Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

exe_edit

Sign in to follow this  

Sub Category  
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. Doom-Code Changer v1.0

    Change the codes in Doom to something else with this nice, little util.

    1 download

       (0 reviews)

    Submitted

  2. DMPATCH.EXE

    To allow simple, consistent ways to patch the DOOM executable.

    8 downloads

       (5 reviews)

    Submitted

  3. DHMERGE 1.1

    DhMerge is a simple command line program which merges two dehacked patches into a third.

    0 downloads

       (0 reviews)

    Submitted

  4. EXEdit 1.0

    EXEdit 1.0 will assist in editing the DOOM.EXE for the 1.2 registered version of DOOM, a game created by id Software. At the current time, EXEdit 1.0 only edits a limited part of the EXE file: 103 'things'. As time allows, I will be adding more functionability in future upgrades.

    To run EXEdit 1.0 you must have a VGA card & monitor, 640k of memory, DOS 3.3 or greater and your own personal, registered copy of the DOOM.EXE.

    4 downloads

       (2 reviews)

    Submitted

  5. Deframed v. 1.0

    Deframed v. 1.0 is a very crude utility to extract the frame table from the registered version 1.2 of DOOM.EXE. Patch files can be created in text or binary format, edited and written back to DOOM.EXE. Deframed must reside in the directory with DOOM.EXE.

    0 downloads

       (0 reviews)

    Submitted

  6. doomthng.zip

    It reads the file doom.exe in the current directory and prints out a table of the items and their attributes. The file table.txt contains the output of this program.

    3 downloads

       (0 reviews)

    Submitted

  7. Hacking the DOOM.EXE file

    The file dehacker.zip contains the article "Hacking the DOOM.EXE file". It will form the basis for a new chapter in the forthcoming 1.4 doom specs. Also included are 5 simple Qbasic programs to extract text lists of stuff talked about in the article. Some neat things can be done by modifying the EXE file, including making any thing have the same "inviso" property that spectres have, making any monster "float" like cacodemons, making cacodemons "shoot" lost souls instead of lightning-balls (sort of...make your own pain elemental! Don't wait for Doom II).

    There's the potential for a skilled programmer with time and vision to make a "Doom customization kit" so that everyone can enjoy the possiblities.

    All the info is based on the registered 1.2 version, and will be updated when 1.4 comes out. Also, please note that those without experience as hackers will probably just be confused by this material.

    41 downloads

       (8 reviews)

    Submitted

Sign in to follow this  
  • File Reviews

    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
    • By rdwpa · Posted
      This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort.    As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.   That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.   Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.     The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.
×