for up and down. Didn't you ever play Apple II games on the keyboard? So now it's up and down arrow, with HOME and END for first and last picture. v.93 Hack, hack, debug, debug. Trying to get those big pictures to load. ******* 1/21/94 ******* v.94 Groovy. Got the big pictures to load. And it shows everything. I thought the pictures were larger than 320x200 but they're not. So that's everything. I just have to put a opening text screen on this and then it's 1.0 ******* 1/28/94 ******* v.95 Wait a minute! Wasn't 1.0 supposed to be a week ago? Oh well. What do numbers mean anyway. Thanks to Jeff Miller (WAD Tools) and the guys at "The Unofficial DOOM specs" for showing me the errors in my program. Now all the pictures display properly (but that's what I thought before so....). You couldn't tell if you weren't looking for errors in the medium and big pictures. The small numbers were obviously screwed. v.96 Ok, just one more. I forgot I had to make those changes in two spots. ******** ******** DOOMEdit ******** ******** ******* 1/31/94 ******* v.10 Attempt at export to BMP. It exported something, but it aint' a BMP! :( v.11 Finally got an exported BMP. The picture is crooked and the palette is goofy. v.12 Nope v.13 Argh! v.14 Sheist!!! I give up. I don't know the BMP header format and I can't figure it out myself. I've just looked over the PCX format and it's a lot easier than I thought it would be. I'll start over with that tomorrow. ******* 2/01/94 ******* v.15 Trying it with PCX export now. I don't think I've quite got it...but I'll give it a run anyway! Hmmmm, not bad. CShow recognizes it as a PCX, so the header is fine. It seems the palette is there, except everything else is the number 12. Maybe I'm sending a message back through a time vortex to myself! Either that or I *&^$ed up. v.16 Better. (?!?) CShow views it, but it's black and white garbage. Right size though! It says its a PCX type 5 instead of 5i. Maybe that header info I left out was more important than I thought. (I do so love my slop programming. Be glad I haven't released any of these DoomEdit betas! ;) ) v.17 Added all the header info. Now CShow won't view it. But I thought of something I forgot.... v.18 Hack hack slash slash. v.19 argh v.20 I guess it would help if I actually read ALL of the PCX specs. ******* 2/02/94 ******* v.21 Redid PCX storing code. After some debugging, CShow views the picture nicely, except it gets a little skewed at the end. Also, it's in black and white. This book I have is worthless! v.22 Most pictures export fairly well, there is obviously still a bug somewhere cause some pictures are fine, others are just a teeny bit messed up, and some just a little more messed up. The palette isn't exporting properly. ******* 2/03/94 ******* v.30 Went back to BMP again. ******* 2/08/94 ******* v.31 What I thought affected (affected? effected? Where's my dictionary?!?!) all pictures just affected certain ones. The others are fine. This is finally a releasable beta. v.32 Added floor/ceiling export. ******* 2/09/94 ******* v.33 Fixed floor/ceiling export. ******* 2/10/94 ******* v.34 As the program gets larger, my spaghetti code was getting unruly. I cleaned a few things up. v.35 Added the EXTREMELY DANGEROUS function of "Export ALL pictures!" This sadistic little feature (on its first test run) exported 1596 files for a total of just under 9 megs. "But SKI, the graphics in the DOOM.WAD only take up about 6-7 megs." Right, but they are compressed in the WAD. The exported files are not compressed and contain the palette in every single file - that's 1.6 megs right there. I still won't release this yet. I have to finally include the instructions in a startup screen and add a "Are you sure??!?!" to the "export all" function. Oh yeah, and it doesn't seem to work right either. It started beeping at one point, but then it stopped and continued. ******* 2/14/94 ******* v.36 I now have the greatest amount of respect for the programmers of programs like CShow, Graphics Workshop, HiJaak, etc. The specs for something as simple as a BMP seem to be different for every single program that reads them. At this point, my exported BMPs are read fine by Graphics Workshop and Windows Paintbrush, but CShow doesn't recognize them (an older version of CShow - maybe CShow 2000 will give me less grief). v.37 Added .BMP extension to end of file instead of just being blank. Endless hacking to get all pictures to export properly. v.38 Why do I get the feeling that I could have been saved a week or two of trouble if I had a book that gave some GOOD info. Well, to finally fix my export problem, the length and width of the exported BMPs are evenly divisible by 4. Is this the way BMPs are supposed to work? Is this common knowledge? Hell if I know, I just know it fixed my problems. I wanted to keep the exported BMPs the exact size that they are in the game, but since the actual size is still in the WAD, it shouldn't be a problem when I get to the "Import" part of DoomEdit. The only real drawback to this fix is that it increases the size of a lot of BMPs which makes the "Export All" function that much more sadistic. v.40 Finally added some user-friendliness to this program. Why do programs always have such poor documentation? Cause when we program, we already know everything. We don't have to document it! :) Also added 'Are you sure?' feature for Export All and the ability to stop it in the middle of its mayhem. Despite having a 'releaseable' version for 6 days, this is the first released one since DoomView .96 v.41 Checks to see if DOOM.WAD is actually there. (This should have been included in DoomView .001. Oh well, I assume people read instructions.) ******* 2/15/94 ******* Payday! Oh, you were expecting more revision stuff....ok. Ok, exporting is cool. You can throw a Cacodemon up as wallpaper or print it out as a late valentine, but how about some IMPORTING graphics!! To make this as easy as possible, I first need to reconstruct the entire DOOM.WAD file. It will become a lot bigger, but it should still work. ---------------------------------------------- I hadn't even come to the point where I can see if changing the DOOM.WAD would even work when I thought of something (actually something rather obivous). If I change the WAD, then every single Doom utility program (including the current version of DoomEdit) would no longer work. I'd call that a serious drawback. Since the chances of a picture not fitting into the space already provided by the WAD file are not that great, I'll put this part on the back burner. ******* 2/16/94 ******* v.42 Added menu with the names of the pictures. Program can no longer fit in one 64K segment. I hate DOS!! If I install OS/2 on my machine at work tomorrow, I'll continue work on DoomEdit in 32-bit OS/2 assembler since I've been meaning to mess with OS/2's flat memory model for a while. If not, I can mess with it in DOS and make it fit. ******* 2/18/94 ******* v.46 Well, the OS/2 installation at work was a failure. OS/2 itself runs fine. It's the Novell Requester that seems to be messing everything up. But that's mainly because I don't know how to use it and I have no instructions for it. Oh well. Doom 1.2 is out. Nightmare mode. What a crock. All you people making Doom Jumblers and stuff...make something that will multiply the number of monsters in a level. Sure, some would end up in walls, but it shouldn't be that difficult. It would be cool to run around in easy level with 20 cacodemons chasing you! I'd do it...but I'm busy. ;) So...back to the menus. The names menu is in. Now you can peruse all those descriptive 8 character names for everything. And the 1.2 updates have been added. So this is now only compatible with 1.2, no 1.1 support anymore. Why bother? (This version released.) ******* 4/18/94 ******* Released source code to v.46 - no one cared. :) -------------------------------------------------------------------------- Ahhh, it's been a long time. No one has bothered to e-mail with any comments or questions or ANYTHING about my DoomEdit v0.46 source code. I guess my spaghetti code was worse than I thought. But what the hey, the program works. It served it's purpose and since I was bored with it and DMGRAPH was here, I didn't see any reason to continue it. Now it's five months later - my BBS is keeping fairly busy with oodles of megs of Doom WADs and utilities. But one day, I got a WAD that had new graphics. I wanted to check these graphics out but I didn't feel like playing the game and searching out these new graphics (ummm, gee, this wouldn't happen to have anything to do with PornDoom, now would it? no, of course not!). I needed a program that viewed graphics in an external WAD file. My program - DoomEdit v0.46 was hard-coded to view only registered Doom v1.2 pictures. To my surprise, I couldn't find a single one that would do it (at least not easily). It was time to re-enter the spaghetti. It was time for Mr. Skibone's DoomView 2.0 (formerly DoomEdit (formerly DoomView)). 7/18/94 ------- v1.81 (Hey, didn't we leave off at v0.46?!?! Well, if Microsoft can call NT 3.1 (1.0) and Word 6.0 (3.0) and etc, etc) Since the program loads the entire WAD map into memory, the first thing to do is some unusual memory-management techniques to get all of the program to still fit in 64k. (Sure, I could actually go and LEARN how to use multiple segments, but it's more fun this way!) 7/19/94 ------- v1.82 It will be a little more complex than I thought to get a program of releasable quality (like that's ever stopped me before HA!). At this point, it does a decent job of loading the WAD map from any WAD file, but after that, it's a dive. 8/01/94 ------- v1.83 Eventually, it will not even let you try to view a non-picture item, but for now, let's add some error checking so it doesn't display garbage forever. v1.84 There are two display routines - I forget to add the checking to the second. Ok, this works fine on the original Doom WAD (huh? Wasn't it supposed to work on that to begin with?!?! This is progress, SKI???) 8/04/94 ------- v1.85 This adds the loading of the default color palette. With this, the program now works (for most pictures) on any (?) WAD. A number of normal pictures won't display for various reasons and no floor/ceiling pictures will display yet. v1.86 This now displays all pictures (except floor/ceilings). v1.87 Problem with displaying the last picture - fixed v1.88 Ok, maybe not fixed - but fixed now. v1.90 Text menu portion should be 100% fixed now. v1.91 Export wasn't working. Fixed. 08/05/94 -------- v1.92 This brings back memories of when I couldn't load the palette correctly because I had the wrong value in DS and didn't notice it for two weeks. Anyway, it only took about 4 hours to find a fatal flaw in my logic and now the program automatically finds where the pictures start. v1.93 Wowie Zowie. It seems the program is 99% completed. Just one small bug left. (That plus the fact that the code needs to be cleaned with a big scrubrush!) Anyway, the program finds the start of pictures and floors and displays everything fine. Ok, the bug is fixed. The only thing that should be left is the "export all" command. v1.94 Added in "Export all" command. v1.95 More "Export all" workings. v1.96 Small bug that greatly slowed down the "Export all" function. Fixed. 08/06/95 -------- v1.97 Small, one-in-a-thousand bug (the worst kind!) in display routine. Fixed. 08/07/94 -------- v1.98 Ok, that display bug wasn't fixed. It is now. 08/08/94 -------- v1.99 Allows you to name any WAD instead of defaulting to DOOM.WAD (I save those pesky details for last). v2.0 RELEASED! 10/23/94 -------- Looking through my "Program Revision History"'s always gives me a chuckle. That's probably the only reason why I do them since they rarely have any USEFUL information. ;) But I got lazy this time and didn't update this daily for the 2.5 update - so, here's the scoop: The next released version was supposed to be v3.0, but I'm too busy to put in the neat-o bitmap scaling, so I settled for 2.5 New stuff: Major Breakthrough! The first program I have written that uses more than one 64k segment. The corners I was cutting in v2.0 to make it fit in 64k were causing problems in non-standard PWADs, so it was time to learn something new. Fully tested on Doom II Page Up and Page Down keys! Moves you through the menu 16 lines at a time - good for that 2300 entry Doom II WAD.