



Title                   : CODEPOINTER TABLE FOR DeHackEd v3.1
File                    : CODE_PT1.TXT
Version #               : v 1.00
Author                  : Ralf Wueltener
Email Address           : n/a

Description             : As you might have noticed, finally it is possible
                          to change the codeframes with DeHacked v3.1. This
                          makes working with DOOM much easier now, no more
                          limitations of just two explosion frames, gathering
                          for moving frames, scrued up frame tables...
                          To make it easier for you and me I listed what
                          different codeframes are available and carried them
                          together in this document.

Misc. Author Info       : I am NOT the author of DeHackEd! I just wrote this
                          text file to make working with it easier.
                          I created a bunch of episodes: BAS_EVIL.WAD
                                                         PHO_OUTP.WAD
                                                                                                                 
                                                   
                          
Author of DeHackEd      : Greg Lewis



WHERE TO GET DeHackEd v3.1

Ŀ
                                DeHackEd v3.1                               
                            By Greg Lewis (Tree)                            
                               gregl@umich.edu                              
                                                                            
                       Updated to work with Final DOOM                      
                          by John A. Kaczmarski Jr.                         
                          74017.3225@compuserve.com                         
                                                                            
                                                                            
 First of all, there are some locations where you can find DeHackEd         
 itself, along with patch files for the program.  The main FTP site for     
 this program is                                                            
                                                                            
 DeHackEd FTP site: ftp.cdrom.com  /pub/idgames/utils/exe_edit              
                                                                            
 Two DeHackEd-specific WWW pages are available for general use.  For up to  
 the minute program information, bug reports, or other news check out the   
 Official DeHackEd Homepage.  LummoxJR's DeHackEd Grabbag contains info     
 about fun things that are possible, along with some sample patches. From   
 these pages you can also browse through a large part of the Doom WWW       
 network.                                                                   
                                                                            
 Official DHE Page: http://www.umich.edu/~gregl/dhe.html                    
 The DHE Grabbag:   http://www.daimi.aau.dk/~hykkelbj/doom/special/DHE      

                                                    extracts from DEH_HELP.TXT


                                   - 1 -  






LETS GET STARTED

This table was made to show how to change the codeframes without finding them
out on your own first.

This table was build for/with DOOM1 v1.666, DOOM ULTIMATE and DOOM2.

Information for DOOM1/DOOM ULTIMATE users:

     Some of the frametables require sounds. Some sounds are not included in
     DOOM 1. To make them work create a sound pwad which includes the missing
     ones (you might use whatever sound you want).
     Sounds in doom are called DS"sound".
     e.g.: the sound for the pistol is called DSPISTOL

     Another solution is to change the name of the sound DOOM 1 does not have.
     Enter the text section of DeHackEd and change the name of the sound DOOM
     can not find to one of the originals.
     e.g.: you want to create a double barreld shotgun like in DOOM2 but DOOM
           does not have the sound DSHTGN.
           enter the text section and change the string DSHTGN to SHOTGN.
           Your double barreld shotgun does not force DOOM to crash but your
           gun sounds like the old shotgun.

     Lines which describe codepointers, which uses DOOM 2 sounds start with \
     (I do not know wheather this is compatible with FINAL DOOM)

     Althoug you included the sound doom might crash if the sprites of
     a fireball your changed enemy now shots are not included.

WHAT DOES ...?

action...............:....................................the stuff DOOM does
codep.(codepointer)..:.............................this teels DOOM what to do
codef.(codeframe)....:......................the number of the reffering frame
sound played.........:..sometimes DOOM does something AND plays sounds at the
                      ..................same time. The sound here is required
projectile#..........:....some codepointers cause things to shoot projectiles
                    the # is the place where you find the projectile (goto #)
uses thing#..........:.........# of the thing DOOM calls for this codepointer

The following tables might look complicated, but I hope you'll get into it.
Happy hacking!

CONTENT...................................................................PAGE
PLAYERS' WEAPON..............................................................3
ENEMY ATTACKS................................................................3
ENEMY BEHAVIOUR..............................................................4
ENEMY RECOVERING KILLED ENEMYS FROM DEATH....................................4
PROJECTILES / EXPLOSION / OTHERS.............................................4
ENEMYS DROPPING STUFF AFTER BEING KILLED.....................................5
ENEMYS ACTIVATING TAGS / ENDING LEVEL........................................5
UNDESIRED STUFF..............................................................6
COPYRIGHT / PERMISSIONS......................................................6

     I AM NOT RESPONSABLE FOR ANYTHING THAT HAPPENS TO YOUR DOOM, COMPUTER
     OR ANYTHING ELSE! BACKUP THINGS FIRST AND BE AWARE OF WHAT YOU DO!!!




                                   - 2 -






PLAYERS' WEAPON

  action                          codef.   projectile#      sound played
  weapon selected....................  3......... -...........-
  weapon deselected..................  4......... -...........-
  weapon bobbing/wpn is ready to fire  2......... -...........-
  checking if fire is still pressed.. 16......... -...........-
  punching...........................  6......... -...........punch
  chainsaw sawing.................... 71......... -...........sawful/sawhit
  pistol shooting.................... 14......... -...........pistol
  shotgun shooting................... 22......... -...........shotgn
  chaingun shooting.................. 52......... -...........pistol
  rocket launcher shooting........... 61.........34...........#
  plasma rifle shooting.............. 77.........35...........#
  raising plasma rifle after shooting 78......... -...........-
  BFG 9000 prepare shooting.......... 84......... -...........BFG
  BFG 9000 shooting.................. 86.........36...........#
\ Super shotgun shooting............. 36......... -...........dshtgn
  Show fire flames(projectile guns5/7)60......... -...........-
\ Weapon makes sound(reloading)...... 39......... -...........dbopn
\ Weapon makes sound(reloading)...... 41......... -...........dbload
\ Weapon makes sound(reloading)...... 43......... -...........dbcls
  First fire flame....................30......... -...........-
  Further fire flames.................31......... -...........-
  unknown???......................... 38......... -...........-

# can be set by changing projectile's ATTACK and DEATH sounds



ENEMY ATTACKS

  action                enemy              codef.  projectile#  sound played
  Pistol.................Trooper.............185........-.......pistol
  Pistol.................SS Soldier..........738........-.......shotgn
  Shotgun................Sergeant/Spiderboss.218........-.......shotgn
  Shotgun................Heavy Weapon Dude...417........-.......shotgn
  Bite...................Demon/Spectre.......477........-.......+
\ Punching...............Revenant............338........-.......skeswg/skepch
  Flying Attack..........Lost Soul...........590........-.......+
  Fireball/Cratch........Imp.................454.......32.......#/claw
  Fireball/Cratch........Baron/Hell Knight...539.......17.......#/claw
  Fireball...............Cacodemon...........506.......33.......#
  Fireball...............Pain Elemental......711.......19.......#
  Fireball*3.............Pain Elemental......718.......19.......#
  2 Fireballs(left/mid)..Mancubus............377.......10.......#
  2 Fireballs(mid/right).Mancubus............380.......10.......#
  2 Fireballs(left/right)Mancubus............383.......10.......#
  Fireball...............Revenant............341........7.......#
  Plasma Shot............Arachnotron.........648.......37.......#
  Rocket.................Cyberdemon..........685.......34.......#
  Fire Attack............Archvile............257........5.......-
  Fire Attack explode....Archvile............264........5.......-

+ can be set by changing enemy's ATTACK sound
# can be set by changing projectile's ATTACK and DEATH sounds

! Notice that mixing codepointers of weapons and enemy attacks crashes DOOM



                                   - 3 -






ENEMY BEHAVIOUR

  action                                         codef.   sound played
  Enemy sleeping....................................174....-
  Enemy walking.....................................176....-
  Enemy walking with sound(Spider)..................603....metal
\ Enemy walking with sound(Arachnotron).............635....bspwlk
  Enemy walking with sound(Cyberdemon)..............676....hoof
  Enemy standing/turning to player..................184....-
  Enemy standing/turning to player..................741....-
  Enemy repeats shooting............................650....-
  Enemy injured/plays INJURY sound..................188....+
  Enemy dying/plays DEATH sound.....................190....#
  Enemy becomes passable after death................191....-
  Enemy exploding...................................195....-
\ Enemy standing/turning to player..................255....vilatk
\ Enemy standing/turning to player..................376....manatk
  Enemy standing/plays sound(player death)..........159....pldth
\ Enemy standing/plays sound(loud)..................779....bospn
\ Enemy standing/plays sound(loud)..................785....bossit

+ can be set by changing the INJURY sound for the enemy
# can be set by changing the DEATH sound for the enemy



ENEMY RECOVERING KILLED ENEMYS FROM DEATH

  action                                    codef.    sound played
~ Walking/look for corpses..(Arch-Vile)......243.......-
~ Healing corpses...........(Arch-Vile)......  -.......slop

~ to create an enemy which heals others, give it the moving codeframe 243.
~ the healing frames for your enemy with the ability to heal MUST start with
~ the frame 266! The codepointer for these frames is 0.



PROJECTILES / EXPLOSION / OTHERS

  action                              codef.   uses thing#    sound played
  Rocket/Barrel explosion..............127.........-................#
  BFG explosion........................119........43................#
  Rocket Trail.........................316.........8................#
  Instant end of level.................783.........-................-
\ Explosion wall 320 units south.......780.........+................bosdth
  Create new explosion(frames 799-801).801.........+................rxplod
\ Bosscube flying ???..................787........28................boscub
\ Bosscube flying ???..................788........28................boscub
  Fire attack burning..................282.........-................-
  Fire attack burning/sounding.........281.........-................flame
  Fire attack burning/sounding.........285.........-................flame
  Activate sector tag/end level(page5).700.........-................-

# can be set by changing projectile's DEATH sound
+ uses extra explosion frames (frames 799-801)/this explosion does not hurt





                                   - 4 -






ENEMYS DROPPING STUFF AFTER BEING KILLED

You can NOT change the item an enemy releases when it is killed by
altering the codepointers. This has something to do with the
place, where a thing is stored.

enemy #                 drops thing #
   2 (Trooper)............64 (Ammo Clip)
   3 (Sergeant)...........78 (Shotgun)
  11 (Chaingun dude)......74 (Chaingun)
  24 (SS soldier).........64 (Ammo Clip)

e.g.: If you want to let the Trooper drop a medipack when being killed, do
      the following:
        copy thing 64 (ammo clip) to 138
        copy thing 55 (medict) to 64
        copy thing 138 to 55
        now save your changes and test it.

     It works the same with enemys. Swap chaingun dude and spiderdemon, and
     the spiderdemon will drop the chaingun instead of the chaingun dude.
     Sorry, but you can only make four enemys droping stuff and only three
     different things can be dropped, meaning two enemys drop the same stuff.



ENEMYS ACTIVATING TAGS/ENDING LEVEL

     As you might now, the death of some enemys at some levels causes the
     level to end or other stuff to happen. The potential of this is quite
     limitated. At first set the codepointer of the last deathframe to 700.
     If there is more than one "active" thing, you need to kill all of them.
     e.g.:If you put four Spiderdemons on E3M8, the level does not end until
          all four are killed.

  Thing #                  action when killed
   9 (Mancubus)............lowers sector with tag 666 to near on MAP07
  16 (Baron of Hell).......lowers sector with tag 666 to lowest on E1M8
  20 (Spiderdemon).........ends level E3M8
  21 (Arachnotron).........creates stairs out of sector with tag 667 on MAP07
  22 (Cyberdemon)..........ends level E2M8
  25 (Keen doll)...........opens door with tag 666 on every MAP of DOOM2
                           and opens door with tag 666 on every mission of
                           DOOM (you'll have do replace the sprites, because
                                 DOOM1 does not have the keen graphics).

  e.g.:If you want to end your level E2M8 when all troopers are killed, give
       the troopers' death frame AND explosionframes(when available) an extra
       frame with the codepointer of codeframe 700 and move the trooper to
       position 22.

  DOOM does offer a codeframe for the levelend, it is 783. Giving the trooper
  a frame with the codeframe 783 will end the level, but as soon as the FIRST
  trooper is killed.
 
  The end of DOOM2, where the level ends with the death of the boss brain,
  works that way.




                                   - 5 -






UNDESIRED STUFF

   \ Some of the frametables require sounds. Some sounds are not included in
   \ DOOM 1. To make them work create a sound pwad which includes the missing
   \ ones( you might use whatever you want).
   \ Sounds in doom are called DS"sound".
   \ e.g.: the sound for the pistol is called DSPISTOL

     Althoug you included the sound doom might crash if the sprites of
     a fireball your changed enemy now shots are not included.

     Having read the above tables does not mean that you can be sure not to
     have any problems at all. Take your time and test a bit around before
     you dare to start great projects, like changing all parts of DOOM.

     Notice that thing 138 is the clipboard and does in no way affect DOOM.
     It is just there to allow swaping things.
     Data in this slot can NOT be saved.

     I AM NOT RESPONSABLE FOR ANYTHING THAT HAPPENS TO YOUR DOOM, COMPUTER
     OR ANYTHING ELSE! BACKUP THINGS FIRST AND BE AWARE OF WHAT YOU DO!!!


COPYRIGHT / PERMISSIONS

Authors may use this text as a base for further documents.
If you do so, please mention my name, it has been some work.

PLEASE distribute this TXT with no modifications. Even if you improve it.
If you do improve it and want to distribute it anyway, change the name
and give me credits. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc).


* Where to get this great description of how to use the codeframes *

   I'v no idea. But if you are reading this you should already have it.




                                   - 6 -


