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This directory is dedicated to tools directly modifying the executable, such as DeHackEd and D2 and patches for it, thus changing the way objects and monsters behave. *** Please note that this is against id's will, *** *** due to copyright laws. *** If in doubt please contact idgmaint AT gamers.org with 'DOOM-FTP' in the subject line.

32 files

  1. DMINFO: DooM INFO.c processors

    DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife.

    DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org.

    Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points. New in v2.0 are the wikified tables of thing types (options +n & +c), a completely restructed codebase that centralizes common code, support for Strife: Veteran Edition, and many improvements and bug fixes.

    This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.c, print.[ch], maps.c, stub.c, common/*.c). Several other files (things.[ch], levels.[ch], wads.c, wstructs.h) are adapted from DMMPST. All other included source files are taken / adapted from the games' original code bases.

    2 downloads

       (0 reviews)

    Submitted

  2. DMINFO: DooM INFO.c processors

    DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife.

    DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org.

    Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points.

    This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.[ch], dmunix.h, print.c, maps.c, stub.c). All other included source files are taken / adapted from the games' original code bases.

    7 downloads

       (0 reviews)

    Submitted

  3. DEHACKED Revenants

    Three small, vanilla-compatible, not-entirely-serious DEHACKED mods I've made.

    Revivant: Archvile resurrects everything as Revenants. (including other Archviles, Cyberdemons, Spiderdemons, Nazis and Keens) In addition, Pain Elemental spits Revenants. In addition, Revenants are slightly more aggressive. Side effect: Revenants leap towards you while being resurrected, and they may infight if they bump into each other in that moment. Another side effect: Revenants appear translucent in source ports than allow translucency (technically, they replace Lost Souls).

    Skel_op: Makes Revenants overpowered, but still reasonable to be seriously (?) used in maps: Double health, double aggressivity, quadruple speed, instant melee attack, shoots 5 missiles in a row, shorter pain animation.

    Op_reviv: Anybody wanted to use the abovementioned 2 patches together? Sorry, they're not compatible if you simply load them together. But this patch was specially made to act just like that. Revenants have all of the traits from both Revivant and Skel_op.

    16 downloads

       (12 reviews)

    Submitted

  4. Hexen 1.1 to 1.0 binary patch

    This patch will downgrade Hexen from version 1.1 to version 1.0.

    There has not been any other downgrade patches made available before, but Hexen 1.0 contains plenty of resources accidentally left in by Raven before release, which makes it quite interesting.

    6 downloads

       (0 reviews)

    Submitted

  5. Doom 2 1.7a to 1.7 binary patch

    This patch will downgrade Doom II version 1.7a to version 1.7, which cannot be obtained otherwise through official patches.

    There is a previous downgrade patch of this nature, d217a17.zip, which only works on Windows 2000 and higher. I found this annoying when the game itself is for DOS, so that's all this patch requires; DOS. It should work on real MS-DOS, DOSBox, and 32-bit x86 Windows (other versions do not have the NTVDM and lack DOS support entirely).

    7 downloads

       (6 reviews)

    Submitted

  6. Doom 2 downgrade patch from V1.7A to V1.7

    This patch will downgrade any legal and unmodified copy of DOOM II V1.7a to DOOM II V1.7. There are various DOOM2 upgrade patches from iD Software and a downgrade patch by FunDuke from V1.9 to V1.666; however, there is as yet no way to get plain V1.7 using these; this patch fixes that problem.

    PLEASE REFER TO THE "INSTRUCTIONS" SECTION AT THE END OF THIS TEXT FILE, ****BEFORE**** PROCEEDING!

    14 downloads

       (7 reviews)

    Submitted

  7. DeHackEd version 3.0a source code

    This is the full source code for DeHackEd version 3.0a, the penultimate release of dehacked that Greg Lewis made (the last one, 3.1, was a special version for final doom).

    Amazingly this isn't already in the archive. It was downloaded from <http://www.yossman.net/~tree/_doom.html> but in the interest of preservation, uploaded to /idgames.

    135 downloads

       (10 reviews)

    Submitted

  8. Sniper Scope

    Doom with a sniper scope! I attatched it to the shotgun, so when you have the shotgun equipped, press z to actiate sniper mode, and press x or change to another weapon to deactivate it.

    NOTE: This will only work properly in OpenGL mode. The Field-of-View change does not work in software mode, so you will not get the cool zoom-in effect.

    NOTE 2: If you exit a level, shut the game off, start a new game, load a game, etc. while in sniper mode, you will not be able to see your weapons. If you do that, Don't Panic! Just turn sniper mode on and off. They'll be back.

    12 downloads

       (5 reviews)

    Submitted

  9. Doom-plus and Doom v1.91 hacks

    The patch in PLUS incorporate's e6y's hacks to raise Doom's limits so that it can load large or complex levels, the one in LONGTICS loads the changes discovered by cph to enable v1.91 demos. Visit the Doom-plus and v1.91 sites for more info:

    e6y (http://www.geocities.com/e6y/doom.html) v1.91 (http://www.doom2.net/doom2/doomp191/)

    To install a hack place PATCH.COM and DOOM.EXE in the corresponding subdirectory and read text file contained therein.

    Note that these patches are cumulative (you can apply them both to a single copy of Doom), and may in turn be combined with DeHackEd patches.

    13 downloads

       (10 reviews)

    Submitted

  10. DeHackEd - old versions: v. 1.0, 1.2, 1.3, 2.0, v2.1, v2.2, v2.3, v2.4, v3.0

    DeHackEd is a tool, that changes the way, how the DooM executable works, that means, how the game DooM behaves. This package contains all the outdated versions of the tool. The latest version of DeHackEd by Greg Lewis, that is v3.0a, can be found in the /idgames -ftp -archives (see current list of mirrors at the end of this file) here: utils/exe_edit/dhe30a.zip DeHackEd v3.1 is able to work with Final DOOM. That update has been done by John A. Kaczmarski Jr. (74017.3225@compuserve.com or jkacz@en.com). It is avaiable in the /idgames-archives here: utils/exe_edit/dhe31.zip Although the newer versions have good downwards compatibility to older deh-patches, there are still sometimes one or two problems, when you try to use very old dehacked-patches with the latest versions of Dehacked (3.0a/3.1) and DooM(I and II v. 1.9). Because of that, you should import any antique deh-patch into the doom.exe-version, for that it has been created. Use for this action the dehacked version, that has been used to create the deh-patch. Then export the changes from the modified DooM.exe by using a newer version of DeHackEd, that is able to create patches, that are compatible with newer versions of DooM and Dehacked. It is important to know, that only dehacked 2.3 and 2.4 support DooM versions from 1.2 to 1.9. Since DeHackEd v.3.0, only DooM versions from 1.666 upwards are supported. Old deh-patches require often older versions of the doom(2).exe, to work properly. Start with downgrading DooM with /utils/exe_edit/downgrd.zip from Ultimate Doom v1.9 to Doom v1.1 And doom2.exe with /utils/exe_edit/dm2dwngr.zip from 1.9 to 1.666. (The file locations are from the /idgames archives, see list of current mirrors below). Upgrade from those low versions to the required version by using the official patches.

    9 downloads

       (8 reviews)

    Submitted

  11. Helpfile for DeHackEd

    This txt-file is made for use with the editor DeHackEd. I did it for me when I started more projects then I ever could finished, to be honest I never finished one of them. Anyway if someone still works with this editor, this might perheps help you a bit.

    4 downloads

       (2 reviews)

    Submitted

  12. WhackEd2

    A Dehacked clone for Windows operating systems. Also supports editing BEX files.

    34 downloads

       (33 reviews)

    Submitted

  13. DooM II - downgrade from v. 1.9 to v. 1.666

    This patch downgrades a Doom II -version 1.9, down to v. 1.666. That version can then be upgraded to v. 1.7a by using the official upgrade patch. The doom2- version, that has been used as a base for this downgrade, had the timestamp 29. August 1994 ( 8-29-94 ), so you have to use the upgrade for that 'sub-version'. What you win by using this patch is the ability to use demo-lmps and dehacked-patches, that have been made for pre-1.9-versions of doom2. To install just extract the content of the zip-file into your doom2-folder and run the batch-file '19to1666.bat'. Wait patiently until the process is done. Ignore the 'batch-file-not -found'-message. Run setup.exe and play the game. The upgrade from 1.666 to 1.7 can be found here: ftp://ftp.sunet.se/pub/pc/games/idgames/idstuff/doom2/doom2p.zip ftp://ftp.sunet.se/pub/pc/games/idgames/idstuff/doom2/doom2p.txt (You have to run PATCHA.BAT) If ftp.sunet.se disappears from the online world, replace the part: 'ftp://ftp.sunet.se/pub/pc/games/idgames/' in the above URL with any mirror of archives.3dgamers.com. You can find a list of current mirrors at the end of this file. By the way: This patch is for the DOS-version of DooM II, not DooM95. The installation of the DOS- version is started with INSTALL.BAT, somewhere on your DooM2-CD.

    22 downloads

       (16 reviews)

    Submitted

  14. HERETIC downgrade patch v. 1.3 --> 1.0

    This patch downgrades HERETIC v. 1.3 (HERETIC, SHADOW OF THE SERPENT RIDERS) to v. 1.0 of HERETIC. That's helpful for exe-hackers, users of heretic-deh-patches, created with older versions, fans of demo-lmps, recorded with older versions, and because of nostalgia.

    9 downloads

       (6 reviews)

    Submitted

  15. DOOM Text Edit

    DTEDIT is a EXE editor for DOOM, DOOM II, and the ULTIMATE DOOM.. It allows you to make changes to text data in the game such as those exit messages, gameplay status messages, story text, and also cheat codes.

    22 downloads

       (3 reviews)

    Submitted

  16. patch.zip

    The files in this archive were written by me because HEX, written by Sune Marcher, does not patch the exe on the command line. You have to load it up and do it (Hex is also larger). Can you say tedious?

    I wanted something that can do it from a batch file, so people could include an exe patch with their wad levels.

    Patch can work with any program you want, just as long as you know where the things are inside it that you want to change.

    1 download

       (0 reviews)

    Submitted

  17. HEX

    The hexen hack editor. Lets you mess hexen up almost as good as DeHackEd let you mess up doom. Familiar interface.

    3 downloads

       (2 reviews)

    Submitted

  18. Ultimate Doom v1.9 to Doom v1.1 Downgrade

    This is a program written by Lee Killough (killough@rsn.hp.com) to downgrade Ultimate Doom 1.9 to Doom v1.1. The purpose was to enable anyone wishing to experiment with the network packet drivers contained in v1.1 to do so by "downgrading" their registered version of Ultimate Doom v1.9.

    40 downloads

       (26 reviews)

    Submitted

  19. DeHackEd v3.1

    DeHackEd v3.1, the best Doom exe editor available! Improvements over v2.4 include Ultimate Doom support, along with cheat code, code pointer and other misc data editing, along with numerous other improvements. Load the included patch for an incredible arsenal of super weapons! Includes mouse support and works with all versions of Doom from 1.666 to Final DOOM (DOS).

    91 downloads

       (81 reviews)

    Submitted

  20. HEXEN HACK EDITOR, version 0.53p

    A VERY DeHackEd-like editor for hexen. In fact, the ONLY hack editor for hexen. ...It even works! (kinda...;-)

    4 downloads

       (1 review)

    Submitted

  21. COMPAT v1.1 - Patch Combiner

    This is a nice little utility to combine D2 patches together into 1 patch. It is pretty simple. Just supply the two filenames and the output filename and it'll do it.

    3 downloads

       (2 reviews)

    Submitted

  22. D2 v4.2

    Edit Thing, Ammo, Weapon and Frame tables and create new evil monsters or modify old ones. Cyber demons that look like players, super-fast rockets, invisible troopers, rapid-fire weapons, Infinite Ammo, and more! A bunch of cool patches are included.

    4 downloads

       (2 reviews)

    Submitted

  23. DeHackEd Manager v1.0

    Can't stand constantly changing the DEHACKED.INI file between DOOM and DOOM2? Now you don't have to! This program does it for you!

    2 downloads

       (1 review)

    Submitted

  24. DeHackEd v3.0a

    DeHackEd is capable of heavily restructuring the way Doom works. It allows you to modify a number of data tables from the Doom exe file. Make fireballs invisible, make missiles do 2000 points of damage, make demons float! Give your struggling Marine with more ammo, change the cheats on your friends, or edit the Frame data to create new looking items or extra- fast shooting weapons. Save your changes in patch files to distribute to your friends, or to the world. Create new types of deathmatches, with plasma "mines" and super-fast wimpy rockets. Wad developers can modify monster types to distribute with their levels... great possibilities!

    5 downloads

       (4 reviews)

    Submitted

  25. HHE v1.1

    HHE, the Heretic Hack Editor, is capable of heavily restructuring the way Heretic works. It is based on the popular program DeHackEd (v2.3) for Doom, and has almost the same editing abilities, with a few enhance- ments. Peruse the various data tables in the Heretic exe file, and modify them at will. Ever kill a Gargoyle and suddenly see it turn into a Lich? Ever see an evil floating Maulotaur with a hundred thousand hitpoints? Such things are possible, and are limited only by your imagination!

    4 downloads

       (2 reviews)

    Submitted

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on UV/continuous/saves.   This is a fine story-telling megawad. Aesthetically, I don't have much to complain, the new textures, while not being the best looking, succeed in their context, and I was more fond of the second episode (newer maps) where I noticed an advance in terms of visuals. Tons of eye candies, such as frozen or burning marines, waving flags, boxes on false conveyors, portraits of monsters, and much more. All these little details are rarely seen in other wads, one just doesn't see a machine that produces cacodemons every day, that's one the funniest things I've ever seen in a Doom wad. About light variation, the author played a lot with darkness, most if not all the maps have various sections where it's quite dark to see what's going on. This can be a disadvantage against enemies, particularly hitscanners, caution is suggested in these cases, or gamma correction. However, darkness in caves was visually pleasing, personally speaking, and you'll probably deal with it better than the poor marines that hold the candles. The music selection is generally cool, but some midis are way too loud.    On a gameplay side, unless you check the release date, this could totally pass as a wad from the 90s. What I mean is, there's clearly a focus on adventure+action, and while I'm not very familiar with old FPS games, this felt at times like playing a total conversion. Your objective is to punish the scientist for bringing hell into earth, so this guy is the new enemy, which you'll meet at many points and will teleport out of the place upon killing him. The combat is mostly incidental, a great portion are hitscanners of all sizes, plus a few traps here and there, either with monsters or things. The thing is the pistol starts, more often you'll start with shotgunners or chaingunners in front of you, which you'll have to trade guns with first, something very common in old wads. It's not always easy to find important resources, like armor or blur spheres, and ranged weapons usage is limited overall. I had no issues with grinding through tanky monsters with only hitscan weapons, but that may not be suitable for other people. About the weapons, I mostly liked the flamethrower and crossbow (plasma rifle and rocket launcher respectively), the AK47 was cool too, but the sound was kinda annoying at times. Double shotguns were awkward to use, due to the sprite frames being mirrored shotguns. Last but not least, the flamegrenades, these weren't as bad as others implied, I found them powerful, much like rockets but faster and effective at close range, perhaps they should have been way more potent, to one-shot barons or archviles for example, given they occupy the seventh slot... Anyway, the maps are built so progression goes on par with the story, there's linearity above all, but an interesting side of it is how the layouts lead the player to previously explored territories, nothing about going from one extreme to the other, except one or two maps. The rest is to recognize the switches and doors, which aren't always so obvious.   The secrets are very important, like I said before, when there are tons of hitscanners, the best shield is a blur sphere. Unfortunately, it's hard to spot a single secret in this mapset. Some are hidden behind random non-hinted walls, others via crossing certain linedefs, which then have you backtracking all the way to the start. A few maps have unreachable sectors marked as secrets for whatever reason. Whatever, no favourite maps this time, since I liked and disliked them all pretty much the same way.    Overall, not too exciting, or recommended to everyone. I had fun probably because of playing on continuous, which made the starts more bearable against hitscan attrition. So, if anything I said above sounds good for you then try it. My rate is 6/10. 
    • By Meril · Posted
      Design and archiecture - wow! But gameplay is a bit worse. Map is large and confusing. Cyberdemon in dungeon part is in my opinion imposible, becouse you need to go back there, and then he waits in front of elevator... Minor issue in room next to exit door, if you get in there and don't have key, you are stucked. Difficulty is HARD. I had problem to finish it in HMP. Overall: Good visuals, gameplay ok, but with minor issues, good 1995 wad!
    • By Walter confetti · Posted
      A really extremely useful little wad patcher from the 90s, still using it for compiling many wads in one single file, works great for dosbox, it not works on more modern "dos" versions, like windows prompt command. A must in for everyone!
    • By Agent6 · Posted
      Another classic megawad has been finished.   Since it's obviously going to be compared with Alien Vendetta, one of the first things I noticed during the progression is that it's pretty well balanced, there's no surprise levels where the difficulty spikes, it's consistent from start to finish. It has aged well, perhaps even a tad better than AV, but there isn't really anything remarkable about the layout or the texturing of the levels, and as expected the gameplay is the focus which, for the majority of Hell Revealed, is solid. However, there are a map or two which have mediocre gameplay, most notably MAP18 Hard Attack. The problem of this map are the ill designed enemy encounters, which take place in a few cramped spaces at the beginning, and the focal point of the map relies on an extremely poor kind of infighting. You have to climb a wall using an elevator, and the said wall is full of Revenants, Hell Knights, and Barons. The most efficient and economical method of passing this area seems to be allowing the Cyberdemon to take care of the enemies who come down when you activate the elevator, but takes a lot of time, not to mention that there are a few waves of enemies, at least one when you need to reach a room, and another one after you return from it. There are also 4 Cyberdemons in a room with a switch who keep teleporting and occasionally fire a rocket at you. At least it's a rather short level which looks decent at the very least, but these are the only qualities of the level...   Either way, with the exception of MAP18 there aren't any other poorly designed levels, all the others are fine and fun enough, save for, perhaps, a few rooms here and there that are almost completely dark in MAP26 and MAP29. MAP26 also features ghost Imps and an intriguing design, seemingly taking place somewhere in space, but extra care is advised here since loads of enemies are present and the encounters themselves are rather brutal. However, the usage of the previously mentioned ghost Imps is not very good. In fact, Icarus did a better job with them in a map which used ghost enemies for almost its entirety. Here, they're little more than an annoyance. They don't add much to the experience and also feel out of place, an attempt at adding something more unique and unexpected that ultimately doesn't pay off.   The levels are more or less created in slaughter style, therefore they all share a couple hundreds of enemies but the numbers don't go into the thousands from what I remember. Some of the encounters are rather merciless, and the authors surely loved using Hell Knights, Barons and especially Arch-Viles, this combination being one of the toughest in Hell Revealed. And towards the end the Cyberdemons make a significant amount of appearances, but shotgunning them was quite fun, and more exciting than Barons. You could also rely on the Rocket Launcher and the BFG to take them out, but the maps don't seem to offer enough ammo so that you can keep using them for almost their entirety, and that's actually a good thing, it wouldn't be fun otherwise. On the other hand, they most certainly offer copious amounts of shotgun shells.   My favorite level is probably going to be MAP28. It's a rather short and straightforward level despite its size, but I enjoyed the atmosphere of the map and the textures used, and it was neither very difficult or easy. This level is followed closely by MAP16 which features lots of browns and red, but not particularly exciting encounters so it doesn't stand out in this respect. Still, I loved its look and overall gameplay nonetheless, there's some really beautiful bloodfalls, although technically there are better maps in the megawad. MAP30 of Hell Revealed is a typical Icon of Sin level, but it's a fitting conclusion to the journey.   While the encounters are generally good, certain enemies are underused, while others are overused. Hell Revealed seems to mostly rely on boss tier or just generally tough enemies. This means that enemies such as the Arachnotrons, Chaingunners, Zombiemen, Shotgun Guys, Spectres, Pinkies, and Imps are encountered much less frequent than Hell Knights, Barons, Revenants, Arch-Viles, Mancubi, and Cyberdemons, with the Pain Elementals and thus Lost Souls on the middle ground. If you hate hitscanners or otherwise just these enemies in general you're probably going to like this, however due to overusing the strongest demons the encounters do become predictable, and on a few occasions boring. Luckily, their placement and usage is still good most of the time so the encounters themselves are still exciting, preventing them from falling into boredom, keeping you focused and careful, yet they could've used more variety. This is something that AV avoided and in consequence, the enemy usage there is slightly superior.   The megawad also introduces a few new music tracks which are combined with the vanilla Doom soundtrack, so it's not a complete replacement. It also features a new red status bar, intermission screen, menu background, ENDOOM screen, and a couple new sky textures which are just gorgeous. However, there are no new sounds or enemies introduced.   As about the difficulty, having played Alien Vendetta as well as Ancient Aliens before (and I must mention that AA tops both AV and Hell Revealed) it wasn't very difficult for me, except for the occasional unforgiving encounters. Despite this, it's certainly not targeted at average players but most certainly can be completed by them, even on UV since it's not nuts, regardless of whether you're going for it blind or not. It also doesn't involve a lot of trial and error, especially compared to the other 2 megawads I've already mentioned, save for MAP24 perhaps, which takes a while to understand the first time you're playing it, but after that it's fine. It's perfect for experienced players but in no way impossible or ridiculously hard for everyone else.   All things considered, it's a solid classic that's definitely worthy of its status. It's fun, challenging, beautiful, but most of all fair, and it has aged pretty well, some of the levels doing this even better than AV, although I consider the latter superior overall, which is why I'm giving Hell Revealed 4/5 stars, while Alien Vendetta got 5/5. And despite my comparisons between the two, I'd very much let them stand on their own and speak for themselves.
    • By Summer Deep · Posted
      Pretty decent stuff. Over 200 monsters, and you might take two or three attempts to complete it without saving, especially if you don't locate the blue armour, which is fairly well concealed.   The only things which annoyed me about this were the fact that I never worked out how to get the chaingun, thus having to fire bullets solely with the pistol, and also that there was a small nukage pool which looked like an interesting place to explore, but turned out to be inescapable...
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