Note that standard VGA boards whose palettes only encompass 262,144 colors only accept values of 0-63 for each channel (rgb), so the values would need to be divided by 4.
Palette 0 is the one that is used for almost everything.
Palettes 10-12 are used (briefly) when an item is picked up, the more items that are picked up in quick succession, the brighter it gets, palette 12 being the brightest.
Palette 13 is used while wearing a radiation suit.
Palettes 3, 2, then 0 again are used after getting berserk strength.
If the player is hurt, then the palette shifts up to X, then comes "down" one every half second or so, to palette 2, then palette 0 (normal) again. What X is depends on how badly the player got hurt: Over 100% damage (add health loss and armor loss), X=8. 93%, X=7. 81%, X=6. 55%, X=5. 35%, X=4. 16%, X=2.
In each set of 256 bytes, byte 0 will have the number of the palette color to which original color 0 gets mapped.
The colormaps are numbered 0-33. Colormaps 0-31 are for the different brightness levels, 0 being the brightest (light level 248-255), 31 being the darkest (light level 0-7).
Colormap 32 is used for every pixel in the display window (but not the status bar), regardless of sector brightness, when the player is under the effect of the "Invulnerability" power-up. This map is all whites/greys.
Colormap 33 is all black for some reason.
DOOM -devparm -record DEMONAME
The extension .LMP is automatically added to the DEMONAME. Other parameters may be used simultaneously, such as -skill [1-5], -warp [1-3] [1-9], -file [pwad_filename], etc. The demos in the WAD are in exactly the same format as these LMP files, so a LMP file may be simply pasted or assembled into a WAD, and if its length and pointer directory entries are correct, it will work.
This is assuming the same version of the game, however. For some illogical reason, demos made with 1.1 doom don't work in 1.2 doom, and vice versa. If I had a pressing need to convert an old demo, I might try to figure out why, but I don't.
The game only accesses DEMO1, DEMO2, and DEMO3, so having more than that in a pwad file is pointless.
First is a table of pointers to the start of the entries. There is a long integer (say, N) which is the number of entries in the TEXTURE resource. Then follow N long integers which are the offsets in bytes from the beginning of the TEXTURE resource to the start of that texture's definition entry.
Then follow N texture entries, which each consist of a 8-byte name field and then a variable number of 2-byte integer fields:
(1) The name of the texture, used in SIDEDEFS, e.g. "STARTAN3". (2) always 0. (3) always 0. (4) total width of texture (5) total height of textureThe fourth and fifth fields define a "space" (usually 128 by 128 or 64 by 72 or etc...) in which individual wall patches are placed to form the overall picture. This is done because there are some wall patches that are used in several different walls, like computer screens, etc. Note that to tile properly in the vertical direction on a very tall wall, a texture has to have height 128, the maximum. The maximum width is 256. The sum of the sizes of all the wall patches used in a single texture must be <= 64k.
(6) always 0. (7) always 0. (8) Number of 5-field patch descriptors that follow. This is why each texture entry has variable length. Many entries have just 1 patch, one has 64! 1. x offset from top-left corner of texture space defined in field 4/5 to start placement of this patch 2. y offset 3. number, from 0 to whatever, of the entry in the PNAMES resource, which contains the name from the directory, of the wall patch to use... 4. always 1, is for something called "stepdir"... 5. always 0, is for "colormap"...The texture's entry ends after the last of its patch descriptors.
Note that patches can have transparent parts, since they are in the same picture format as everything else. Thus there can be (and are) transparent wall textures. These should only be used on a border between two sectors, to avoid the "displaying nothing" problems.
Here is how one can add walls, while still retaining any of the original ones it came with: in a pwad, have replacement entries for PNAMES and TEXTURE2. These will be the same as the originals, but with more entries, for the wall patches and assembled textures that you're adding. Then have entries for every new name in PNAMES, as well as old names which you want to associate to new pictures. You don't need to use the P_START and P_END entries.
If First and Last aren't in either TEXTURE, no problem. Then that cycle isn't used. But if First is, and Last either isn't or is listed BEFORE First, then an error occurs.
FirstTexture LastTexture Normal # of frames BLODGR1 BLODGR4 4 BLODRIP1 BLODRIP4 4 FIREBLU1 FIREBLU2 2 FIRELAV3 FIRELAVA 2 FIREMAG1 FIREMAG3 3 FIREWALA FIREWALL 3 GSTFONT1 GSTFONT3 3 ROCKRED1 ROCKRED3 3 SLADRIP1 SLADRIP3 3 (floor/ceiling animations) - NUKAGE1 NUKAGE3 3 FWATER1 FWATER3 3 SWATER1 SWATER4 4 LAVA1 LAVA4 4 BLOOD1 BLOOD3 3Note that the SWATER entries aren't in the regular DOOM.WAD.
The first two bytes of the PNAMES resource is an integer P which is how many entries there are in the list.
Then come P 8-byte names, each of which duplicates an entry in the directory. If a patch name can't be found in the directory (including the external pwad's directories), an error will occur. This naming of resources is apparently not case-sensitive, lowercase letters will match uppercase.
The middle integer of each 5-integer "set" of a TEXTURE1 entry is something from 0 to whatever. Number 0 means the first entry in this PNAMES list, 1 is the second, etc...
Thanks for reading the "Official" DOOM Specs!
-- ----------- Hank Leukart ------------ | "Official" DOOM FAQ v5.5 Writer --- (ap641@cleveland.freenet.edu) --- | FAQ by E-mail or "ftp.uwp.edu" ------------------------------------- | Support your shareware companies! ------------------------------------- | REGISTER your shareware!