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This directory is dedicated to tools directly modifying the executable, such as DeHackEd and D2 and patches for it, thus changing the way objects and monsters behave. *** Please note that this is against id's will, *** *** due to copyright laws. *** If in doubt please contact idgmaint AT gamers.org with 'DOOM-FTP' in the subject line.

32 files

  1. Doom-Code Changer v1.0

    Change the codes in Doom to something else with this nice, little util.

    3 downloads

       (0 reviews)

    Submitted

  2. DMPATCH.EXE

    To allow simple, consistent ways to patch the DOOM executable.

    12 downloads

       (5 reviews)

    Submitted

  3. DHMERGE 1.1

    DhMerge is a simple command line program which merges two dehacked patches into a third.

    25 downloads

       (0 reviews)

    Submitted

  4. EXEdit 1.0

    EXEdit 1.0 will assist in editing the DOOM.EXE for the 1.2 registered version of DOOM, a game created by id Software. At the current time, EXEdit 1.0 only edits a limited part of the EXE file: 103 'things'. As time allows, I will be adding more functionability in future upgrades.

    To run EXEdit 1.0 you must have a VGA card & monitor, 640k of memory, DOS 3.3 or greater and your own personal, registered copy of the DOOM.EXE.

    71 downloads

       (2 reviews)

    Submitted

  5. Deframed v. 1.0

    Deframed v. 1.0 is a very crude utility to extract the frame table from the registered version 1.2 of DOOM.EXE. Patch files can be created in text or binary format, edited and written back to DOOM.EXE. Deframed must reside in the directory with DOOM.EXE.

    1 download

       (0 reviews)

    Submitted

  6. doomthng.zip

    It reads the file doom.exe in the current directory and prints out a table of the items and their attributes. The file table.txt contains the output of this program.

    30 downloads

       (0 reviews)

    Submitted

  7. Hacking the DOOM.EXE file

    The file dehacker.zip contains the article "Hacking the DOOM.EXE file". It will form the basis for a new chapter in the forthcoming 1.4 doom specs. Also included are 5 simple Qbasic programs to extract text lists of stuff talked about in the article. Some neat things can be done by modifying the EXE file, including making any thing have the same "inviso" property that spectres have, making any monster "float" like cacodemons, making cacodemons "shoot" lost souls instead of lightning-balls (sort of...make your own pain elemental! Don't wait for Doom II).

    There's the potential for a skilled programmer with time and vision to make a "Doom customization kit" so that everyone can enjoy the possiblities.

    All the info is based on the registered 1.2 version, and will be updated when 1.4 comes out. Also, please note that those without experience as hackers will probably just be confused by this material.

    246 downloads

       (8 reviews)

    Submitted


  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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