

************ Formats of the Text files for DeuTex *************



	*************************** 
	* WAD Creation Directives *
	***************************

	   (-makepwad)  


The order for directives is the order of DOOM.WAD
LEVELS LUMPS SOUNDS GRAPHICS FLATS
Directives not present in this order will be ignored, 
without warning (talk of a lame text parser :-).

# this is a comment
#
# (optional)
# Define the new mission 
# WAD shall be in LEVELS\ subdirectory
Begin: LEVELS
E1M2		#DeuTex will look for LEVELS\E1M2.WAD
E3M5		#DeuTex will look for LEVELS\E3M5.WAD
End: LEVELS

# 
# Define the new lumps (raw data, non graphic)
# .LMP files shall be in LUMPS subdirectory
Begin: LUMPS
ENDOOM		#DeuTex will look for LUMPS\ENDOOM.LMP
End: LUMPS
#
# TEXTURE1 (list of shareware textures) description here:
# redefine this, not texture2, for compatibility with DOOM 2
Begin: TEXTURES
#DeuTex will always look for TEXTURES\TEXTURE1.TXT
MYWALLS		#DeuTex will look for TEXTURES\MYWALLS.TXT
#DeuTex will look optional for TEXTURES\TEXTURE2.TXT
End: TEXTURES
#
# Graphics= all pictures, except sprites, patches, floors
# you can only use already existing names, to replace the
# correponding entry.
Begin: Graphics
WIMAP1			#DeuTex will load GRAPHICS\WIMAP1.BMP	
STHURT1    23    45	#DeuTex will load GRAPHICS\STHURT1.BMP
			#and set the insertion point to 23,45
End: Graphics
#
# Declare your Sprites here
Begin: SPRITES
BOSSA1	  10	20	#DeuTex will load SPRITES\BOSSA1.BMP
			#and set the insertion point to 10,20
End: SPRITES
#
# Declare your Floors and Ceiling here
# CANNOT BE USE unless PWAD is merged in IWAD after...
# or ALL the floors are replaced
Begin: FLATS
GRASS			#DeuTex will load FLATS\GRASS.BMP
End: FLATS
#
# WAD creation directives end here
#





	**********************************
	* Format of Textures Definitions *
	**********************************


# Texture file
#
Begin: TEXTURES
#
ASHWALL     		64	128
*	W104_1      	0	0
#
# BIGDOOR7 is a texture of size is 256x128 (X size, Y size)
# composed of two patches, W105_1 and W105_1
# respectively placed at offset -4,-4  and offset 124, -4 
# '*' at the beginning of line indicates a patch
#
BIGDOOR7    		256	128
*	W105_1      	-4	-4
*	W105_1      	124	-4
#
# FLOWER is a new texture, composed of an old patch
#
FLOWER     		32	128
*	TP5_1       	0	0
#
# BLODGR2 redefines the old BLODGR2 texture to be composed of
# the new patch BIRDY
#
BLODGR2     		34	128
*	BIRDY       	0	0
#
# new texture HADDOCK, composed of new an old ones 
#
HADDOCK			64	128
*	FISH1		0	0
*	BIGFISH		23	44
*	TP5_1       	0	0
#
#
End TEXTURES
#
# texture definitions end here.


Once you have created a new PWAD, check it with the -check
command. DeuTex will complain for:
 texture width which are not power of 2
	(DOOM rounds them to a power of 2)
 texture height above 128
	(DOOM ignore everything above 128)
 textures with columns not covered by any patch
	(DOOM exit with an error)

READ the DOOM SPECS by Matt Fell

Avoid common mistakes, like:
- using a multi-patch texture for a transparent wall
- using a texture of height below 128 on a wall whose
  height is superior to that of the texture.




	*****************************
	* format of list of strings *
	*****************************

	  (-list2exe -exe2list)


This function allows you to modify strings in DOOM.EXE

# exemple
Let: #original_string_as_found_in_DOOM.EXE#
Be:  #your_own_modification_of_that_string#
#

DO NOT EDIT THE STRING JUST AFTER 'Let:'
EDIT ONLY THE STRING AFTER 'Be:'
SUPPRESS ALL NON NEEDED STRING PAIRS.

REPLACE ONLY DATA THAT IS OBVIOUSLY A STRING
(DeuTex cannot find exactly the start of strings)

DON'T EDIT SMALL STRINGS (high crash probability)
	
ONLY CHANGE STRINGS OBTAINED FROM 'exe2list'

DOOM.EXE is preserved. You must copy it to DOOMFAKE.EXE
before you try to modify it.

Better use DEHACKED if you're not sure of what you're doing. 





	*******************
	* PC sound format *
	*******************

only a list of number, between 0 and 255

I have many reasons to think these numbers are related to the
frequency of the sound played by the speaker (the inverse of frequency
 I believe), but I have a poor frequency discrimination
talents, so I let you guess the conversion.

there could be informations aout frequency duration mixed in this,
but it doesn't look like it. 

mail me if you understand what these numbers represent.
