Predefined lumps: Difference between revisions
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{{Backto|Editing reference}} | {{Backto|Editing reference}} | ||
== New lump list == | |||
Menu text | Menu text | ||
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SWITCHES Definition of switch textures recognized | SWITCHES Definition of switch textures recognized | ||
ANIMATED Definition of animated textures and flats recognized | ANIMATED Definition of animated textures and flats recognized | ||
==SWITCHES format== | |||
The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0. | The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0. | ||
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3 = DOOM II, registered/retail DOOM, or shareware | 3 = DOOM II, registered/retail DOOM, or shareware | ||
0 = terminates list of known switches | 0 = terminates list of known switches | ||
==ANIMATED format== | |||
The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255). | The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255). | ||
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The [http://www.doomworld.com/idgames/index.php?id=9463 BOOM utility package] contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM. | The [http://www.doomworld.com/idgames/index.php?id=9463 BOOM utility package] contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM. | ||
== New to SMMU == | |||
Setting the animation speed for a flat to a number higher than 65535 will | Setting the animation speed for a flat to a number higher than 65535 will | ||
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These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191. | These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191. | ||
== Eternity Note == | |||
The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations. | The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations. | ||
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KEYDEFS Default keybindings (new to Eternity) | KEYDEFS Default keybindings (new to Eternity) | ||
STARTSCR Compiled Small script for start map (new to Eternity) | STARTSCR Compiled Small script for start map (new to Eternity) | ||
==TXTRCONV format== | |||
The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (<= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text. | The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (<= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text. | ||
==KEYDEFS format== | |||
KEYDEFS contains the engine's default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text. | KEYDEFS contains the engine's default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text. | ||
==Sprite colour translation tables== | |||
[[Thingtype]] [[EDF]] definitions allow a sprite's colour range to be translated, similar to how the green range is changed with the TRANSLATION1 and TRANSLATION2 [[thing type flags]], but in this case, by using custom external tables. These lumps are 256 bytes large and must be included between T_START and T_END. Normally, they will consist of consecutive 8-bit numbers from 0 to 255 if there is no translation, but the indices which need to be changed will have the numbers of the target colours. | |||
[[Category:Editing reference]] | [[Category:Editing reference]] |
Revision as of 06:20, 4 March 2012
Most predefined lumps used in BOOM and MBF are still present in Eternity, although not all are used. These lumps can be found in eternity.wad and are no longer stored inside the executable, primarily for reasons of code size and compile time.
- Back to Editing reference
New lump list
Menu text --------- M_KEYBND Key Bindings entry in setup menu M_AUTO Automap entry in setup menu M_CHATM Chat strings entry in setup menu (Replaces M_CHAT, New to SMMU) M_ENEM Enemies options entry in setup menu M_STAT Status bar and Hud entry in setup menu M_WEAP Weapons entry in setup menu M_COLORS Palette color picker diagram M_PALNO Xed-out symbol for unused automap features M_BUTT1 Setup reset button off state (currently unused) M_BUTT2 Setup reset button on state (currently unused) M_LDSV Load/Save menu graphic (new to SMMU) M_FEAT Features menu graphic (new to SMMU) M_MULTI Multiplayer options menu graphic (new to SMMU) M_ABOUT About menu graphic (new to SMMU) M_DEMOS Demos menu graphic (new to SMMU) M_WAD Wad loading menu graphic (new to SMMU) M_SOUND Sound options menu graphic (new to SMMU) M_VIDEO Video options menu graphic (new to SMMU) M_MOUSE Mouse options menu graphic (new to SMMU) M_HUD Heads-up options menu graphic (new to SMMU) M_TCPIP TCP/IP connect menu graphic (new to SMMU) M_SERIAL Serial connect menu graphic (new to SMMU) M_PLAYER Player options menu graphic (new to SMMU) M_COMPAT Compatibility options menu graphic (new to MBF) M_SLIDEM Small slider gfx, middle segment (new to SMMU) M_SLIDEL Small slider gfx, left end (new to SMMU) M_SLIDEO Small slider gfx, caret (new to SMMU) M_SLIDER Small slider gfx, right end (new to SMMU) MBFTEXT Marine's Best Friend menu graphic (new to MBF, currently unused) M_ETCOPT Eternity options menu graphic (new to Eternity) Font chars ---------- STCFN096 ` character for standard DOOM font STCFN123 left end of console horizontal divider bar (new to SMMU) STCFN124 center of console horizontal divider bar (new to SMMU) STCFN125 right end of console horizontal divider bar (new to SMMU) STBR123 HUD font bargraph char, full, 4 vertical bars STBR124 HUD font bargraph char, partial, 3 vertical bars STBR125 HUD font bargraph char, partial, 2 vertical bars STBR126 HUD font bargraph char, partial, 1 vertical bars STBR127 HUD font bargraph char, empty, 0 vertical bars DIG0 HUD font 0 char DIG1 HUD font 1 char DIG2 HUD font 2 char DIG3 HUD font 3 char DIG4 HUD font 4 char DIG5 HUD font 5 char DIG6 HUD font 6 char DIG7 HUD font 7 char DIG8 HUD font 8 char DIG9 HUD font 9 char DIGA HUD font A char DIGB HUD font B char DIGC HUD font C char DIGD HUD font D char DIGE HUD font E char DIGF HUD font F char DIGG HUD font G char DIGH HUD font H char DIGI HUD font I char DIGJ HUD font J char DIGK HUD font K char DIGL HUD font L char DIGM HUD font M char DIGN HUD font N char DIGO HUD font O char DIGP HUD font P char DIGQ HUD font Q char DIGR HUD font R char DIGS HUD font S char DIGT HUD font T char DIGU HUD font U char DIGV HUD font V char DIGW HUD font W char DIGX HUD font X char DIGY HUD font Y char DIGZ HUD font Z char DIG45 HUD font - char DIG47 HUD font / char DIG58 HUD font : char DIG91 HUD font [ char DIG93 HUD font ] char Status bar ---------- STKEYS6 Both blue keys graphic STKEYS7 Both yellow keys graphic STKEYS8 Both red keys graphic Box chars --------- BOXUL Upper left corner of box BOXUC Center of upper border of box BOXUR Upper right corner of box BOXCL Center of left border of box BOXCC Center of box BOXCR Center of right border of box BOXLL Lower left corner of box BOXLC Center of lower border of box BOXLR Lower right corner of box Misc HUD Graphics ----------------- HU_FRAGS Frags display header graphic (new to SMMU) HU_FRAGBX Frags display name plate graphic (new to SMMU) CROSS1 + crosshair graphic (new to SMMU) CROSS2 Angle crosshair graphic (new to SMMU) VPO Visplane overflow indicator (new to SMMU) OPENSOCK Network connection error indicator (new to SMMU) Misc Graphics ------------- UDTTL00 Hires Ultimate DOOM title screen, upper left (new to SMMU) UDTTL01 Hires Ultimate DOOM title screen, lower left (new to SMMU) UDTTL10 Hires Ultimate DOOM title screen, upper rght (new to SMMU) UDTTL11 Hires Ultimate DOOM title screen, lower rght (new to SMMU) D2TTL00 Hires DOOM II title screen, upper left (new to SMMU) D2TTL01 Hires DOOM II title screen, lower left (new to SMMU) D2TTL10 Hires DOOM II title screen, upper rght (new to SMMU) D2TTL11 Hires DOOM II title screen, lower rght (new to SMMU) DLGBACK Default dialog background graphic (new to Eternity) Lumps missing in v1.1 --------------------- STTMINUS minus sign for neg frags in status bar WIMINUS minus sign for neg frags on end screen M_NMARE nightmare skill menu string STBAR status bar background DSGETPOW sound for obtaining power-up Sprites ------- TNT1A0 Invisible sprite for push/pull controller things DOGS* MBF helper dog sprite (new to MBF) PLS1* BFG 2704 plasma 1 sprite (new to MBF) PLS2* BFG 2704 plasma 2 sprite (new to MBF) SLDG* FLOOR_SLUDGE TerrainType fx sprite (new to Eternity) LVAS* FLOOR_LAVA TerrainType fx sprite (new to Eternity) SPSH* FLOOR_WATER TerrainType fx sprite (new to Eternity) Misc Sounds ----------- DSDGSIT MBF helper dog alert (new to MBF) DSDGATK MBF helper dog attack (new to MBF) DSDGACT MBF helper dog idle (new to MBF) DSDGDTH MBF helper dog death (new to MBF) DSDGPAIN MBF helper dog pain (new to MBF) DSPLFEET Light player impact (new to Eternity) DSFALLHT Falling damage impact death (new to Eternity) DSPLFALL Falling damage player scream (new to Eternity) DSTHUNDR MapInfo global thunder effect (new to Eternity) DSMUCK FLOOR_SLUDGE TerrainType sound (new to Eternity) DSBURN FLOOR_LAVA TerrainType sound (new to Eternity) DSGLOOP FLOOR_WATER TerrainType sound (new to Eternity) Flats ----- METAL Complimentary brown metal flat (new to SMMU) F_SKY2 Dummy flat for Hexen-style sky sectors (new to Eternity) Maps ---- START DOOM II Mode Start Map (new to SMMU) Switches and Animations ----------------------- SWITCHES Definition of switch textures recognized ANIMATED Definition of animated textures and flats recognized
SWITCHES format
The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0.
9 bytes Null terminated string naming "off" state texture for switch 9 bytes Null terminated string naming "off" state texture for switch 2 bytes Short integer for the IWADs switch will work in 1 = shareware 2 = registered/retail DOOM or shareware 3 = DOOM II, registered/retail DOOM, or shareware 0 = terminates list of known switches
ANIMATED format
The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255).
1 byte -1 to terminate list, 0 if a flat, 1 if a texture 9 bytes Null terminated string naming last texture/flat in animation 9 bytes Null terminated string naming first texture/flat in animation 4 bytes Animation speed, number of frames between animation changes
The BOOM utility package contains a program, SWANTBLS.EXE that will generate both the SWITCHES and ANIMATED lumps from a text file. An example is provided, DEFSWANI.DAT that generates the standard set of switches and animations for DOOM.
New to SMMU
Setting the animation speed for a flat to a number higher than 65535 will cause the flat to use the swirling liquid effect rather than animation.
Colormaps --------- WATERMAP Custom greenish colormap for underwater use LAVAMAP Custom red colormap for lava (new to SMMU)
The WATERMAP lump has the same format as COLORMAP, 34 tables of 256 bytes each, see the UDS for details. Note that colormaps you add to a PWAD must be between C_START and C_END markers.
The BOOM utility package contains a program, CMAPTOOL.EXE, that will generate custom colormaps for use with Eternity. It also includes 7 premade colormaps, and an add-on wad containing them.
Color translation tables ------------------------ CRBRICK Translates red range to brick red CRTAN Translates red range to tan CRGRAY Translates red range to gray CRGREEN Translates red range to green CRBROWN Translates red range to brown CRGOLD Translates red range to dark yellow CRRED Translates red range to red range (no change) CRBLUE Translates red range to light blue CRBLUE2 Translates red range to dark blue (status bar numerals) CRORANGE Translates red range to orange CRYELLOW Translates red range to light yellow
These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191.
Eternity Note
The default text translation range in Heretic is gray rather than red, and replacement fonts should use the gray range in the palette to support color translations.
Data Lumps and Scripts ---------------------- TXTRCONV DOOM -> DOOM II texture conversion table (new to SMMU) KEYDEFS Default keybindings (new to Eternity) STARTSCR Compiled Small script for start map (new to Eternity)
TXTRCONV format
The TXTRCONV lump is used to translate DOOM textures to DOOM II textures, for the purpose of playing ExMy levels under DOOM II (accessed via the map command). The format of this lump is currently very strict. The pairs of texture names must be aligned precisely, with the first texture name (<= 8 character) starting in column 0, followed by spaces up to column 16, where the second DOOM II replacement texture name must start. Only one pair must be on a line, and lines must be terminated with a line break. This lump is ASCII text.
KEYDEFS format
KEYDEFS contains the engine's default key bindings. This lump is written to file as keys.csc when a file by that name cannot be found. Editing of this defaults lump is not generally desirable, but it is a simple console script, the syntax of which is expounded upon in the Eternity Engine Console Reference. This lump is ASCII text.
Sprite colour translation tables
Thingtype EDF definitions allow a sprite's colour range to be translated, similar to how the green range is changed with the TRANSLATION1 and TRANSLATION2 thing type flags, but in this case, by using custom external tables. These lumps are 256 bytes large and must be included between T_START and T_END. Normally, they will consist of consecutive 8-bit numbers from 0 to 255 if there is no translation, but the indices which need to be changed will have the numbers of the target colours.