Difference between revisions of "ENDOOM"

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ENDOOM consists of 4,000 bytes representing an 80 by 25 block of text exactly as it would be stored in [[Wikipedia:Video Graphics Array|VGA]] video memory. Every character position on the screen is stored as two bytes in the resource: the first byte gives color information, while the second byte is simply the character's 8-bit [[Wikipedia:Extended ASCII|extended ASCII]] value. This means that the line-drawing characters in the [[Wikipedia:Code page 437|IBM PC character set]] may be used.
 
ENDOOM consists of 4,000 bytes representing an 80 by 25 block of text exactly as it would be stored in [[Wikipedia:Video Graphics Array|VGA]] video memory. Every character position on the screen is stored as two bytes in the resource: the first byte gives color information, while the second byte is simply the character's 8-bit [[Wikipedia:Extended ASCII|extended ASCII]] value. This means that the line-drawing characters in the [[Wikipedia:Code page 437|IBM PC character set]] may be used.
  
[[Image:Endoom.png|thumb|right|250px|[[Heretic]]'s end text screen displayed by the [[Eternity Engine]].]]
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[[Image:Endoom.png|thumb|right|250px|End text screen from [[Heretic|Heretic: Shadow of the Serpent Riders]] displayed by the [[Eternity Engine]].]]
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[[Image:Heretic ENDOOM.png|thumb|right|[[Heretic]]'s ENDOOM]]
  
 
The first byte is further broken down into three pieces. Bits 0-3 give the foreground color, 4-6 give the background color, and bit 7 is a flag that tells whether the character should blink. The colors are the standard text-mode colors used by DOS. As a result of bit 7 being used to indicate blinking text, background colors are limited to the first eight (dark) colors in the following list, while the foreground may be chosen from all sixteen colors (dark and bright).
 
The first byte is further broken down into three pieces. Bits 0-3 give the foreground color, 4-6 give the background color, and bit 7 is a flag that tells whether the character should blink. The colors are the standard text-mode colors used by DOS. As a result of bit 7 being used to indicate blinking text, background colors are limited to the first eight (dark) colors in the following list, while the foreground may be chosen from all sixteen colors (dark and bright).

Revision as of 03:00, 27 October 2008

Ultimate Doom's ENDOOM taken from XWE.
Doom v0.4's ENDOOM screen.
Doom v0.5's ENDOOM screen.

ENDOOM is the colorful screen shown when Doom exits. Note that some other ports do not show ENDOOM, and authors of modern WADs often do not bother to include replacement ENDOOM lumps. In Boom, the equivalent lump is known as the ENDBOOM lump.

ENDOOM consists of 4,000 bytes representing an 80 by 25 block of text exactly as it would be stored in VGA video memory. Every character position on the screen is stored as two bytes in the resource: the first byte gives color information, while the second byte is simply the character's 8-bit extended ASCII value. This means that the line-drawing characters in the IBM PC character set may be used.

End text screen from Heretic: Shadow of the Serpent Riders displayed by the Eternity Engine.
Heretic's ENDOOM

The first byte is further broken down into three pieces. Bits 0-3 give the foreground color, 4-6 give the background color, and bit 7 is a flag that tells whether the character should blink. The colors are the standard text-mode colors used by DOS. As a result of bit 7 being used to indicate blinking text, background colors are limited to the first eight (dark) colors in the following list, while the foreground may be chosen from all sixteen colors (dark and bright).

Background and Foreground Colors
Code Color
0 Black
1 Blue
2 Green
3 Cyan
4 Red
5 Magenta
6 Brown
7 Light Gray/White
Foreground Only
Code Color
8 Dark Gray
9 Light Blue
A Light Green
B Light Cyan
C Light Red
D Light Magenta
E Yellow
F Bright White

References