Cire Posted December 23, 2015 This is something that I'm curious about. I've noticed for a while that the IWADs contains rather many unused Resources. I'll start with the Doom Shareware 1.9 IWAD: - Registered level name Graphics - Fireballs (Cacodemon, Arachnotron, Mancubus, Bossbrain) - BFG impact sounds - Don't think blazing doors exists in shareware, if not, than the sounds for those are included and unused I'm too lazy to check and list the other IWADs now, if anyone else feels like it, go for it. 0 Quote Share this post Link to post
RestlessRodent Posted December 23, 2015 Doom 1.9 also has a flaming barrel. Doom 1.2 has: Shotgun casings. Bullet casings. Unused fireballs. I already knew about this, however you can find such info at https://tcrf.net/Doom_(PC). 0 Quote Share this post Link to post
antares031 Posted December 23, 2015 I was always wondering about this grey stalagmite whenever I create a new dehacked file for Doom 2: 0 Quote Share this post Link to post
Doomkid Posted December 23, 2015 Antares, that sprite went unused for some reason, however I'm glad it's there - It's allowed me some extra dehacked sprite frames! 0 Quote Share this post Link to post
fraggle Posted December 23, 2015 doom2.wad v1.9 has all the doom.wad level title graphics. It has DSTINK/DPTINK which is also only used in Doom 1 (Doom 2 uses DSRADIO/DPRADIO for multiplayer chat notifications). Both wads have the sw18_7 lump twice doom.wad v1.9 has all these lumps twice (and yes, it has all the double shotgun sounds not once but twice): DPPISTOL DSPISTOL DPSHOTGN DSSHOTGN DPSGCOCK DSSGCOCK DPSAWUP DSSAWUP DPSAWIDL DSSAWIDL DPSAWFUL DSSAWFUL DPSAWHIT DSSAWHIT DPRLAUNC DSRLAUNC DPRXPLOD DSRXPLOD DPFIRSHT DSFIRSHT DPFIRXPL DSFIRXPL DPPSTART DSPSTART DPPSTOP DSPSTOP DPDOROPN DSDOROPN DPDORCLS DSDORCLS DPSTNMOV DSSTNMOV DPSWTCHN DSSWTCHN DPSWTCHX DSSWTCHX DPPLPAIN DSPLPAIN DPDMPAIN DSDMPAIN DPPOPAIN DSPOPAIN DPSLOP DSSLOP DPITEMUP DSITEMUP DPWPNUP DSWPNUP DPOOF DSOOF DPTELEPT DSTELEPT DPPOSIT1 DSPOSIT1 DPPOSIT2 DSPOSIT2 DPPOSIT3 DSPOSIT3 DPBGSIT1 DSBGSIT1 DPBGSIT2 DSBGSIT2 DPSGTSIT DSSGTSIT DPBRSSIT DSBRSSIT DPSGTATK DSSGTATK DPCLAW DSCLAW DPPLDETH DSPLDETH DPPDIEHI DSPDIEHI DPPODTH1 DSPODTH1 DPPODTH2 DSPODTH2 DPPODTH3 DSPODTH3 DPBGDTH1 DSBGDTH1 DPBGDTH2 DSBGDTH2 DPSGTDTH DSSGTDTH DPBRSDTH DSBRSDTH DPPOSACT DSPOSACT DPBGACT DSBGACT DPDMACT DSDMACT DPNOWAY DSNOWAY DPBAREXP DSBAREXP DPPUNCH DSPUNCH DPTINK DSTINK DPBDOPN DSBDOPN DPBDCLS DSBDCLS DPITMBK DSITMBK DPGETPOW DSGETPOW D_E1M1 D_E1M2 D_E1M3 D_E1M4 D_E1M5 D_E1M6 D_E1M7 D_E1M8 D_E1M9 D_INTER D_INTRO D_VICTOR D_INTROA 0 Quote Share this post Link to post
Cire Posted December 23, 2015 Interesting findings. How about the Heretic/Hexen/Strife WAD:s? 0 Quote Share this post Link to post
Doomkid Posted December 23, 2015 Fraggle, if I'm recalling right, aren't the duplicated sounds different in some way? I remember looking in XWE eons ago and seeing all of them once as playable sounds, and repeated as an ever so slightly different sound file.. One is a WAV and one is a SPEAKERSOUND - What on earth does that mean? 0 Quote Share this post Link to post
fraggle Posted December 23, 2015 Check the names carefully. Lumps beginning with DS* are normal sound effects; DP* ones are PC speaker sounds. 0 Quote Share this post Link to post
joe-ilya Posted December 23, 2015 Chex quest has the original doom E2-E4 layouts and some graphics from doom such as the E2-E4 ending screens. 0 Quote Share this post Link to post
LogicDeLuxe Posted December 23, 2015 Cire said:- Don't think blazing doors exists in shareware, if not, than the sounds for those are included and unusedI'm pretty sure about it. They didn't exists when the original Doom was released. The only updated map which does use them is E1M1. That addition is exclusive to Ultimate Doom and was not back ported to the shareware release. 0 Quote Share this post Link to post
Gez Posted December 23, 2015 W73A_2 and W73B_1 are identical; as a result FIRELAV2 and FIRELAV3 are identical as well. The textures are defined in the order FIRELAV2, FIRELAV3, FIRELAVA (alphabetically sorted, numbers come before letters) and the animation is defined as going from FIRELAVA to FIRELAV3. The result is that FIRELAV2 is effectively unused by the animation, therefore W73A_2 is unused. Doomkid said:Fraggle, if I'm recalling right, aren't the duplicated sounds different in some way? I remember looking in XWE eons ago and seeing all of them once as playable sounds, and repeated as an ever so slightly different sound file.. One is a WAV and one is a SPEAKERSOUND - What on earth does that mean? If you checked them out in SLADE 3 instead of XWE, you'd be able to hear the difference. :p Also neither sounds are WAV. The DS sounds are PCM, like (most) WAV files, but they're definitely not WAVs. A WAV file is a RIFF container holding sound data and some metadata; the sounds in Doom have a much simpler, terser header format. 0 Quote Share this post Link to post
Walter confetti Posted December 23, 2015 AASHITTY / AASTINKY textures in doom and doom2? Altought AASTINKY works as a sky texture placeholder (it's a recall from when i first played A Doom Odissey on vanilla doom years ago...) and AASHITTY if you don't use a sky transfer in Boom... and it's a 64x64 version of SP_FACE2 Also there's 3 unused map slots in Doom2 iwad (MAP33 to MAP35) 0 Quote Share this post Link to post
Maes Posted December 23, 2015 Well, for sound lumps I guess the quick and dirty explanation is that they didn't want to #ifdef the code or put yet another list of exceptions between registered/shareware/commercial (which would, at best, save but a few lumps), so they just left everything in. Kinda defeated by having each lump twice...unless of course they are simply lump entries aliased to the same data. Did anybody check for this? Edit: N/M, from a quick and dirty check it seems that not only the lump entries, but the actual data is reduplicated. Who knows, maybe there's a perfectly rational explanation for this... 0 Quote Share this post Link to post
LogicDeLuxe Posted December 23, 2015 Maes said:Well, for sound lumps I guess the quick and dirty explanation is that they didn't want to #ifdef the code or put yet another list of exceptions between registered/shareware/commercialOn the other hand, they could have put an ifdef right in place when they started Doom II and start putting any Doom II exclusives there. No effort at all. Is the iwad building code part of the DoomEd release? Maybe we could find the answer there? 0 Quote Share this post Link to post
Maes Posted December 23, 2015 LogicDeLuxe said:On the other hand, they could have put an ifdef right in place when they started Doom II and start putting any Doom II exclusives there. No effort at all. Only that they gradually departed from the philosophy of building separate executables for each version, and by v1.9 they had a unified executable. Actually there are very few #ifdefs in the source code that are not platform-specific (and very few, if any, game mode-specific). Which means that any game mode-specific stuff was achieved through complicated run-time checks (switches, ifs, etc.), e.g. in the sprite, texture and level loading code, which are already pretty bad kludges as it is. 0 Quote Share this post Link to post
LogicDeLuxe Posted December 23, 2015 Maes said:Only that they gradually departed from the philosophy of building separate executables for each version, and by v1.9 they had a unified executable.It's not the executable, it's the IWAD what this is about. Thus such an ifdef would be part of the IWAD building tool, not the Doom executable. 0 Quote Share this post Link to post
Gez Posted December 23, 2015 walter confalonieri said:Also there's 3 unused map slots in Doom2 iwad (MAP33 to MAP35) Nope. 0 Quote Share this post Link to post
Maes Posted December 23, 2015 LogicDeLuxe said:It's not the executable, it's the IWAD what this is about. Thus such an ifdef would be part of the IWAD building tool, not the Doom executable. My point was that in line of maintaining their NEW!! and IMPROVED!!! unified executable, they would have to include some reduntant resources anyway, so even their IWAD-building tool would have to include them anyway, no matter how they achieved it (ifdeffing the tool itself to death, clever scripting, a giant batch file, or throwing chicken bones until the IWAD assembled itself). Even that way however, duplicating the sound resources seems useless, unless it had something to do with Doom's internal WAD management being broken in some unexpected way (e.g. it couldn't locate some lumps under certain circumstances, and so duplicating them was used as a kludge around it). But to verify that would require runtime analysis of doom.exe, and see whether both versions of a sound are accessed from the IWAD, under specific circumstances. 0 Quote Share this post Link to post
esselfortium Posted December 23, 2015 Maes said:My point was that in line of maintaining their NEW!! and IMPROVED!!! unified executable, they would have to include some reduntant resources anyway, so even their IWAD-building tool would have to include them anyway, no matter how they achieved it (ifdeffing the tool itself to death, clever scripting, a giant batch file, or throwing chicken bones until the IWAD assembled itself). Even that way however, duplicating the sound resources seems useless, unless it had something to do with Doom's internal WAD management being broken in some unexpected way (e.g. it couldn't locate some lumps under certain circumstances, and so duplicating them was used as a kludge around it). But to verify that would require runtime analysis of doom.exe, and see whether both versions of a sound are accessed from the IWAD, under specific circumstances. It'd be easier to just remove one or the other from a copy of the wad, and see what happens. But even then, it's almost certain that sounds are handled the same way as every other (non-map-data-related) lump in the wad: if multiple lumps with the same name exist, the most recently loaded one will overwrite any earlier instances of the same name. If there are duplicate assets in the IWADs, it's probably just an oversight in the tools they used to compile all their working directories into WAD files. 0 Quote Share this post Link to post
fraggle Posted December 23, 2015 walter confalonieri said:AASHITTY / AASTINKY textures in doom and doom2? Altought AASTINKY works as a sky texture placeholder (it's a recall from when i first played A Doom Odissey on vanilla doom years ago...) and AASHITTY if you don't use a sky transfer in Boom... and it's a 64x64 version of SP_FACE2 Nope. They're there because the first entry in the textures list is index zero, but zero indicates "no texture" internally to the engine. So the first texture in the list doesn't work. In a sense they're "unused resources" but it's really only a few bytes in the IWAD since the texture lumps don't contain any actual texture graphic data. 0 Quote Share this post Link to post
Necros20 Posted December 24, 2015 Cire said:Interesting findings. How about the Heretic/Hexen/Strife WAD:s? I know the Hexen iwad contains the golden rotating skulls from the Heretic menu. It also contains the music tracks chartr and chap_2r and in v1.0 the extra level maze. Strife I understand contains a number of unused voiceovers. 0 Quote Share this post Link to post
fraggle Posted December 24, 2015 LogicDeLuxe said:Is the iwad building code part of the DoomEd release? Maybe we could find the answer there? Nope, the tool is called wadlink, and it's in the utilities source. 0 Quote Share this post Link to post
printz Posted December 24, 2015 Gez said:W73A_2 and W73B_1 are identical; as a result FIRELAV2 and FIRELAV3 are identical as well. The textures are defined in the order FIRELAV2, FIRELAV3, FIRELAVA (alphabetically sorted, numbers come before letters) and the animation is defined as going from FIRELAVA to FIRELAV3. The result is that FIRELAV2 is effectively unused by the animation, therefore W73A_2 is unused. Well, the texture FIRELAV2 is used a lot when you don't want the animation effect... 0 Quote Share this post Link to post
Voros Posted December 25, 2015 Pedro VC said:http://s13.postimg.org/8pom8kzkn/pistola.jpg What's wrong with it? 0 Quote Share this post Link to post
joe-ilya Posted December 25, 2015 Voros said:What's wrong with it? It's unused. 0 Quote Share this post Link to post
antares031 Posted December 25, 2015 Voros said:What's wrong with it? These two sprites, PISGD0 and PISGE0, are included in doom2.wad, but they've never used for actual pistol animations. 0 Quote Share this post Link to post
Voros Posted December 25, 2015 Oh, so why are they there? Future plans gone wrong? 0 Quote Share this post Link to post
snapshot Posted December 25, 2015 Voros said:Oh, so why are they there? Future plans gone wrong? Sorta, usually during development of games several ideas may pop out and Implemented However they may not all last till the Final Product , Developers didn't remove them because probably they didn't pay attention to them, or they Just forgot about them, they're just some leftovers . 0 Quote Share this post Link to post
Walter confetti Posted December 25, 2015 fraggle said:Nope. They're there because the first entry in the textures list is index zero, but zero indicates "no texture" internally to the engine. So the first texture in the list doesn't work. In a sense they're "unused resources" but it's really only a few bytes in the IWAD since the texture lumps don't contain any actual texture graphic data. Ah, ok, get it 0 Quote Share this post Link to post
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