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Specs- Demo of effects possible by patching doom.exe

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DoomSpecks

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Jun 14, 1994, 6:29:03 PM6/14/94
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This is a companion to the article "Specs - Hacking the DOOM.EXE
file".
It is a demonstration of some things that can be done by patching the

doom.exe file. There's a batch file EFFECTS.BAT, and the patch data
file EFFECTS.PAT. You need the program HACK.EXE, which is also in the

great "HOCKEY" wad file that was released months ago. For those who
don't
have HACK, I'm posting it uuencoded, it should be one of the messages

soon after this one, the subject will be, let's see, "Specs -
Hack.exe
uuencoded (17k), need for 'effects'".
If someone wants to zip up the 3 files and post EFFECTS.ZIP on
infant2
or anywhere else, I encourage them! Be sure to leave a text file too,
explaining what it is.
Please experiment! Read the article, use a hexadecimal calculator
(or
your head) to figure out the addresses, make your own patch files,
and try them out. Please report anything interesting to me. Thanks.

Matt Fell (matt.b...@acebbs.com)

=====this is the text of EFFECTS.BAT=====cut this
line!==================
@echo off
echo Special Effects!
echo.
echo I'm going to patch doom.exe (after I back it up to doomnorm.exe)
echo To switch back to normal doom, run this batch file again.
echo Note this only works with the registered 1.2 doom.
echo For information on what's different, read the file effects.pat
echo.
pause
if not exist doom.exe goto bailage
if exist doomnorm.exe goto normal
echo Copying doom.exe to doomnorm.exe
copy doom.exe doomnorm.exe
echo Patching for Special Effects.
hack.exe effects.pat doom.exe > nul
goto end
:normal
echo Copying doomnorm.exe to doom.exe
del doom.exe
copy doomnorm.exe doom.exe
del doomnorm.exe
goto end
:bailage
echo Please run this patch from the DOOM directory
:end
===========here ends EFFECTS.BAT====cut this
line!=======================

==========this is the text of EFFECTS.PAT======cut this
line!=============
/*************************************************/
/* Patch File for Special Effects! */
/* Only works with registered 1.2 doom */
/* First back up DOOM.EXE */
/* Then, usage: hack effects.pat doom.exe */
/* Or, simply run EFFECTS.BAT! */
/*************************************************/
/* This demonstrates SOME of the things that are */
/* possible by patching the doom.exe file. Look */
/* for an a file on ftp called DEHACKER.ZIP or */
/* see the article "Hacking DOOM.EXE" on */
/* alt.games.doom - this article will probably */
/* end up in the coming soon doom specs 1.4 */
/* --=--Matt Fell (matt.b...@acebbs.com)--=-- */
/*************************************************/

08B475 66 /* Imps walk on air WORKS */

08B4CE 44 /* Regular troopers inviso WORKS */

08B4D4 76 /* Sargeants look and sound like players */
08B4DC 77 /* BUT THEY DON'T MOVE */
08B4EC 7D /* WHY NOT? */
08B4F4 19
08B4FC 7B
08B500 7F
08B504 86
08B508 2A

08B564 02 /* Demons are slooooow WORKS */

08B844 1E /* Cacodemon shoots 'lost souls', sort of */
08B845 01 /* BUT THEY DISAPPEAR IMMEDIATELY, LAME. THIS IS LIKE WITH
*/
08B870 28 /* THE SARGEANTS. MAYBE IT HAS TO DO WITH FIELDS 4-5 IN
THE */
08B871 01 /* FRAME TABLE (AND MAYBE IT'S NOT 2 2-BYTE INTEGERS, I */
/* NOW THINK IT MIGHT BE A SINGLE CODE-POINTER) */

08B8D6 03 /* Baron's fireball's sloooooow, like floating worms WORKS
*/

08B8F8 01 /* You can shoot rockets out of the air WORKS */
08B8F9 00
08B924 73
08B944 14
==========here ends EFFECTS.PAT=======cut this
line!======================

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