skib Posted April 2, 2011 I made DEHACKED recognise where my wads and exe's are but I can't get it to work! Please help! 0 Share this post Link to post
GreyGhost Posted April 2, 2011 Could you be more specific? I assume you've managed to launch DeHackEd through DOS-Box, so apart from only being able to move the mouse cursor half-way down the screen - what's not working? EDIT - If it's the dehacked patch in IDOOM.WAD you're trying to open, you'll first need to extract a copy of it from the wad (SLADE is currently the weapon of choice for that job) and rename it to something like IDOOM.DEH. 0 Share this post Link to post
skib Posted April 2, 2011 I'm trying to make my own! Would I have to show the contents of my INI file? 0 Share this post Link to post
GreyGhost Posted April 4, 2011 skib said:Would I have to show the contents of my INI file? That might help pinpoint the problem - copy/paste it between a pair of code tags. Have you tried using WhackEd instead? 0 Share this post Link to post
skib Posted April 5, 2011 Yep, have it! Just wanted to patch an EXE. 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 #normalname = c:\ultimate_doom\base\doom.exe #editname = c:\ultimate_doom\base\hack.exe # For DOOM ][ editname = c:\doom2\doom2.exe normalname = c:\doom2\doom2bak.exe # The name and location of your Doom WAD. # wadname = c:\ultimate_doom\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 = g:\doom2 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:\doom2\ # 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 = 2 version = 4 # 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 0 Share this post Link to post
GreyGhost Posted April 6, 2011 I see you're presenting DeHackEd with two Doom version numbers, both of which are probably wrong. Try changing one to version = 3 and comment out the other. (To aid in identification - Doom2.exe v1.7 is 686,993 bytes, v1.9 is 709,905 and Ultimate Doom is 715,493.) 0 Share this post Link to post
Enjay Posted April 6, 2011 I have pointed you to my dehacked tutorials before. http://www.zen64060.zen.co.uk/dehacked/index.html Have you read this page? http://www.zen64060.zen.co.uk/dehacked/deh03.html In particular, the section near the bottom called: "Identifying your Doom version." 0 Share this post Link to post