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xttl

DeHackEd 3.0a "special edition" (with support for both Final Doom versions)

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With WhackEd4 par times is greyed out for doom1.9 but not for Boom.

Also, just now looked at AV.DEH and there is no par times.

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40 minutes ago, hawkwind said:

With WhackEd4 par times is greyed out for doom1.9 but not for Boom.

 Also, just now looked at AV.DEH and there is no par times.

I know, AV comes with a special EXE.

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8 hours ago, OpenRift said:

I'm curious, would it be possible to add in the ability to change par times? I know it's technically possible to do in vanilla (Alien Vendetta comes with an EXE that has altered par times), but would it be a plausable feature to add to dehacked SE?

AV's executable was made with a Hex edit utilizing an array. There is a post retailing this. Because AV.exe is a unique case, i addex this bit as a trivia point on the official article.

4 hours ago, OpenRift said:

I know, AV comes with a special EXE.

It's not the only one though. Especially older was had a unique way of packing of merging their assets, utilizing Hex edits, bdiff files of treating DeHacked as if it were an engine.

 

For instance, Cleimos had a separate file, CleimSet, that essentially mimicks DeHacked's DoomHack option, but patches it only against a specific version of the Doom executable (1.2) utilizing a DOS extender. Also added on Wiki.

 

I am compiling a list of these unusual wads that don't follow the DeHacked standard of patching and more.

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On 4/10/2021 at 3:39 AM, Redneckerz said:

I am compiling a list of these unusual wads that don't follow the DeHacked standard of patching and more.

 

You can add OTTAWAU to your list. It's perhaps the most egregious example of reinventing the bike on /idgames. Uses proprietary patcher that works only on the registered v1.9. A gfx/DEH fix for it to be used with ports is here.

There's also a bit of DW history in the epic thread (starting with this post) discussing repackaging that WAD.

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1 hour ago, Never_Again said:

 

You can add OTTAWAU to your list. It's perhaps the most egregious example of reinventing the bike on /idgames. Uses proprietary patcher that works only on the registered v1.9. A gfx/DEH fix for it to be used with ports is here.

There's also a bit of DW history in the epic thread (starting with this post) discussing repackaging that WAD.

Guess what i have been doing documenting lately ;) OTTAWAU is the reason i started it to begin with. The batch files for it are a work of art.

 

Thanks you for the mention, by the way :)

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Ah yes, while searching for that thread I found some posts by you mentioning the WAD, so it figures you know. That thread too, apparently. Has it been 12 years already? Well, it's good to know that no matter how time flies and regardless of the new "raep-n-tear" crowd there's yet another fellow OCD soul digging deep into things ancient and obscure. Looking forward to your findings!

 

And just to get back on topic: resurrecting DeHackEd and making it work with both Final Doom versions is all kinds of awesome! Another vote for a Windoze port here, if you ever find the time, @xttl.

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5 hours ago, Never_Again said:

regardless of the new "raep-n-tear" crowd

Your profile picture fits with this sentiment a little too well god dammit

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11 hours ago, Never_Again said:

Ah yes, while searching for that thread I found some posts by you mentioning the WAD, so it figures you know. That thread too, apparently. Has it been 12 years already? Well, it's good to know that no matter how time flies and regardless of the new "raep-n-tear" crowd there's yet another fellow OCD soul digging deep into things ancient and obscure. Looking forward to your findings!

Well there is this for starters. As member of the OCDers Tribunal, documenting yourself is just the next step. A lot about specific executable names and ports.

 

And in regards to OTTAWAU: It relies on Plain Doom 1.9. Here are the details so far:

Spoiler

CHG2OU.BAT is the batch file that starts this. It starts with DMCHECK.EXE. This program is rather sophisticated and can check for a specific Doom version, file space, file date and time or ask a question. It can thus check for a specific Doom version as it knows the exact amount of bytes. To update the file, it runs BUPDATE.EXE, a general program for BDIFF file. It looks for DOOM.EXE and OUTEMP.EXE when patching the executable, using a file called D2OUEXE.PCH. It renames DOOM.EXE to DOOMEXE.OU as a backup, then renames OUTEMP.EXE to DOOM.EXE when it is patched with D2OUEXE.PCH. It then updates DOOM.WAD and OUTEMP.WAD using D2OUWAD.PCH. It renames DOOM.WAD to DOOMWAD.OU as a backup and OUTEMP.WAD as DOOM.WAD. It then updates OTTAWAU.WAD and OUTEMP.WAD using O2CHWAD.PCH. It renames OTTAWAU.WAD to OUWAD.OU as a backup and OUTEMP.WAD as OTTAWAU.WAD. With Back2Org, everything is reversed. Because it relies on DMCHECK, BUPDATE and specialized .PCH patch files, the behavior is difficult to emulate, and the DOOM.EXE it creates is wholly unique/custom, being a renamed OUTEMP.EXE based on plain Doom 1.9.

11 hours ago, Never_Again said:

 

And just to get back on topic: resurrecting DeHackEd and making it work with both Final Doom versions is all kinds of awesome! Another vote for a Windoze port here, if you ever find the time, @xttl.

It would be the absolute blast along with the UDoomHack vanilla plus source modification. If that, then Vanilla authors basically have it all.

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On 02/11/2020 at 06:16, xttl said:

Aqui está uma versão atualizada do DeHackEd 3.0a com suporte para ambas as variantes executáveis do Final Doom (regular e antologia) adicionadas.

 

Os valores de deslocamento necessários para a primeira revisão Final Doom são retirados do antigo release DHE 3.1 binário. Para a segunda revisão, descobri por conta própria. (o que não foi TÃO difícil de fazer :)

 

É chamada de "edição especial" (nome idiota que eu conheço) porque não é uma atualização para 3.1 (o código-fonte para o qual nunca foi lançado). Em vez disso, é realmente seu próprio fork baseado no 3.0a. Eu também adicionei um novo esquema de cores apenas para o inferno, ele pode ser desabilitado via dehacked.ini (adicione "origpal = true") se você não gostar.

 

Patches testados e funcionando:

 - vsmooth.deh (armas suaves de baunilha)

 - pl2.deh (Plutonia 2)

 - todos os patches de amostra DHE 3.x, exceto sample.deh

 

por favor, teste diferentes patches e relate problemas aqui

 

dhe_special_3.png.fd6125c90b39a1c746675e0c1c538d20.png

 

Download (código-fonte atualizado para Borland C ++ 3.1 incluído):

dhe_special_r3.zip

 

On 11/2/2020 at 6:16 AM, xttl said:

Here's an updated version of DeHackEd 3.0a with support for both Final Doom executable variants (regular and anthology) added.

 

Required offset values for the first Final Doom revision are taken from the old, binary only DHE 3.1 release. For the second revision I figured them out on my own. (which wasn't really THAT difficult to do :)

 

It is called a "special edition" (dumb name I know) because it is not an update to 3.1 (the source code to which was never released). Instead, it's really its own fork based on 3.0a. I also added a new color scheme just for the heck of it, it can be disabled via dehacked.ini (add "origpal = true") if you do not like it.

 

Patches tested and working:

 - vsmooth.deh (vanilla smooth weapons)

 - pl2.deh (Plutonia 2)

 - all DHE 3.x sample patches except sample.deh

 

please test different patches and report problems here

 

dhe_special_3.png.fd6125c90b39a1c746675e0c1c538d20.png

 

Download (updated source code for Borland C++ 3.1 included):

dhe_special_r3.zip

Hello, hehehe it may seem strange, but I am new to "map creation" and I have never opened this program, can you tell me how do I run it on Windows 10?

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7 minutes ago, K_Doom said:

 

Hello, hehehe it may seem strange, but I am new to "map creation" and I have never opened this program, can you tell me how do I run it on Windows 10?

You don't. You run this in DOS. 

 

Look for Whacked4, this runs in Windows.

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1 minute ago, Redneckerz said:

Você não. Você executa isso no DOS. 

 

Procure Whacked4 , ele roda no Windows.

Interesting, now it all makes sense. Thank you very much friend. 

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I can't believe I forgot to post about this here, but we now have the offsets for the game's par times (in all EXE versions except Final Doom rev1), so it's possible to apply custom par times in vanilla! Do you think this could be implemented into DeHackEd Special Edition? 

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Hello...I seem to be running into a strange issue trying to use this utility.  I get an error basically saying that the backup file I specified in the normalname variable can't be found, but it's clearly at the path I indicated.  Is there any reason why this would be happening?

 

EDIT:  Never mind...I forgot this was a mounted drive in DOSBox and the path wouldn't match what it is in Windows.  Sorry about that.

Edited by Bytefyre : Figured it out

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bump

On 8/9/2021 at 3:54 PM, OpenRift said:

I can't believe I forgot to post about this here, but we now have the offsets for the game's par times (in all EXE versions except Final Doom rev1), so it's possible to apply custom par times in vanilla! Do you think this could be implemented into DeHackEd Special Edition? 

I went ahead and did this. It reads and writes using the normal BEX [PARS] table.

dehpars.png.854c6cbc1fb841e6fba7217033ef4d15.png

It was pretty easy, especially for Doom 2/Final Doom. Doom 1 was more tedious because of how the pars are stored in the episodic format (the zero index for each episode is a dummy time of zero instead of EXM1's time, so I have to skip that one each time). Though it's very possible I messed something up somewhere down the line that I missed so let me know if that happens.

 

As a sample, here's an updated AV.DEH with the hex-edited par times. This was made by loading AV.EXE and then saving its changes into a patch.

Spoiler

Patch File for DeHackEd v3.0

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 6


[PARS]
par 1 70
par 2 110
par 3 180
par 4 260
par 5 150
par 6 420
par 7 140
par 8 480
par 9 240
par 10 440
par 11 840
par 12 460
par 13 780
par 14 810
par 15 480
par 16 510
par 17 200
par 18 740
par 19 770
par 20 1420
par 21 280
par 22 400
par 23 570
par 24 360
par 25 1620
par 26 1160
par 27 1560
par 28 1010
par 29 540
par 30 70
par 31 390
par 32 240

Text 405 404
YOU HAVE ENTERED DEEPLY INTO THE INFESTED
STARPORT. BUT SOMETHING IS WRONG. THE
MONSTERS HAVE BROUGHT THEIR OWN REALITY
WITH THEM, AND THE STARPORT'S TECHNOLOGY
IS BEING SUBVERTED BY THEIR PRESENCE.

AHEAD, YOU SEE AN OUTPOST OF HELL, A
FORTIFIED ZONE. IF YOU CAN GET PAST IT,
YOU CAN PENETRATE INTO THE HAUNTED HEART
OF THE STARBASE AND FIND THE CONTROLLING
SWITCH WHICH HOLDS EARTH'S POPULATION
HOSTAGE.HAVING BRAVELY BLASTED YOUR WAY THROUGH
THE URBAN OUTSKIRTS KNOWN AS THE 'OLD
CITY' AND WIPING YOUR BROW AS YOU
GET READY TO LEAVE THE FORTIFIED OUTPOST,
YOU ACTIVATE THE HIDDEN TELEPORTER THAT
WILL TAKE YOU TO THE GATEHOUSE.

THE GATEHOUSE LEADS TO AN ASSORTMENT OF
CASTLES AND FORTIFICATIONS FROM WHERE THE
DENIZENS FROM HELL OPPRESS THE WORLD.

YOU'RE READY FOR MORE. IT'S GONNA GET
WORSE. TOUGH LUCK.

Text 617 617
YOU HAVE WON! YOUR VICTORY HAS ENABLED
HUMANKIND TO EVACUATE EARTH AND ESCAPE
THE NIGHTMARE.  NOW YOU ARE THE ONLY
HUMAN LEFT ON THE FACE OF THE PLANET.
CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,
AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.
YOU SIT BACK AND WAIT FOR DEATH, CONTENT
THAT YOU HAVE SAVED YOUR SPECIES.

BUT THEN, EARTH CONTROL BEAMS DOWN A
MESSAGE FROM SPACE: "SENSORS HAVE LOCATED
THE SOURCE OF THE ALIEN INVASION. IF YOU
GO THERE, YOU MAY BE ABLE TO BLOCK THEIR
ENTRY.  THE ALIEN BASE IS IN THE HEART OF
YOUR OWN HOME CITY, NOT FAR FROM THE
STARPORT." SLOWLY AND PAINFULLY YOU GET
UP AND RETURN TO THE FRAY.YOU'VE RAISED QUITE A RUCKUS MAKING YOUR
WAY THROUGH THE HELL-PATROLLED LANDS. HEH,
NOW THEY AREN'T SURE THEY'RE IN CHARGE
ANYMORE. GOOD. NOT THAT YOU'RE DONE YET.

YOU SWIM WESTWARDS, LEAVING THE TWILIGHT
BEHIND, REACHING 'THE COMPLEX,' A NETWORK
OF INTERCONNECTED BASES WHERE, FOR YEARS,
THE UAC AND THE POWERS OF EVIL HAVE WORKED
TOGETHER IN MUTUAL BENEFIT. OR SO THE UAC
OFFICERS AND LEADERS THOUGHT, FOR IT SEEMS
LIKE THEY HAVE BEEN FULLY ASSIMILATED.

YOU ADJUST YOU GEAR, COUNT YOUR AMMO, AND
ADVANCE STEADILY, READY TO DEAL OUT A FEW
THOUSAND ROUNDS OF DAMAGE IN YET ANOTHER
FORSAKEN, HELL-INFECTED, UAC BASE.

Text 312 315
YOU ARE AT THE CORRUPT HEART OF THE CITY,
SURROUNDED BY THE CORPSES OF YOUR ENEMIES.
YOU SEE NO WAY TO DESTROY THE CREATURES'
ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR
TEETH AND PLUNGE THROUGH IT.

THERE MUST BE A WAY TO CLOSE IT ON THE
OTHER SIDE. WHAT DO YOU CARE IF YOU'VE
GOT TO GO THROUGH HELL TO GET TO IT?AS YOU WADED THROUGH BLOODSHED ALONG THE
NETWORK, YOU NOTED THAT THE ARCHITECTURE
GRADUALLY GAINED A DEMONIC TWIST, GIVING
YOU THE IMPRESSION THAT YOUR DOOM WAS TO
END UP IN HELL.

STEPPING THROUGH THE ANCIENT PORTALS
UNTOUCHED BY MORTALS IN AEONS, YOU FEEL
YOU'RE LEAVING THE KNOWN UNIVERSE.

WILL YOU EVER RETURN?

Text 494 492
THE HORRENDOUS VISAGE OF THE BIGGEST
DEMON YOU'VE EVER SEEN CRUMBLES BEFORE
YOU, AFTER YOU PUMP YOUR ROCKETS INTO
HIS EXPOSED BRAIN. THE MONSTER SHRIVELS
UP AND DIES, ITS THRASHING LIMBS
DEVASTATING UNTOLD MILES OF HELL'S
SURFACE.

YOU'VE DONE IT. THE INVASION IS OVER.
EARTH IS SAVED. HELL IS A WRECK. YOU
WONDER WHERE BAD FOLKS WILL GO WHEN THEY
DIE, NOW. WIPING THE SWEAT FROM YOUR
FOREHEAD YOU BEGIN THE LONG TREK BACK
HOME. REBUILDING EARTH OUGHT TO BE A
LOT MORE FUN THAN RUINING IT WAS.
THERE YOU GO. YOU FIRED THE BOSS. WHO'S
IN CHARGE NOW? THAT'S NOT YOUR PROBLEM,
AND YOU DON'T CARE. THEY HAD IT COMING.

YOU STUFF YOUR ROCKET LAUNCHER IN YOUR
BACKPACK AND START STROLLING AROUND THE
RUINS OF HELL. YOU WONDER IF YOU CAN
FIND A CAB OR SOMETHING, CAUSE AFTER
ALL THIS CARNAGE AND RUNNING AROUND,
YOU THINK YOU'VE EARNED YOURSELF A
GOOD REST, NOT TO MENTION SOME
EXTRAORDINARY REWARD. YOU STAND THERE,
LOOKING UPWARDS, TAPPING YOUR FOOT
PATIENTLY, WAITING...                
   

Text 164 164
CONGRATULATIONS, YOU'VE FOUND THE SECRET
LEVEL! LOOKS LIKE IT'S BEEN BUILT BY
HUMANS, RATHER THAN DEMONS. YOU WONDER
WHO THE INMATES OF THIS CORNER OF HELL
WILL BE.HEY, YOU HAVE FOUND THE SECRET LEVEL.   
DON'T LET THE UNEARTHLY ENVIRONMENT     
DISTRACT YOU. THE MONSTERS STILL WANT   
TO TEAR YOU UP AND ROAST YOU.            

Text 92 95
CONGRATULATIONS, YOU'VE FOUND THE
SUPER SECRET LEVEL!  YOU'D BETTER
BLAZE THROUGH THIS ONE!
THE SUPER SECRET LEVEL! YOU BETTER BE
GOOD. AS IN 'SKILLED.' CAUSE PRAYERS
WON'T HELP YOU HERE.

Text 80 80
                         DOOM 2: Hell on Earth v%i.%i                                                    DOOM 2: Alien Vendetta v%i.%i                          

Text 45 44
CD-ROM Version: default.cfg from c:\doomdata
CD-ROM Version: doom.cfg from c:\doomdata  


Text 23 20
c:/doomdata/default.cfgc:/doomdata/doom.cfg

Text 415 415
===========================================================================
ATTENTION:  This version of DOOM has been modified.  If you would like to
get a copy of the original game, call 1-800-IDGAMES or see the readme file.
        You will not receive technical support for modified games.
                      press enter to continue
===========================================================================
===========================================================================
You are playing ALIEN VENDETTA, a classic megawad that replaces all 32 of
DOOM II's maps. Be sure to visit the AV homepage: http://www.doom2.net/~av
  WARNING: Ultra-Violence is ROUGH. Use a lower skill if it's too much.
                              Press Enter.
===========================================================================

Text 17 16
level 1: entrywayL01: Sunset     

Text 19 16
level 2: underhallsL02: Rusty Rage 

Text 20 20
level 3: the gantletL03: Cargo Depot    

Text 18 16
level 4: the focusL04: Seclusion  

Text 26 24
level 5: the waste tunnelsL05: Crimson Tide       

Text 20 20
level 6: the crusherL06: Hillside Siege 

Text 20 20
level 7: dead simpleL07: Showdown       

Text 25 24
level 8: tricks and trapsL08: Beast Island       

Text 16 19
level 9: the pitL09: Castle Gardens

Text 24 24
level 10: refueling baseL10: Toxic Touch        

Text 29 28
level 11: 'o' of destruction!L11: Nemesis                

Text 21 20
level 12: the factoryL12: Entropy        

Text 18 16
level 13: downtownL13: S.T.       

Text 25 24
level 14: the inmost densL14: Overwhelming Odds  

Text 25 24
level 15: industrial zoneL15: Bulls on Parade    

Text 17 16
level 16: suburbsL16: M.D.       

Text 19 16
level 17: tenementsL17: Nukefall   

Text 23 20
level 18: the courtyardL18: Lake Poison    

Text 21 23
level 19: the citadelL19: Alien Resurrection

Text 17 16
level 20: gotcha!L20: Misri Halek

Text 17 17
level 21: nirvanaL21: O.F.O.T.C.N.

Text 23 20
level 22: the catacombsL22: Rubicon        

Text 24 24
level 23: barrels o' funL23: Blood Sacrifice    

Text 19 16
level 24: the chasmL24: C.C.       

Text 20 20
level 25: bloodfallsL25: Demonic Hordes 

Text 29 28
level 26: the abandoned minesL26: Dark Dome              

Text 23 20
level 27: monster condoL27: Stench of Evil 

Text 26 24
level 28: the spirit worldL28: Whispering Shadows 

Text 24 24
level 29: the living endL29: Fire Walk With Me  

Text 21 20
level 30: icon of sinL30: Point Dreadful 

Text 21 20
level 31: wolfensteinL31: Killer Colours 

Text 16 16
level 32: grosseL32: N.G.N.G.   

 

 

dhe_special_pars.zip

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On 11/2/2020 at 1:16 AM, xttl said:

Here's an updated version of DeHackEd 3.0a with support for both Final Doom executable variants (regular and anthology) added.

 

Required offset values for the first Final Doom revision are taken from the old, binary only DHE 3.1 release. For the second revision I figured them out on my own. (which wasn't really THAT difficult to do :)

 

It is called a "special edition" (dumb name I know) because it is not an update to 3.1 (the source code to which was never released). Instead, it's really its own fork based on 3.0a. I also added a new color scheme just for the heck of it, it can be disabled via dehacked.ini (add "origpal = true") if you do not like it.

 

Patches tested and working:

 - vsmooth.deh (vanilla smooth weapons)

 - pl2.deh (Plutonia 2)

 - all DHE 3.x sample patches except sample.deh

 

please test different patches and report problems here

 

dhe_special_3.png.fd6125c90b39a1c746675e0c1c538d20.png

 

Download (updated source code for Borland C++ 3.1 included):

dhe_special_r3.zip

Doesn't work on windows 10. Any help?

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Use dosbox or dosbox staging. I found that I still had to rename dehacked.ini to dehacked.inix to ignore it to then load with win10.

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