Difference between revisions of "DeHackEd"
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* {{idgames|title=DeHackEd 3.1|id=7703}} | * {{idgames|title=DeHackEd 3.1|id=7703}} | ||
* {{idgames|id=14647|title=DeHackEd 3.0 source}} | * {{idgames|id=14647|title=DeHackEd 3.0 source}} | ||
− | * [http://www.yossman.net/~tree/_doom.html Greg Lewis' DeHackEd Homepage] | + | * [https://web.archive.org/web/20140724034403/http://www.yossman.net/~tree/_doom.html Greg Lewis' DeHackEd Homepage] (archived) |
* [http://www.aspectsweb.co.uk/dehacked/ Enjay's DeHackEd info & tutorials] | * [http://www.aspectsweb.co.uk/dehacked/ Enjay's DeHackEd info & tutorials] | ||
* [http://zdoom.org/wiki/index.php?title=ZDoom_codepointer_extensions ZDoom code pointers] | * [http://zdoom.org/wiki/index.php?title=ZDoom_codepointer_extensions ZDoom code pointers] |
Revision as of 14:45, 17 November 2015
DeHackEd is an editor originally created for vanilla Doom that allows the operation of the executable to be changed. It was developed by Greg Lewis. Hit points, sounds, frame sequences, text Strings and several other miscellaneous values can be changed. Modifications can be distributed in the form of DeHackEd "patches" which can be applied to the executable.
The most common patches add fast monsters and weapons, player-seeking-self-detonating barrels, and so on. However, more balanced and artistic modifications can and have been made. Even though many advanced effects can be achieved with DeHackEd, it does not offer the complete flexibility that a custom source port can provide. Monster AI and armor classes are fixed for example.
Older DeHackEd patches use a binary format of data to be applied to an executable file using the DeHackEd patching utility. Later versions of DeHackEd save their patches in a human-readable plain text format that can be edited with any text editor.
Boom included the ability to load DeHackEd patches and affect changes to the game upon startup without any modification to the executable file. Other source-ports added similar functionality, and command-line loadable DeHackEd support is now common with most modern source-ports. Boom also provided the BEX (Boom EXtended) extensions for DeHackEd support. BEX allows greater flexibility in string editing, application of codepointers to any frame, and extra codepointers.
Contents
Thing numbers
When modifying things in DeHackEd, each thing type has an associated number. These correspond to the index in the thing info table inside the executable (found in info.c in the Doom source code). This number is different from the number used to identify things when editing levels.
Code pointers
Player code pointers
Frame # | Pointer # | BEX equivalent | Function |
---|---|---|---|
1 | 187520 | Light0 | Light restore (after flash) |
2 | 185392 | WeaponReady | Weapon bobbing pointer |
3 | 185808 | Lower | Weapon select pointer |
4 | 185872 | Raise | Weapon deselect pointer |
6 | 186000 | Punch | Player punch |
9 | 185648 | ReFire | If fire button is held, jumps back to first shooting frame instead of frame with this pointer |
14 | 186832 | FirePistol | Player pistol shot |
17 | 187536 | Light1 | Light flash (dim) |
22 | 186960 | FireShotgun | Player shotgun blast |
31 | 187552 | Light2 | Light flash (bright) |
36 | 187120 | FireShotgun2 | Player super shotgun blast |
38 | 185760 | CheckReload | Check shells (if 1 or 0 left, skip reloading frames and select different weapon) |
39 | 166848 | OpenShotgun2 | Play sound DBOPN |
41 | 166864 | LoadShotgun2 | Play sound DBLOAD |
43 | 166880 | CloseShotgun2 | Play sound DBCLS |
52 | 187312 | FireCGun | Player chaingun shot (check ammo; don't go to -1 ammo, change weapon) |
60 | 185936 | GunFlash | Display firing frame |
61 | 186432 | FireMissile | Player launch rocket |
71 | 186176 | Saw | Player use chainsaw |
77 | 186528 | FirePlasma | Player fire plasma bullet |
84 | 187744 | BFGsound | Play sound BFG |
86 | 186480 | FireBFG | Player fire BFG shot |
Monster / thing code pointers
Frame # | Pointer # | BEX equivalent | Function |
---|---|---|---|
119 | 187568 | BFGSpray | BFG blast effect |
127 | 166160 | Explode | Radius explosion |
157 | 166112 | Pain | Play pain sound |
159 | 167808 | PlayerScream | Play sound PLDETH or PDIEHI |
160 | 166144 | Fall | Dead body mode |
166 | 166096 | XScream | Play sound SLOP |
174 | 161536 | Look | Wait to wake up |
176 | 161744 | Chase | Standard monster walking code pointer |
184 | 162224 | FaceTarget | Turn to face the direction of the current target |
185 | 162320 | PosAttack | Trooper pistol shot |
190 | 165984 | Scream | Play death sound |
243 | 164160 | VileChase | Arch-Vile walking code pointer (check to resurrect monsters) |
255 | 164496 | VileStart | Play sound VILATK |
257 | 164704 | VileTarget | Create Arch-Vile flame on target, enable radius blast for frame 264 |
264 | 164784 | VileAttack | Target jumps in air, takes 20 points of damage |
281 | 164512 | StartFire | Play sound FLAMEST |
282 | 164576 | Fire | Continuously reposition Arch-Vile flame on target |
285 | 164544 | FireCrackle | Play sound FLAME |
316 | 163424 | Tracer | Revenant fireball homing & smoke trail code pointer |
336 | 163808 | SkelWhoosh | Play sound SKESWG |
338 | 163840 | SkelFist | Revenant punch, play sound SKEPCH if hit |
341 | 163328 | SkelMissile | Launch Revenant fireball with possible homing (and smoke trail) effect |
376 | 164992 | FatRaise | Play sound MANATK |
377 | 165024 | FatAttack1 | Launch 2 Mancubus fireballs: one straight, one left |
380 | 165152 | FatAttack2 | Launch 2 Mancubus fireballs: one straight, one right |
383 | 165280 | FatAttack3 | Launch 2 Mancubus fireballs: one left, one right |
397 | 166208 | BossDeath | Check for special sector lowering (666/667) |
417 | 162592 | CPosAttack | Chaingunner or Wolfenstein SS shoot chaingun, fires 2 successive hitscan pellets |
419 | 162720 | CPosRefire | Check line of sight to stop firing |
454 | 162896 | TroopAttack | Launch Imp fireball or scratch at close range |
487 | 163008 | SargAttack | Demon bite |
506 | 163088 | HeadAttack | Launch Cacodemon fireball or bite at close range |
539 | 163232 | BruisAttack | Launch Baron of Hell / Hell Knight fireball or scratch at close range |
590 | 165472 | SkullAttack | Lost Soul attack |
603 | 166784 | Metal | Play sound METAL & standard walking pointer |
616 | 162448 | SPosAttack | Spiderdemon shoot chaingun (same as Sergeant's attack), fires 3 hitscan pellets |
618 | 162784 | SpidRefire | Check line of sight to stop firing |
635 | 166816 | BabyMetal | Play sound BSPWLK & standard walking pointer |
648 | 162848 | BspiAttack | Launch Arachnotron plasma bullet |
676 | 166752 | Hoof | Play sound HOOF & standard walking pointer |
685 | 163184 | CyberAttack | Launch Cyberdemon rocket |
711 | 165888 | PainAttack | Spawn Lost Soul |
718 | 165920 | PainDie | Spawn 3 or 4 Lost Souls & set body to dead |
774 | 161440 | KeenDie | Check for special sector lowering (tag 666) and dead body mode |
779 | 167008 | BrainPain | Play sound BOSPN |
780 | 167024 | BrainScream | Play sound BOSDTH and create explosions (frames 799-801) at 320 units south from Romero's head at heights between 128 and 640 units |
783 | 167312 | BrainDie | End level |
785 | 166912 | BrainAwake | Play sound BOSSIT and initialize boss spawn spots list (game will crash if too many spots are present) |
786 | 167328 | BrainSpit | Fire spawn cube - landing required on level or game will crash |
787 | 167488 | SpawnSound | Play sound BOSCUB |
788 | 167520 | SpawnFly | Check for spawn point (spawn monster other than former humans, cyberdemons or spiderdemons) |
801 | 167184 | BrainExplode | Create explosion (frames 127 - 129) |
Source port code pointers
Code pointer | Function | Source port |
---|---|---|
NULL | Zeroes out an existing codepointer | Boom |
See also
- WhackEd - an enhanced DeHackEd/BEX editor for Windows.