CHAPTER [3]: Directory Overview

This is a list of most of the directory entries. It would take 2000 lines to list every single entry, and that would be silly. All the ST entries are for status bar pictures, so why list every one? And the naming convention for the 700 sprites is easy (see chapter [5]), so there's no need to list them all individually.

PLAYPAL   contains fourteen 256 color palettes, used while playing Doom.
COLORMAP  maps colors in the palette down to darker ones, for areas of less
          than maximum brightness (quite a few of these places, huh?).
ENDOOM    is the text message displayed when you exit to DOS.
DEMOx     x=1-3, are the demos which will play if you just sit and watch.
E1M1      etc, to E3M9, along with its 10 subsequent entries, defines the
          map data for a single level or mission.
TEXTURE1  is a list of wall type names used in the SIDEDEF portion of each
            level , and their composition data, i.e. what wall patches make
            up each texture.
TEXTURE2  contains the walls that are only in the registered version.
PNAMES    is the list of wall patches, which are referenced by number in the
            TEXTURE1/2 resources.
GENMIDI   has the names of every General Midi standard instrument in order
            from 0-127. Anyone know more...?
DMXGUS    obviously has to do with Gravis Ultra Sound. It's a text file, easy
            to read. Just extract it (WadTool works nicely).
D_ExMy    is the music for episode x level y.
D_INTER   is the music played on the summary screen between levels.
D_INTRO   is the 4 second music played when the game starts.
D_INTROA  is also introductory music.
D_VICTOR  is the music played on the victory text-screen after an episode.
D_BUNNY   is music for while a certain rabbit has his story told...
DP_xxxxx  DP and DS come in pairs and are the sound effects. DP_ are the PC
DS_xxxxx    speaker sounds, DS_ are the sound card sounds.
All the remaining entries in the directory, except the floor textures at the end, and the "separators" like S_START, refer to resources which are pictures, in the doom/wad picture format described in chapter [5]. The floor textures are also pictures, but in a raw format described in chapter [6].

The next seven are full screen (320 by 200 pixel) pictures:

HELP1     The ad-screen that says Register!, with some screen shots.
HELP2     The actual help, all the controls explained.
TITLEPIC  Maybe this is the title screen? Gee, I dunno...
CREDIT    The credits, the people at id Software who created this great game.
VICTORY2  The screen shown after a victorious end to episode 2.
PFUB1     A nice little rabbit minding his own peas and queues...
PFUB2     ...maybe a hint of what's waiting in Doom Commercial version.
ENDx      x=0-6, "THE END" text, with (x) bullet holes.
AMMNUMx   x=0-9, are the gray digits used in the status bar for ammo count.
STxxxxxx  are small pictures and text used on the status bar.
M_xxxxxx  are text messages (yes, in picture format) used in the menus.
BRDR_xxx  are tiny two pixel wide pictures use to frame the viewing window
            when it is not full screen.
WIxxxxxx  are pictures and messages used on the summary screen after
            the completion of a level.
WIMAPx    x=0-2, are the summary-screen maps used by each episode.
S_START   has 0 length and is right before the item/monster "sprite" section.
            See chapter [5] for the naming convention used here.
S_END     is immediately after the last sprite.
P_START   marks the beginning of the wall patches.
P1_START    before the first of the shareware wall patches.
P1_END      after the last of the shareware wall patches.
P2_START    before the first of the registered wall patches.
P2_END      before the first of the registered wall patches.
P_END     marks the end of the wall patches.
F_START   marks the beginning of the floors.
F1_START    before the first shareware floor texture.
F1_END      after the last shareware floor texture.
F2_START    before the first registered floor texture.
F2_END      after the last registered floor texture.
F_END     marks the end of the floors.
And that's the end of the directory.

It is possible to include other entries and resources in a wad file, e.g. an entry called CLOWNS could point to a resource that includes the level creator's name, date of completion, or a million other things. None of these non-standard entries will be used by DOOM, nor will they cause it problems. Some of the map editors currently out add extra entries. There is a debate going on right now as to the merits of these extras. Since they are all non-standard, and potentially confusing, for now I'm in favor of not using any extra entries, and instead passing along a text file with a pwad. However, I can see some possible advantages, and I might change my mind...