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Custom Par Times In Vanilla Doom!


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I've never bothered with par times, but this is some super useful information right here for those who are into that!

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  • 2 months later...

If anyone needs it, the offset for the first Final Doom EXE (the one with the teleporter Z-axis bug) is 0009B468.

Edited by maxmanium

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Now this is interesting!
Great find, OpenRift

 

I wonder who may have hexhacked the exe to modify those values.
Also, in what order it may have been hacked, before applying the dehacked patch or after.
I suspect Anders Johnsen or Kim Andre Malde may have made it.

Also, since it has par times, they should be shown on their respective map wiki entry, right?

Wonder why it don't already.

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17 hours ago, maxmanium said:

If anyone needs it, the offset for the first Final Doom EXE (the one with the teleporter Z-axis bug) is 0009B468.

Oh good, thank you. I was thinking about that the other day. I never found it to be entirely practical to add since the older Final Doom EXE is really only useful for demo testing or general experimentation.

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  • 4 weeks later...

Awesome.

 

Someone should make a DeHackEd fork of the patching utility that adds support for modifying custom par times.

 

And then after that maybe we could get Chocolate Doom to support it.

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  • 2 months later...
On 9/7/2021 at 2:12 PM, Nikku4211 said:

Awesome.

 

Someone should make a DeHackEd fork of the patching utility that adds support for modifying custom par times.

 

And then after that maybe we could get Chocolate Doom to support it.

I came to this looking for a guide to change them. This is super helpful so thanks Openrift!

 

Anyway, I'd love to see a utility like that. I plan on making a CT.exe for Commubity Trunk as it finishes up (we still have a while, but I really was curious about how this worked.) My thought is that I'll rush through all the levels as fast as I can, write down the times, dehack a DOS raised limit executable (it's a limit removing wad, if there's a million tutti fruttis, I might not do this haha), and then hexhack the par times in. It's entirely unnecessary, but as a tribute to early 2000s wads, it feels appropriate. It's not a very common thing to see, so it could be cool. I believe the way Doom's par times were done was Romero played all the levels as fast as he could, rounded them up, then added 30 seconds. That's probably what I'll do.

 

We have a few maps finished, so I might try to dehack / hexhack what we have so far. 

Edited by Dusty_Rhodes

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13 hours ago, Dusty_Rhodes said:

I came to this looking for a guide to change them. This is super helpful so thanks Openrift!

 

Anyway, I'd love to see a utility like that. I plan on making a CT.exe for Commubity Trunk as it finishes up (we still have a while, but I really was curious about how this worked.) My thought is that I'll rush through all the levels as fast as I can, write down the times, dehack a DOS raised limit executable (it's a limit removing wad, if there's a million tutti fruttis, I might not do this haha), and then hexhack the par times in. It's entirely unnecessary, but as a tribute to early 2000s wads, it feels appropriate. It's not a very common thing to see, so it could be cool. I believe the way Doom's par times were done was Romero played all the levels as fast as he could, rounded them up, then added 30 seconds. That's probably what I'll do.

 

We have a few maps finished, so I might try to dehack / hexhack what we have so far. 

I mean I imagined that since it was a Community Chest-inspired project, it would be made for Boom-compatible ports. But hey, if you manage to make it limit-raising/limit-removing, that's cool too.

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10 hours ago, OpenRift said:

I mean I imagined that since it was a Community Chest-inspired project, it would be made for Boom-compatible ports. But hey, if you manage to make it limit-raising/limit-removing, that's cool too.

CC1, which it is largely based off of, was limit removing. It used some Boom bug fixes though. If I make a sequel, I fully intend to use Boom, especially for ANIMATED and SWTICHES lumps. Probably will use MAPINFO so people can use custom skies in certain maps, and all that jazz. But I felt I should keep it simple first time round. I LOVE Boom, so I'm excited to map for it some more in the future. One thing at a time. Still, thanks for the great guide. 

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