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

DEHACKED problem

Recommended Posts

I made DEHACKED recognise where my wads and exe's are but I can't get it to work!
Please help!

Share this post

Link to post

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.

Share this post

Link to post

I'm trying to make my own!
Would I have to show the contents of my INI file?

Share this post

Link to post
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?

Share this post

Link to post

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

Share this post

Link to post

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.)

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
Sign in to follow this