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Doom Editing Digest Vol. 01 Nr. 452
From: owner-doom-editing-digest
To: doom-editing-digest@nvg.unit.no
Subject: doom-editing-digest V1 #452
Reply-To: doom-editing
Errors-To: owner-doom-editing-digest
Precedence: bulk
doom-editing-digest Saturday, 21 October 1995 Volume 01 : Number 452
Re: HEXEN
Re: Olivier's strange mail :)
Hexen BEHAVIOR resource
Re: Re: Hexen Bad V_DrawPatch error
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From: Bernd Kreimeier <Bernd.Kreimeier@NeRo.Uni-Bonn.DE>
Date: Fri, 20 Oct 1995 11:13:02 +0100 (MET)
Subject: Re: HEXEN
Looking at the upcoming HEXEN infos, methinks we should start
collecting them.
Suggestion: I'll provide a file "Hexen Specs Addendum" on the
"UDS Errata" page
http://www.nero.uni-bonn.de/~bernd/uds.html
page - read: I just collect the stuff from doom-editing, I won't
verify it (haven't even found the time to download the HEXEN
beta). As I might have missed some of the infos earlier on,
I'd appreciate any repost by private e-mail. As usual, please
let me know about updates, typos or errors. Feel free to provide
the file on your www pages or ftp sites.
B.
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From: Olivier <montanuy@lsun80.lannion.cnet.fr>
Date: 20 Oct 95 11:43:24+0100
Subject: Re: Olivier's strange mail :)
>> Note for NWT fanatics:
>> WinTex can also read the rest of the wad, the levels, and has the
>> colors right. so you chose
>:) I have to disappoint anybody waiting for NWT 1.4 - right now there
>is a lot of work for me - little time for NWT.
Damn, where do I find my motivation then?
And WinTex will never run in DOS. I'm also out of time for a conversion.
>BUT, there will be a version of NWT, which will FULLY support Hexen.
Geez... in 2 months, everybody will have forgotten about Hexen, and will
be hacking Quake. I think we'd rather all team together to procude a
Quake tool. There is enough strange stuff in Quake to deserve a dedicated tool.
Olivier
------------------------------
From: "John B. Williston" <g-men@ix5.ix.netcom.com>
Date: Fri, 20 Oct 1995 05:30:04 -0700
Subject: Hexen BEHAVIOR resource
Ok, I've had enough requests that I'm posting this stuff publicly. A couple
of days ago I wrote a decompiler for the Hexen behavior resource. I won't
repeat basic knowledge, but I'll get straight to the opcodes.
The following is taken from my decompiler. The first column is the numeric
ID of the opcode. The second is the number of following longwords it uses,
the third is my textual mnemonic, and the fourth you can mostly ignore (its
a function name for presenting the data within my code.
{ 0x1, 0, "return", desc_generic },
{ 0x3, 1, "push", desc_generic },
{ 0x6, 1, "objcall", desc_object_call },
{ 0x8, 1, "objcall", desc_object_call },
{ 0x16, 0, "compare", desc_generic },
{ 0x19, 1, "pop", desc_arg },
{ 0x1c, 1, "push", desc_arg },
{ 0x31, 1, "dec2", desc_arg },
{ 0x34, 1, "jump", desc_jump },
{ 0x38, 1, "delay", desc_generic },
{ 0x39, 0, "call random", desc_generic },
{ 0x4f, 1, "jump<=", desc_jump },
{ 0x64, 0, "call Thingsound", desc_generic },
I do need to explain a couple of things. The "objcall" mnemonics refer to
an almost OOP feature of the scripts. The call "Thing_ProjectileGravity"
for example is encoded as 0x8 followed by 0x88. The 0x8 is a thing, and
0x88 is the ProjectileGravity method. FYI 0x6 0x42 is for "Floor_LowerInstant".
The 0x3 push opcode is a generic literal push, whereas the 0x1c pushes a
script argument or local variable. My program will correctly decompile the
first script in the BEHAVIOR lump for MAP01 as follows:
8 push arg0
10 push 0
18 push 16
20 Floor_LowerInstant
28 push arg1
30 push 0
38 push 127
40 call Thingsound
44 delay 1
4c push 20
54 pop arg3
5c push arg3
64 push 0
6c compare
70 jump<= 148
78 dec2 arg3
80 push arg1
88 push 54
90 push 63
98 call random
9c push 0
a4 push 255
ac call random
b0 push 10
b8 push 40
c0 call random
c4 push 5
cc push 20
d4 call random
d8 Thing_ProjectileGravity
e0 push arg2
e8 push 54
f0 push 63
f8 call random
fc push 0
104 push 255
10c call random
110 push 10
118 push 40
120 call random
124 push 5
12c push 20
134 call random
138 Thing_ProjectileGravity
140 jump 5c
148 return
It should be pretty easy to see this is the glass shattering script. Well,
that's all for now. If others can make more out of this, I ask only one
thing: post it!!!
John
------------------------------
From: Jim Wraith <jim@kildare.demon.co.uk>
Date: Thu, 19 Oct 1995 15:37:41 GMT
Subject: Re: Re: Hexen Bad V_DrawPatch error
In your message dated Wednesday 18, October 1995 you wrote :
> I've had the same problem twice. Both times occured after running
> around in the seven portals area for a while, I wanted to take a
> quick look at the map and...kaboom. My guess is that the map may
> have something wrong with it. I don't know exactly how they
> determine what to show when the map comes up so, I would be *really*
> guessing if I went any farther down this path.
>
I dunno.. It happened to me when I tried to make the screen smaller... I just
hope that they fix it... for their own sake.. BWWWAAAHAHAHHAAHAHAHAA!!!
> Have a great day,
I will...
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End of doom-editing-digest V1 #452
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