Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
SiFi270

The mystery of the registered 1.6b IWAD

Recommended Posts

DISCLAIMER: I could easily be wrong about everything again. I'm just finding pieces and trying to fit them together, and as usual it's landed me in kind of an "I dunno" kind of spot

 

On the Doom Wiki's Versions of Doom and Doom II page, the section for the 1.6 has this to say:

Quote

Registered version 1.6 appears to be an unofficial patch only, created by Eric Yick Leung and distributed around various Usenet newsgroups

This is kind of misleading, and seems to suggest that Leung somehow got his hands on and leaked a beta executable and IWAD. That's the conclusion @Doomkid seems to have reached here, but the truth seems to be more simple. id released Doom 1.6 as an update to the shareware version for beta testers, following similar releases of 1.4 and 1.5. These versions introduced Deathmatch 2.0, in which items respawned, and it seems Leung wanted to play that mode with a registered IWAD, but the latest version was still 1.2, which would crash without the necessary sounds and graphics. So he made a patch that replaced the unused blue fireball graphics with the teleport fog, and included a PWAD containing everything else that was new to 1.5, plus a duplicate of SKY1 for some reason. I don't know how much of the relevant files I can share or link to, so I'm just going to copy the accompanying text file for that patch:

Spoiler

 THIS IS VERSION 2.0 of ERICS 1.5 REGISTERED PATCH

 I am inclined to do this as ID has not released the reg 1.5 patch.
 (John Romero romero@idcube.idsoftware.com YOUR slow!!!!!)

** Ok all you LAZY DILLBAGS who cannot hexedit, here is a C code addition **
**REMEMBER TO BACK UP YOUR DOOM.WAD before perfoming upgrade.****
DISCLAIMER not responsible for whatever happens. MAKE A BACKUP!!!

This will AUTOMATICALLY rename those directory entries that
I told you to hex edit. So to fix this doom.wad to 15
do the following after getting this file.

1)  Copy 1.2 registered wad into the dir where the 15 doom.exe is.
Then extract all 15regVR2.zip into this directory and follow the
following.
    Run the FIX.BAT this will use DMGRAPH to replace a set of
graphics which I think are seldom used, with the regeneration
graphics that are needed from 1.5 shareware. This cannot be
done as a PWAD. It doesn't seem to work if made as a PWAD. Doom doesn't
recognize the new graphics. I chose to replace the  BAL3*
graphics with the IFOG* graphics. The next C code program I made
called PATCH will then AUTOMATICALLY edit the entries from BAL3* to IFOG*.
 
 BAL3A0 to IFOGA0
 BAL3B0 to IFOGB0
 BAL3C0 to IFOGC0
 BAL3D0 to IFOGD0
 BALDE0 to IFOGE0

  It will then proceed to load a lmp called test to show two friends
who used my fix.bat to demonstrate the regeneration ie DEATHMATCH 2.0
in a PWAD level. If it plays then give this patch to your friend
have him do the same and try -ALTDEATH with them.
Remember you will need to use "doom -file 151.wad [optional.wad] blah blah"
to make it run unless you REBUILD and incorporate the 151.wad into a 10meg
doom.wad


2) OR Choose one of the following:
 
 i) Then use DEU on this "fixed" Doom.wad and load 151.wad.
    151.wad contains everything that was in the shareware
    version and not in the 12 reg. wad.
    REBUILD the 10meg wad from DEU including the stuff in 151.wad
    Delete DOOM1.WAD and rename the REBUILT wad into DOOM.WAD.
 
 ii) Or everytime you load doom type "doom -file 151.wad your.wad"
     to play.

4)Tell you friend to do the same and try DeathMatch 2.0 against him.
using line like "call sersetup -ALTDEATH -dial blah blah".
Record some lmps and send them to the newgroup or infant2.
With the caption I got a deathmatch 2.0 going thanks to ERIC
"Pook-Gai" Leung's 15 Patch.
***MOST IMPORTANTLY**** post in alt.games.doom that THIS WORKS
and then uuencode it and load it up into alt.binaries.doom and
alt.games.doom


NOTE if you wait to watch all the menu demo lmps in the third one
it would seem like the player is insane after the first death.
This is because there was a map change on this level in 15beta.
I did not extract it because it seem pointless to do so. The level
will run perfectly when you play it.

PS I added to 151.wad the dmxgus.ini file from 1.5 shareware

What did I do to get this to work?:
    
    Well lets say since I TA a high level CPSC C programming course and
suffice to say I am Excellent in C coding.
    
    I looked at the source code for DEU didn't like the shareware checking
and editing and saving preventions. So I rewrote the interface and REMOVED
those annoying preventions thus my DEU can edit any wads.
You can also just hexedit the IWAD to PWAD in the DOOM1.WAD then use
DEU to edit the shareware as someone suggested by it doesn't work for
some things.
        I also made the patch file to rename the entries in doom
rather than have you hexedit yourself.

A user who tried the OTHER methods.

>I tried the STUPID technique of renaming the reg 12 wad to doom1.wad
>and then renaming the 15 shareware to doom.wad. Following to
>start doom by doom -file doom1.wad. This doesn't allow me to get
>DEATHMATCH 2.0 (ie REGENERATING OBJECTS). This can be tested as a
>one player by "doom -file doom1.wad -altdeath -warp 1 1" this
>will let you play ONE player Deathmatch 2.0 and you can then
>test if the objects regenerate. THEY DON'T!!!!!

As a final NOTE:

The whole point of this 15regVR2.zip was to get DEATHMATCH 2.0
(regenerating object) to work and not crash when DOOM looks for
the regeneration graphics. They cannot be added as a pwad so thats
why you must hexedit the doom.wad THE WHOLE IDEA was to get a 2 or
more man game going with Deathmatch 2.0.

PS. Romero didn't play me. I alloted June 18th or 19th to play him and
he didn't play me. Thus I left for vacation. I am telnetting to my account.

Who am I:

   Eric "Pook-Gai" Leung. July 19th version TWO of hack.
   Email me for help eyleung@unixg.ubc.ca


----->   You ask yourself how I did this? You as yourself am I the DOOM GOD.
----->   You ask yourself do I have a GOD complex. Again I am GOD, Doom GOD   

Then he did the same for the 1.6 beta, this time also modifying the ENDOOM screen, as seen on his Doom Wiki page. There's a second version where he made some small changes to E3M1 and E3M9 to fix a "player in special sector" error, but the first version appears to be lost. More details in this .txt file:

Spoiler

 THIS IS VERSION 2.0 of ERICS 1.6 REGISTERED PATCH
 
 Release date: August 5rd, 1994 "DAYS after the 1.6 beta release!!"
 
**Whats new in my Patch. "Player in special sector..." error
in Episode 3 maps 1 and 9 FIXED.

 What IS critially NEW in 16 beta EXE
   -They DISABLED the shotgun when you CHEAT with idkfa
   -They changed the demo lmps so I had to incorporate the new ones
   -Some deathmatch positions ie e1m4 are changed. I don't think this
   is worth extracting. Change then if you like. But better yet try
   some NEW PWADS instead.

 I am inclined to do this as ID has not released the reg 1.6 patch.
 (John Romero romero@idcube.idsoftware.com YOUR slow!!!!!)

 ** Ok all you Doomin' DILLBAGS this is Eric's patch for 1.6 **
**REMEMBER TO BACK UP YOUR DOOM.WAD before perfoming upgrade.****
DISCLAIMER not responsible for whatever happens. MAKE A BACKUP!!!
Please if you incorporate this wad into YOUR wad mention my Name.


This will AUTOMATICALLY fix your 1.2 registered wad to work with the
shareware 1.6 DOOM.EXE. Do the following after getting this file.
(It will clean up after itself when you run fix.bat leaving only the readme)

1) -Copy 1.2 registered wad into the dir where the 1.6 doom.exe is.
   -Extract all 16regvr2.zip into this directory and do the following.

    i) Run the FIX.BAT this will replace a set of graphics which I
       think are seldom used, with the regeneration graphics that are
       needed from 1.6 shareware. This cannot be done as a PWAD. As DOOM
       doesn't recognize the new graphics. I chose to replace the  BAL3*
       graphics with the IFOG* graphics. The next C code program I made
       called PATCH will then AUTOMATICALLY edit the entries from BAL3*
       to IFOG*.
 
       BAL3A0 to IFOGA0
       BAL3B0 to IFOGB0
       BAL3C0 to IFOGC0
       BAL3D0 to IFOGD0
       BALDE0 to IFOGE0

       It will then proceed to load a lmp called test to show TWO FRIENDS
       who sucessfully used my 16regvr2.zip to demonstrate the regeneration
       in DEATHMATCH 2.0 in a PWAD level. If it plays SUCCESSFULLY then give
       this patch to your friend and have him do the same. Then CONNECT
       with the -ALTDEATH parameter.
       ***Remember you will need to use:
             "doom -file 161.wad [optional.wad] blah blah"
       to make it run unless you REBUILD and incorporate the 162.wad
       into a 10meg doom.wad


2)     OR Choose one of the following:
 
    i) Use DEU on this "fixed" Doom.wad and load 162.wad.
       162.wad contains everything WORTHWHILE that was in the shareware
       version and not in the 12 registered. wad.
       REBUILD the 10meg wad using DEU including the 162.wad
       Delete DOOM1.WAD (it is useless, you have all you need from it)
       and rename the REBUILT wad into DOOM.WAD.
 
   ii) Or Everytime you load doom type "doom -file 162.wad YOUR.wad"
       to play.

    Then following tell your friend to do the same and try DeathMatch 2.0
    against him. With for example "call sersetup -ALTDEATH -dial blah blah".
    Record some lmps and send them to the newsgroup or infant2.
    With the caption I got a deathmatch 2.0 going
    thanks to ERIC "Pook-Gai" Leung's 16 Patch.
    ***MOST IMPORTANTLY**** post in alt.games.doom that THIS WORKS
    and then uuencode it and load it up into alt.binaries.doom and
    alt.games.doom


    NOTE if you wait to watch all the menu demo lmps in the third one
    it would seem like the player is insane after the first death.
    This is because there was a map change on this level in 16beta.
    I did not extract the level because it seems pointless to do so.
    The level will run perfectly when you play it.

****PS: I added to 162.wad the dmxgus.ini file from 16 shareware
    (The GUS ini file !!)

What did I do to get this to work?:
    
    Well lets say since I TA a high level CPSC C programming course and
suffice to say I am Excellent in C coding.
    I looked at the source code for DEU didn't like the shareware checking
and editing and saving preventions. So I rewrote the interface and REMOVED
those annoying preventions thus my DEU can edit any wads.
    You can also just hexedit the IWAD to PWAD in the DOOM1.WAD then use
DEU to edit the shareware as someone suggested by it doesn't work for
some things.
        I also made the patch file to rename the entries in doom
rather than have you hexedit yourself.

A user who tried the OTHER methods.

>I tried the STUPID technique of renaming the reg 12 wad to doom1.wad
>and then renaming the 16 shareware to doom.wad. Following to
>start doom by doom -file doom1.wad. This doesn't allow me to get
>DEATHMATCH 2.0 (ie REGENERATING OBJECTS). This can be tested as a
>one player by "doom -file doom1.wad -altdeath -warp 2 1" this
>will let you play ONE player Deathmatch 2.0 and you can then
>test if the objects regenerate. THEY DON'T!!!!!

As a final NOTE:

The whole point of this 16regVR2.zip was to get DEATHMATCH 2.0
(regenerating objects) to work and not crash when DOOM looks for
the regeneration graphics. They cannot be added as a pwad so thats
why you must hexedit the doom.wad THE WHOLE IDEA was to get a 2 or
more man game going with Deathmatch 2.0.

PS. Romero didn't play me. I alloted June 18th or 19th to play him and
he didn't play me. Thus I left for vacation. I am telnetting to my account.

Who am I:

   Eric "Pook-Gai" Leung. AUGUST 5th version TWO of 1.6 hack.
   Email me for help eyleung@unixg.ubc.ca


----->   You ask yourself how I did this? You as yourself am I the DOOM GOD.
----->  But YOU know I am unstoppable, You know I can KICK multiple ass,
----->  YOU know I am Eric Leung "DOOM-GOD". Soon to be DEATHMATCH 2.0, GOD

At some point these files, or some of them anyway, found their way onto certain shovelware discs, and as a result they're also listed on Wad Archive, but I'm still not sure what I'd be allowed to link to because I don't have an account there so I don't know if I'd be getting the whole thing by downloading them.

 

I've already said a load of this in the talk page for "Versions of Doom and Doom II", and learned about things like the 1.5 patch and the reason for the duplicate maps (even though that one was right at the start of the .txt file) in the meantime. I was going to leave it at what I wrote there, but something else has come along that's got me all confused again.

 

On doomgate.de's page for different versions of the IWADs, it mentions a registered 1.6b IWAD dated 1994-08-03, which would predate Leung's patch, or at least the only surviving version of it. The SHA1 listed for it doesn't match anything I found in or made with Leung's files. With just the new item respawn graphics, mine gives 325285E176A586BD3AC99F069B657B9E1AF4F223, and with the contents of 162.WAD merged into it, I get 3172145085D3F503C5B7BB7323E294DF673893A3. So that leaves me wondering where else the IWAD listed in that table may have come from. The question marks under "CRC32" seem to suggest that whoever made that page doesn't have access to the file either, and may be getting the information secondhand.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×