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uhbooh

EXE hacking

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Noob question here, how do i get dehacked working in dosbox? I've only used Whacked with Chocolate Doom in the past.

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^Ambiguous: Are you asking how to apply DEHACKED patches on a vanilla Doom executable, or are you asking how to run the program DEHACKED.exe itself?

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scifista42 said:

^Ambiguous: Are you asking how to apply DEHACKED patches on a vanilla Doom executable, or are you asking how to run the program DEHACKED.exe itself?


Running the program is what i'm asking.

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You should properly edit DEHACKED's configs according to its README textfile. And I'm actually able to run DEHACKED.exe on my 32 bit Windows 7 without DOSBox.

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scifista42 said:

You should properly edit DEHACKED's configs according to its README textfile. And I'm actually able to run DEHACKED.exe on my 32 bit Windows 7 without DOSBox.


I did that, but it still gives me the "doom2.exe not found" message. Do i have to make a copy of it for the editname?

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uhbooh said:

I did that, but it still gives me the "doom2.exe not found" message. Do i have to make a copy of it for the editname?


editname = C:\DOOM\DOOM.EXE
normalname = C:\DOOM\DOOMBAK.EXE
wadname = C:\DOOM\DOOM.WAD
pathname = C:\DOOM\
params = -skill 4 -warp 1 1
patchdir = C:\DEHACKED
askatload = false
loadlogo = false
sbaddress = 220
sbirq = 5
sbdma = -1
namefile = thing.nam
version = 4

editname = C:\DOOM2\DOOM2.EXE
normalname = C:\DOOM2\DOOM2BAK.EXE
wadname = C:\DOOM2\DOOM2.WAD
pathname = C:\DOOM2\
params = -skill 4 -warp 1
patchdir = C:\DEHACKED
askatload = false
loadlogo = false
sbaddress = 220
sbirq = 5
sbdma = -1
namefile = thing.nam
version = 3

DOOMBAK.EXE and DOOM2BAK.EXE need to be created from copies of DOOM.EXE and DOOM2.EXE.

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Tried that with the same directory names, still no luck. Do i need to change some of the DOSbox settings?

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uhbooh said:

Tried that with the same directory names, still no luck. Do i need to change some of the DOSbox settings?


I wouldn't know. Do you have the right folder mounted as C in DOSBox?
When you launch doom from within DOSBox, is the path at C:\DOOM2 ?

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Randy87 said:

I wouldn't know. Do you have the right folder mounted as C in DOSBox?
When you launch doom from within DOSBox, is the path at C:\DOOM2 ?


Folders are C:\DEHACKED C:\DOOM2 and C:\DOOM_SE

Here's my DEHACKED.INI file...

Spoiler

# This is the DeHackEd v3.0a config file.
# Lines that start with '#' are comments.

# 'editname' is the name of the Doom exe file to hack. The 'normalname'
# should be the name of your original (unmodified) Doom exe file. The
# 'normalname' exe will NOT be modified by DeHackEd, but only referred
# to at several times for pristine data.

# For Ultimate DOOM
editname = C:\DOOM_SE\DOOM.EXE
normalname = C:\DOOM_SE\DOOMBAK.EXE

# For DOOM ][
editname = C:\DOOM2\DOOM2.EXE
normalname = C:\DOOM2\DOOM2BAK.EXE

# The name and location of your Doom WAD.
wadname = C:\DOOM_SE\DOOM.WAD

# For DOOM ][
wadname = C:\DOOM2\DOOM2.WAD

# The path to your Doom directory. This is where Doom will be run
# from when you 'r'un Doom inside DeHackEd.
pathname = C:\DOOM2

# Command line arguments when Doom is run from within DeHackEd.
params = -skill 4 -warp 8

# The directory to look for patch files in.
patchdir = C:\DEHACKED
# Determines whether DeHackEd asks if you would like to reload the original
# exe data every time you load a patch file. It is true by default, but
# just remove the pound sign from the next line to turn it off.
askatload = false

# Whether or not DeHackEd shows the cool logo on startup. True by default,
# just remove the pound sign to skip the logo.
loadlogo = false

# Options for soundblaster cards. sbaddress is the address of your card,
# sbirq is the IRQ for the card, and sbdma is the DMA channel. Use a
# DMA of -1 for auto-detect.
sbaddress = 220
sbirq = 5
sbdma = -1

# Added by John K. for changing THING names
namefile = thing.nam

# The following are all optional, and are included only in the hopes that
# they might be used to fend off future Doom versions, if any more pop
# up.

# Doom version #
# 0 for Doom 1 1.666
# 1 for Doom 2 1.666
# 2 for Doom 2 1.7, 1.7a
# 3 for Doom x 1.9
# 4 for Ultimate Doom 1.9
version = 3

# The size of the user-defined Doom exe file.
#size = 715493

# These are the offsets for the various data sections...
#thingoff = 677472
#soundoff = 645924
#frameoff = 650396
#spriteoff = 649844
#ammooff = 638872
#weaponoff = 638904
#textoff = 691064
#cheatoff = 642244
#textlength = 24072

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I don't think it's possible to specify data for both games simultaneously.
Comment out the repeat fields for either doom or doom 2.

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Randy87 said:

I don't think it's possible to specify data for both games simultaneously.
Comment out the repeat fields for either doom or doom 2.


Alright, i commented out the D1 fields, but it still wont run. Heres the error it gives me.

Checking for C:\DOOM2\DOOM2BAK.EXE... not found!

The EXE does exist in that folder.

It also says the thing.nam file is missing.

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Here's my DOSBox cfg autoexec mount command:
@MOUNT C C:\DOS -freesize 1000
@C:

My dos games/programs are stored in C:\DOS. (outside of DOSBox)
C:\DOS is mounted as C in DOSBox by the above command.

Outside DOSBox:
C:\DOS
C:\DOS\DOOM
C:\DOS\DOOM2
C:\DOS\DEHACKED

Inside DOSBox:
C:\
C:\DOOM
C:\DOOM2
C:\DEHACKED

I'm not sure what could be causing your problems.
Perhaps sending me your DOSBox cfg, dehacked ini, and your
folder layout outside of DOSBox could help?

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This isn't related to your problem, but I recommend you to name the original unmodified executable "DOOM2.EXE" and the modified one somehow differently than "DOOM2.EXE", not vice versa as you currently have it, if only for convenience so that (later in the future) you won't consider your modified "DOOM2.EXE" to be the original one.

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Randy87 said:

Here's my DOSBox cfg autoexec mount command:
@MOUNT C C:\DOS -freesize 1000
@C:

My dos games/programs are stored in C:\DOS. (outside of DOSBox)
C:\DOS is mounted as C in DOSBox by the above command.

Outside DOSBox:
C:\DOS
C:\DOS\DOOM
C:\DOS\DOOM2
C:\DOS\DEHACKED

Inside DOSBox:
C:\
C:\DOOM
C:\DOOM2
C:\DEHACKED

I'm not sure what could be causing your problems.
Perhaps sending me your DOSBox cfg, dehacked ini, and your
folder layout outside of DOSBox could help?


The folders are outside of DOSBox in my C:\ folder as C:\DOOM2 and C:\DEHACKED

Here's my dosbox config

Spoiler

# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
# fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
# fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
# fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
# Using your monitor's native resolution with aspect=true might give the best results.
# If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
# (output=surface does not!)
# output: What video system to use for output.
# Possible values: surface, overlay, opengl, openglnb, ddraw.
# autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
# sensitivity: Mouse sensitivity.
# waitonerror: Wait before closing the console if dosbox has an error.
# priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
# pause is only valid for the second entry.
# Possible values: lowest, lower, normal, higher, highest, pause.
# mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
# usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=false
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=mapper-0.74.map
usescancodes=true

[dosbox]
# language: Select another language file.
# machine: The type of machine tries to emulate.
# Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
# memsize: Amount of memory DOSBox has in megabytes.
# This value is best left at its default to avoid problems with some games,
# though few games might require a higher value.
# There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=16

[render]
# frameskip: How many frames DOSBox skips before drawing one.
# aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
# scaler: Scaler used to enlarge/enhance low resolution modes.
# If 'forced' is appended, then the scaler will be used even if the result might not be desired.
# Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=true
scaler=normal3x

[cpu]
# core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
# Possible values: auto, dynamic, normal, simple.
# cputype: CPU Type used in emulation. auto is the fastest choice.
# Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
# cycles: Amount of instructions DOSBox tries to emulate each millisecond.
# Setting this value too high results in sound dropouts and lags.
# Cycles can be set in 3 ways:
# 'auto' tries to guess what a game needs.
# It usually works, but can fail for certain games.
# 'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
# (Example: fixed 4000).
# 'max' will allocate as much cycles as your computer is able to handle.
#
# Possible values: auto, fixed, max.
# cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=auto
cycleup=10
cycledown=20

[mixer]
# nosound: Enable silent mode, sound is still emulated though.
# rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
# Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[midi]
# mpu401: Type of MPU-401 to emulate.
# Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
# Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
# See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
# sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
# Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
# sbbase: The IO address of the soundblaster.
# Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
# irq: The IRQ number of the soundblaster.
# Possible values: 7, 5, 3, 9, 10, 11, 12.
# dma: The DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# hdma: The High DMA number of the soundblaster.
# Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
# Possible values: auto, cms, opl2, dualopl2, opl3, none.
# oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
# Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
# Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
# gus: Enable the Gravis Ultrasound emulation.
# gusrate: Sample rate of Ultrasound emulation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# gusbase: The IO base address of the Gravis Ultrasound.
# Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
# gusirq: The IRQ number of the Gravis Ultrasound.
# Possible values: 5, 3, 7, 9, 10, 11, 12.
# gusdma: The DMA channel of the Gravis Ultrasound.
# Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
# there should be a MIDI directory that contains
# the patch files for GUS playback. Patch sets used
# with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
# pcrate: Sample rate of the PC-Speaker sound generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
# Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
# Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
# 2axis (supports two joysticks),
# 4axis (supports one joystick, first joystick used),
# 4axis_2 (supports one joystick, second joystick used),
# fcs (Thrustmaster), ch (CH Flightstick).
# none disables joystick emulation.
# auto chooses emulation depending on real joystick(s).
# (Remember to reset dosbox's mapperfile if you saved it earlier)
# Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
# timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
# autofire: continuously fires as long as you keep the button pressed.
# swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
# buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=auto
timed=true
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
# Can be disabled, dummy, modem, nullmodem, directserial.
# Additional parameters must be in the same line in the form of
# parameter:value. Parameter for all types is irq (optional).
# for directserial: realport (required), rxdelay (optional).
# (realport:COM1 realport:ttyS0).
# for modem: listenport (optional).
# for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
# transparent, port, inhsocket (all optional).
# Example: serial1=modem listenport:5000
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
# Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
# xms: Enable XMS support.
# ems: Enable EMS support.
# umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
# Lines in this section will be run at startup.
# You can put your MOUNT lines here.

My dehacked INI file was posted already.

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You don't seem to be mounting anything at all.
I assume you manually mount C:\ as C every time you open DOSBox?

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Randy87 said:

You don't seem to be mounting anything at all.
I assume you manually mount C:\ as C every time you open DOSBox?

I type...

mount c C:\DEHACKED

It runs the exe but it says it can't find DOOM2BAK.EXE, despite it existing in the C:\DOOM2 folder i put in the INI file.

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uhbooh said:

I type...

mount c C:\DEHACKED

It runs the exe but it says it can't find DOOM2BAK.EXE, despite it existing in the C:\DOOM2 folder i put in the INI file.


Ahh, you mount dehacked, but not doom or doom2? No wonder it can't find them.
I would suggest moving your dos stuff into a dedicated folder and mounting that.
You can however just "mount c C:\", this is not recommended practice.

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Make a folder named DOSDRIVE. Inside that put Doom in a folder, Doom2 in another Dehacked in another etc. But mount the DOSDRIVE one as c:\

If you still can't get it right, post your INI again, took me a couple of tries to do it myself, the default ini settings are shit.

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Alright they're in the same folder (C:\DOS). But i don't know how to get to the EXEs in one of the 3 folders after i mount the main folder.

Here's my current INI

Spoiler

# This is the DeHackEd v3.0a config file.
# Lines that start with '#' are comments.

# 'editname' is the name of the Doom exe file to hack. The 'normalname'
# should be the name of your original (unmodified) Doom exe file. The
# 'normalname' exe will NOT be modified by DeHackEd, but only referred
# to at several times for pristine data.

# For Ultimate DOOM
#editname = C:\DOS\DOOM_SE\DOOM.EXE
#normalname = C:\DOS\DOOM_SE\DOOMBAK.EXE

# For DOOM ][
editname = C:\DOS\DOOM2\DOOM2.EXE
normalname = C:\DOS\DOOM2\DOOM2BAK.EXE

# The name and location of your Doom WAD.
#wadname = C:\DOOM_SE\DOOM.WAD

# For DOOM ][
wadname = C:\DOS\DOOM2\DOOM2.WAD

# The path to your Doom directory. This is where Doom will be run
# from when you 'r'un Doom inside DeHackEd.
pathname = C:\DOS\DOOM2

# Command line arguments when Doom is run from within DeHackEd.
params = -skill 4 -warp 8

# The directory to look for patch files in.
patchdir = C:\DOS\DEHACKED
# Determines whether DeHackEd asks if you would like to reload the original
# exe data every time you load a patch file. It is true by default, but
# just remove the pound sign from the next line to turn it off.
askatload = false

# Whether or not DeHackEd shows the cool logo on startup. True by default,
# just remove the pound sign to skip the logo.
loadlogo = false

# Options for soundblaster cards. sbaddress is the address of your card,
# sbirq is the IRQ for the card, and sbdma is the DMA channel. Use a
# DMA of -1 for auto-detect.
sbaddress = 220
sbirq = 5
sbdma = -1

# Added by John K. for changing THING names
namefile = thing.nam

# The following are all optional, and are included only in the hopes that
# they might be used to fend off future Doom versions, if any more pop
# up.

# Doom version #
# 0 for Doom 1 1.666
# 1 for Doom 2 1.666
# 2 for Doom 2 1.7, 1.7a
# 3 for Doom x 1.9
# 4 for Ultimate Doom 1.9
version = 3

# The size of the user-defined Doom exe file.
#size = 715493

# These are the offsets for the various data sections...
#thingoff = 677472
#soundoff = 645924
#frameoff = 650396
#spriteoff = 649844
#ammooff = 638872
#weaponoff = 638904
#textoff = 691064
#cheatoff = 642244
#textlength = 24072

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Within DOSBox, folders that you mount become a drive letter.
The DOSBox environment is unaware of C:\DOS, it only sees C:\
Your original dehacked.ini should work.

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Randy87 said:

Within DOSBox, folders that you mount become a drive letter.
The DOSBox environment is unaware of C:\DOS, it only sees C:\
Your original dehacked.ini should work.


OK, i fixed my INI file. But after i mount C:\DOS, how do i get to the internal folders and run DEHACKED.EXE?

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uhbooh said:

OK, i fixed my INI file. But after i mount C:\DOS, how do i get to the internal folders and run DEHACKED.EXE?


Assuming your Doom folders and the Dehacked folder are in C:\DOS
You are mounting the C:\DOS folder. (mount c C:\DOS)
Then you simply cd to the directory below C:\DOS.
e.g.
cd doom2
cd dehacked

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Randy87 said:

Assuming your Doom folders and the Dehacked folder are in C:\DOS
You are mounting the C:\DOS folder. (mount c C:\DOS)
Then you simply cd to the directory below C:\DOS.
e.g.
cd doom2
cd dehacked

Finally! It's working.

Thanks so much for all of your help.

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Here is my ini for Doom 2 1.9 (that's why it has some non-existing folders for Doom 1, I only used it with Doom 2)

http://pastebin.com/sDZeMR3s

Also, is your mouse in the program isolated to the top half of the screen?

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VGA said:

Also, is your mouse in the program isolated to the top half of the screen?


Yes, I think it's related to DOSBox's scaling. You can use the keyboard instead.

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uhbooh said:

Yes, I think it's related to DOSBox's scaling. You can use the keyboard instead.

With another SVN build of Dosbox, the one called Dosbox-lfn, it works correctly.

Now why the hell would I ever use DEHACKED I don't know but the important thing is that I can get it working if I want to. The OCD is strong with this one.

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VGA said:

...why the hell would I ever use DEHACKED I don't know but the important thing is that I can get it working if I want to.


Because you want to use pre DosDoom complevels in DOS?

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Danfun64 said:

Because you want to use pre DosDoom complevels in DOS?

What the hell? No, I don't want to do that :D

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