=======================================================================
Title                   : Final Fantasy Doom (version 2)
Filename                : ffdoom2.zip (ffdoom2.deh  ffdoom2.wad
                          ffdoom2.txt  scrnshot.zip)

Authors
    Original version    : Ramon Mujica                mujica@caribe.net
    Version 2 Update by : Sparky of KISS Software     kelm@eisa.net.au

Description             : Final Fantasy "the best Japanese RPG ever"
                          meets Doom "the best FPS ever".

                          Final Fantasy Doom is a Total Conversion for
                          Ultimate Doom with 27 single-player levels
                          (3 complete episodes) and 7 Deathmatch levels
                          (Episode 4).

                          Final Fantasy Doom features new music, sound,
                          monsters, weapons and graphics, all based on
                          the game Final Fantasy 3 by SquareSoft.

                          In Final Fantasy Doom you are MOG, FF3's
                          cutest hero, and you must fight your way
                          through forests, caves, mountains, castles,
                          etc., defeat the boss monsters, and
                          ultimately face the evil spirit hiding in the
                          painting of the Princess of Vector.

                          FFDOOM2.ZIP (by Sparky of KISS Software) is
                          an updated version of FFDOOM.ZIP (by Ramon
                          Mujica). FFDOOM2 was created with the consent
                          and assistance of Ramon Mujica.  See below
                          for a detailed list of what changes were made
                          for Version 2.

                          AN IMPORTANT MESSAGE: the levels basically
                          appear in the order they were created by
                          Ramon Mujica, so there is a distict increase
                          in quality from the first to the third
                          episode.  If you hate the first few levels
                          (I certainly did) then may I suggest you try
                          Episode 2 before you decide FFDOOM2 is a
                          piece of crap.  Or alternatively, watch the
                          demos which are only 147 to 218 seconds in
                          length and give you a quick idea of what
                          Final Fantasy Doom is all about.

Additional Credits to   : id Software for Ultimate Doom
                          SquareSoft for Final Fantasy 3
                          All the Doom Source Port authors and you,
                            the Doom players, for keeping Doom alive.
                          My wife for her love, patience and
                            understanding.

=======================================================================

* Play Information *

Game                    : Ultimate Doom v1.9
                          FFDOOM2 will work with 'Plain Vanilla'
                          Ultimate Doom, however it is recommended that
                          you use a Source Port which supports DeHackEd
                          patches and sprite data - such as:
                          Boom, PRBoom, MBF, ZDoom, Legacy, etc.

Episode and Level #     : Solo or Coop - E1M1 to E3M9 (27 levels)
                          Deathmatch - E4M1 to E4M7 (7 levels)

Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes - only tested with DoomBot, CajunBot, and
                          ZDoom's internal ZCajun bot. I've included
                          some screenshots in scrnshot.zip of Final
                          Fantasy Doom with ZCajun Bot to encourage you
                          to give it a try. 
Difficulty Settings     : Not implemented
New Sounds              : Yes
New Graphics            : Yes - all the menus, screens, status bar,
                          etc; nearly all of the sprites; and lots of
                          textures and flats.
New Music               : Yes - ALL
Demos Replaced          : ALL - E1M4 E1M8 E2M1 E3M3.
                          All except E1M8 are 100% kills, and all are
                          short (the longest is 3min 38secs).
                          Recorded using patched 'Plain Vanilla' Doom2
                          v1.9 - demos tested okay with Boom, PRboom,
                          MBF, rorDoom, Legacy and glLegacy.

* Construction *

Base                    : FFDOOM.ZIP by Ramon Mujica
Editor(s) used          : Deth, WinTex, DeuTex, NWT, Lumpy, PS Pro
Known Bugs              : see below for a list of which source ports
                          will and won't work with Final Fantasy Doom.


* Copyright / Permissions *

Authors MAY use this level as a base to build additional levels
provided:
a) you notify Ramon Mujica (mujica@caribe.net) first for permission.
b) you acknowledge the contribution of the original authors:
   Original (ffdoom.zip)   - Ramon Mujica             mujica@caribe.net
   Version 2 (ffdoom2.zip) - Sparky of KISS Software  kelm@eisa.net.au

You MAY distribute this WAD, provided you include this file, with no
modifications.  You may distribute this file in any electronic format
(BBS, Diskette, CD, etc) as long as you include this file intact.


* Where to get this WAD *

Walnut Creek and it's mirrors:
ftp://ftp.cdrom.com/pub/idgames/levels/doom/megawads

=======================================================================

RUNNING FINAL FANTASY DOOM:
--------------------------

Final Fantasy Doom contains no port-specific features, such as special
linedef types, hence it is functionally identical with 'Plain Vanilla'
Ultimate Doom or any of the source ports. 

To use Final Fantasy Doom with 'Plain Vanilla' Ultimate Doom:
- use WinTex v4.3 to patch ffdoom2.wad with the missing sprites
  from doom.wad
- use DeHackEd v3.1 to patch doom.exe with ffdoom.deh

Use of a Doom Source Port is recommended:
- fixes bugs and limits in doom.exe
- higher screen resolutions
- mouse-look feature allows looking and aiming with a mouse.
  FFDOOM2 has tall skies so they don't need to be internally stretched.
- better sound and music
- some ports provide 3D graphics features such as dynamic lighting
- play Deathmatch games with bots (computer simulated players) or
  split-screen on one computer.
- play Multiplayer (Coop or Deathmatch) on the Internet.
- etc. etc.


FFDOOM2 does not require patching if used with a source port,
just run them as-is with the following command line arguments:

Boom, MBF, rorDoom, ZDoom:   -deh ffdoom2 -file ffdoom2

PRboom can't remember your favourite screen resolution:
  prboom -width 800 -height 600 -deh ffdoom2 -file ffdoom2

Legacy requires the dot extensions on the filenames:
     Legacy (DOS):  doom3 -deh ffdoom2.deh -file ffdoom2.wad
   Legacy (Win32):  legacy -deh ffdoom2.deh -file ffdoom2.wad
 glLegacy (Win32):  gllegacy -deh ffdoom2.deh -file ffdoom2.wad
         (OpenGL):  gllegacy -opengl -deh ffdoom2.deh -file ffdoom2.wad
     (3dfx Glide):  gllegacy -3dfx -deh ffdoom2.deh -file ffdoom2.wad

CajunBot: cajun -deathmatch -deh ffdoom2.deh -file ffdoom2.wad -warp 4 1
DoomBot:  doombot -deathmatch -deh ffdoom2 -file ffdoom2 -warp 4 1

=======================================================================

TEST RESULTS:
------------

FFDOOM2 Tested Okay:
-------------------

Final Fantasy Doom supports the following Source Ports and was
tested okay:

Boom v2.02                 - no mouse look, no high screen resolutions
Legacy v1.29pr7 (DOS)      - okay
Legacy v1.28 (Win32)       - okay
glLegacy v1.29pr7 (Win32)  - okay
MBF v2.03                  - no mouse look, hence no tall skies
PRboom v2.02               - no mouse look, hence no tall skies
rorDoom (alpha)            - no ROR features used in FFDoom2
ZDoom (Win32) v1.22        - lmp demos not available
ZDoom (DOS) v1.17c         - lmp demos not available

CajunBot v0.98             - bots don't travel between levels,
                             and they are pretty dumb
DoomBot v4.0               - okay


FFDOOM2 doesn't run with:
------------------------

SMMU v3.21 - SMMU doesn't fully support Doom or Ultimate Doom.
             Can only play the first episode from the menu, or
             alternatively warp to levels in other episodes.

Vavoom (DOS) v1.0 - there are too many bugs in Vavoom to justify
                    Vavoom support in FFDoom2.

ZDoom v1.23 beta7 - the menu system has been changed to allow
                    ZDoom to be used with Doom, Heretic and Hexen.

ZDoomGL v0.4 - support is there, but ZDoomGL still has too many
               bugs to recommend using it with FFDoom2.
             

The following source ports can't be used because they don't have
support for DeHackEd patch files:
  Edge v1.22          DOSdoom v0.653b          MidDoom v0.03
  PDoom v0.1          DoomGL v1.0b             glDoom v0.94e
  Doom95 v3.0         DoomATB v1.10            DoomPlus v0.6
  IASdoom v0.96       WDMP v0.9                Win32Doom
  WinDoom v1.11       DeathBot


Other:
-----

glBoom (beta) - looks like it should be okay, but it
                doesn't run properly on my Voodoo2 card

=======================================================================

NEW TO THIS VERSION BY SPARKY OF KISS SOFTWARE:
----------------------------------------------

- the original version was spread over four wad files and contained a
  lot of duplicate and triplicate resources.  Removing the redundant
  data, and repacking into a single wad file, reduced the size from
  17.4MB to only 6.8 MB (a saving of 10.6 MB !!!).

- removing the illegal sprites, textures and flats copyrighted by id
  Software further reduced the size to only 5.5MB - a total saving of
  11.9 MB !!!.

  I've since added/modified over 400 graphics resources for this
  version, and the final size of FFDOOM2.WAD is only 6.8 MB unzipped.
  The compressed archive FFDOOM2.ZIP is now under 2MB, whereas the
  original FFDOOM.ZIP was a whopping 5MB - so hopefully more people
  will be inclined to download it.

- I reverse-engineered the 'illegal' doom.exe file to create an
  equivalent DeHackEd patch compatible with Ultimate Doom v1.9

- The Episode1 secret level (E1M9) was entered from E1M4 instead of
  E1M3.  Hence the game entered an endless loop of E1M4-E1M9-E1M4-etc.
  I changed the exits of maps E1M3 and E1M4 accordingly.

  Old sequence = E1M3 E1M4 E1M9
                 The Veldt   Mobliz   Figaro Plains

  New sequence = E1M3 E1M9 E1M4
                 The Veldt   Figaro Plains   Mobliz

- The modified cheat codes have been removed from the DeHackEd patch.
  FFDOOM2 is not difficult (except maybe for new Doom players), but if
  someone is going to cheat, then I'm not going to stop them.  In fact,
  there's a few traps/bugs where you may need to use the no-clipping
  cheat "idspispopd" to rescue yourself.
- there were a few texture patches which were causing ZDoom to crash.
  Strangely, none of them were used in any of the levels so they were
  deleted (hell5_1  hell5_2  wall42_5).
- fixed the appearance and offsets of some of the menu option graphics.
  Kept the idea of the White Doom Font and created menu graphics for
  all of the supported Source Ports (Boom, MBF, Legacy, ZDoom, etc.).
- fixed the size of the menu sliders for Ultimate Doom and most ports.
- modified the menu bullet (pointing hand) so that it blinks.
- created a new, higher quality title screen very similar to the
  original, and added the authors' names.
- added port-specific graphics like ZDoom's player setup box, small
  menu bullet, menu sliders, etc.
- emailed the original author for a list of level names - added them to
  the DeHackEd patch and created new level name graphics.
- added a blue menu background (floor7_2 and grnrock) and changed the
  screen border to blue.
- copied the intro music d_introa to d_intro
- copied the Episode 2 victory music to also play at the end of
  Episode 3.
- removed the "you are here" stuff from the episode map because they
  were pointing to the wrong places on the map.
- added additional screens based on Final Fantasy 3 images downloaded
  from the Internet (HELP, CREDIT, INTERPIC, FPUB, WIMAP, VICTORY2).
- created a new episode map for the first three episodes - they are
  more like intermission screens now than episode maps.
- removed the straight blue line on one of the water flats.
- fixed the alignment and placement of several things on the status bar
  and player's face.
- created a better looking Final Fantasy Doom Menu Logo (m_doom).
- added the word "Deathmatch" to the "Episode 4" graphic
- fixed the black spots on the small message font
- added screen backgrounds for the end-episode text messages, and MBF's
  'Help' and 'Read This' screens.
- modified the player sprite to add the player's colour to Mog's gun
  and the ball on top of his head.
- removed white lines which appeared on several of the sprites for the
  huge boss monster (cybrf3 cybrf5 cybrg3 cybrg5).
- removed spots on many sprites: shotgun (shot), water monster (troo),
  robot boss (boss), mermaid (poss), brown dude (spos), bee (skul),
  most of the big boss sprites (cybr).
- fixed the offset of some sprites (col2a0 fcana0 fcanb0 fcanc0)
- fixed the tutti-fruiti texture error at the start of map E1M1.
  While I was there, I modified the cave exit and tree heights near the
  exit, and aligned some textures throughout the level.
- Level E3M9 was previously inaccessible, so I modified the exit of
  E3M6 for warping to the secret level.
- the Deathmatch level E4M5 was the only level without an exit - so I
  added one, and aligned a few textures while I was there  :)
- Level E1M4, as I mentioned earlier, incorrectly had an exit to the
  secret level E1M9. I changed this to a normal exit, but in retrospect
  I should have removed the exit completely - use the exit through the
  red key door, not the one near the pyramid.
  While I was there, I fixed a pile of bugs like a faulty door, a
  faulty monster teleporter near the pyramid, a minor HOM error, a pile
  of texture allignment, and some other bits and pieces - if only I had
  the time to do this to all the levels  :(
- added Legacy ammo/health/armor icons to the hud
- converted the four sky textures to 256x200 (same as Hexen) and
  created new texture1 and texture2 resources for Ultimate Doom v1.9.
  The taller skies look much better when using the mouse-look feature
  of ports such as Legacy and ZDoom as they don't have to be internally
  stretched.
- fixed the pistol sound which had an annoying clicking noise at the
  end of the sound (also used when scrolling through menus).
- The original demo1 would not run synchronously so I deleted it, and
  recorded 4 new, short demos (E1M4 E1M8 E2M1 E3M3).  The demos tested
  okay with all the supported Source Ports except ZDoom.
- added this text file based on the 'standard' wad author's template
  and appended the original text file from ffdoom.zip to the end of
  this document.

=======================================================================

I hope you enjoy the changes I made to Final Fantasy Doom.

Sparky
KISS Software
April 2000


THE ORIGINAL TEXT FILE FOLLOWS, FROM FFDOOM.ZIP BY RAMON MUJICA:


=======================================================================

Thank you for playing my pseudo-TC Final Fantasy Doom!
I'ts crappy? yeah.

THINGS HERE:
1
1.1 WHAT IS FINAL FANTASY DOOM?
1.2 WHAT IS DOOM?
1.3 WHAT IS FINAL FANTASY?
other crap

==================
Final Fantasy Doom
==================

1.1 WHAT IS FINAL FANTASY DOOM?
===============================
        Final Fantasy doom is a pseudo-TC made by Ramon Mujica.
It changes most levels, enemies, textures, music and weapons on the
Ultimate Doom game.  You play as MOG (FF3's cutes hero) and must go defeat
some evil monster that apeared on Baron Castle.

1.2 WHAT IS DOOM?
=================
        Doom is the best PC game of 1993/4. Remember?

1.3 WHAT IS FINAL FANTASY?
==========================
        Final Fantasy is the best Japanese RPG ever. Sorry for you Crono
Trigger lovers, but FF is better. But CT is so cool!

------------------------------------------------------------------------
OTHER CRAP!
-----------

You can make your own levels if you can find out which texture is which.
Here are the flats (Find out the textures yourself, I'm too lazy.

CEIL1_2: GreyBlocks
CEIL1_1: Orange Tiles
Craptop1: Cement
Craptop2: Red Tiles
Floor1_1: Grass
TLite6_1: Brown Rock
Gate2: Blue Rock
Gate1: Snow
Demi1_2: Wood Floor
Demi1_1: Carpet
TLITE6_6: Ice
Water, Lava and Sky: Same thing.

Some objects that have changed:
Head on a Stick: Cactus
Green Pillar Heart: Cow (can be killed)
Bunch of Heads: Two trees
Red Pillar Short: Chocobo
Green Pillar Big: Man
Hanging No-leg Block: Lamp
Green Pillar Short: Person
Red Pillar Skull: Bush (can be destroyed)
Flamming Barrel: Maria
Block Stalagmite: Cat
Green Pillar Short: Girl
On a stick Live: Fire

Ememies:
Dead Head= Red Imp
Burnt Tree= Magitek (grey, Strong)
Dead Trooper= Magitek
Dead Player= Magitek
Block Blue Torch= Mog (can be killed, doesn't attack)
Imp= Water Dragon (head sticking out of water only)
PossSHotgunman= Empire Soldier
PossHuman= Naga Archer
Pink (Demon)= Imp (weaker than red)
Lost Soul= Bee (weaker than anything else)
Baron Of Hell= Magitek (green)
CyberDemon= Atma Weapon

Weapons:
1 (punch & Chainsaw)= Dagger
2 (pistol)= Bow (Arrows)
3 (Shotgun)= Musket (Shells)
4 (Chaingun)= AutoCrossbow (Arrows)
5 (Rocket Launcher)= Ice Magic (Ice)
6 (Plasma Gun)= Thunder Wand (Cells)
7 (BFG)= Fire Book (Cells)

Items:
Herbs= Medikit (25 health)
Potions= Stimpaks and bonus health (10 and 1 health)
Blue Armor= 100 armor points
Red Armor= 200 armor points
Medals= 1 armor point
Moggle Charm (Moogle head)= Invincibility
Antidote Crystal= Protects you from lava and poisonous ground
Torch= Lights up the place
Cure Magic= 100 health
Treasure Chest= Like Backpack, lets you carry more crap.
Power Ring= Powers up your sword!
and there is more crap to be found.

Levels:
E1M1= Grab Shotgun and AutoCrossbow and go down the mountain, into the cave
and then enter the forest. My first level, sorry, but it sucks. Music: FF2
Overworld.

E1M2= Forest Level. Turn down the gama correction (F11) and turn off the
lights, this level is really dark. Nagas hide behind the trees, kill them and
go forward until you reach the outside. Music: Phantom Forest

E1M3= You can walk on the shallow water near the beach, but dont waste your
time there. Look for a secret behind the waterfall. Level ends near a "waste-
land". Music: FF3 Overworld music

E1M4= Town and Desert level. Get the key in the waterfall cave and enter the
houses. Get the red key on top of the pyramid. There's a hidden weapon in
the desert. The hidden level can be found here. Music: Secret Of Mana Sad
Theme. (not FF, but rules)

E1M5= Forest, Cave and other stuff. Music: FF6's anguish music?

E1M6= Cave level. I dont know how I managed not to destroy the doom engine
here. Lots of crap at the same time. It's actually a short level. Very crappy.
Look for secrets. Music: FF3 Magic Cave

E1M7= Baron Castle. My First good level. I mean "good". Get the key near a
cave leading to the moat. Then get the other keys in the castle. The exit is
near the exit of the castle. Music: Remixed Baron Theme.

E1M8= Magitek battle. Get the two maps and an exit will appear somewhere.
Music: FF3 Boss battle.

E1M9= Crappy level. Bonus level. Get all the hidden items (in a cave). Music:
FF3 mountain music.
--------------------------------------------------------
E2M1= Snow caves. Pretty easy. Music: FF5 cave.

E2M2= Snow Mountains. Get the three keys! Music: FF7 lost city of the anci-
ents.

E2M3= Snow caves 2. Get the keys here too! Music: Hell Chocobo.

E2M4= Ice Caves. Go across the chasm and create bridges (they rise magically).
Get to the maze at the end and lower the walls to open up the exit. Music:
Sad FF4 cave.

E2M5= Narshe: If you played FF3 (6 in Japan) then you'll recognise this. Get
the keys and go to the mines. Defeat the Magitek armor and enter the cave.
The secret level can be found here. Music: Narshe

E2M6= Water Cave: lots of Ice and water. Run fast, but beware. Dont jump down
the waterfall at the end fo the level and dont forget to get the Moogle Charm.
Music: Jenova (ff7)

E2M7= Ice Cave 2. Get the key at the begining. Music: FF2 Cecil's Theme.

E2M8= Doma Castle. Defeat the ????. Music: Underwater FF3 music.

E2M9= Bonus level. Music: Kefka's tower.
---------------------------------------------------------
E3M1= Mechanical Level. You must beat this level with your sword and bow
alone. Save your arrows for later. Music: Robot of Bab-IL Theme.

E3M2= Lava Cave. One of the most difficult levels. Get the Power Wrist (ring)
early to defeat the imps. Once you get the autocrossbow use it only on ene-
mies that can shoot from afar. Music: Sad FF4 cave

E3M3= Opera house. Like the first level, but here you dont get the Power Ring.
Get keys hidden in the opera house to open doors! Wow. Music: Opera house.

E3M4= Sewers. One of the crappiest levels! Very dark. Use your map and dont
forget to get the Power Wrist (ring). Music: Phantom Forest.

E3M5= Magitek Castle. You only have the arrows to help you defeat the magiteks.
If you run out of arrows then search the level for more. You must Defeat all
three Magitek Machines to pass the level. Music: Empire COntrolled town.

E3M6= Atma Weapon Breeding grounds. Avoid the Atma Weapons. Forget about
beating them and run away until you reach the lava cave. Go across the
lava and beat the level. Music: Vector.

E3M7= Weapon Storage. Find all the weapons before going to the last level.
The exit is very easy to get to, but you better get all the weapons you can.
Music: Mako Reactor.

E3M8= Vector. Where is the evil spirit? Remember FF3? Sorry, I dont
have a scanner anymore, so I couldnt make the last boss. Music: Zeromus.

E3M9= Shortcut. Nothing here. Music: Don Corneo.

Thank you. Enjoy.

mujica@caribe.net

FF is by SquareSoft. Buy their games now.
