neo_rg Posted April 26, 2010 Share Posted April 26, 2010 Welcome to the Doom Level Hacking Tutorial. Not much to say other than download the first tutorial, parts 1-3. I'm now working on the really meaty bit, but trying to break it down into its basic parts so that everyone can understand. Give me a little while and I'll upload some more of the tutorial. (1) Welcome (2) Getting Started (3) Hacking Fun! Don't forget you can ask questions too. Don't be shy now! TUTORIAL 1-3.ZIP 7 Quote Link to comment Share on other sites More sharing options...
ovalbugmann Posted April 26, 2010 Share Posted April 26, 2010 Thank You! Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted April 26, 2010 Share Posted April 26, 2010 Good work, Neo. I'll try to follow it as you post more up & offer some feedback. Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 27, 2010 Author Share Posted April 27, 2010 It's nice to see there have been a few downloads, but as of yet nobody has asked for the special assets wads, these will help when it comes to making and porting levels. To be honest, if you can rip them yourself then go for it. But they are freely available from me, all i need is proof that you own an Atari Jaguar Doom cart. Maybe you are just a visitor or dropping in and don't want to register to contact me.. no problem. Email me at this address, attach a photo of your jag cart and I'll send you them. You can't steal what you already own, once replied to emails will be deleted, you will remain anonymous. mattsmith(at)gmx.com next part of the tutorial, will concentrate on making/porting levels. There will be extra text files outlining what sector effects and linedefs are supported. 1 Quote Link to comment Share on other sites More sharing options...
Starcat Posted April 27, 2010 Share Posted April 27, 2010 This is great! I'm looking forward to reading more about it. Keep up the good work and thanks for sharing your experiences. 1 Quote Link to comment Share on other sites More sharing options...
sh3-rg Posted April 27, 2010 Share Posted April 27, 2010 Yea, I think people (like me) are just waiting for a bit more of the meaty stuff to appear before we start bugging you for tips This is great! I'm looking forward to reading more about it. Keep up the good work and thanks for sharing your experiences. Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 27, 2010 Author Share Posted April 27, 2010 OK here we go the next 2 parts of the tutorial. These quickly cover the basic concept of making your own maps and porting maps to make them compatible with Jaguar Doom. Plus 2 text file naming all compatible Lindefs and Sector effects. (4) Mapping quirks - making you own maps (5) Mapping quirks - porting maps + Linedefs and Sectors text files. As before, any questions, just ask. TUTORIAL 4.ZIP TUTORIAL 5.ZIP 1 Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 28, 2010 Author Share Posted April 28, 2010 Here we go with the next part of the tutorial, it covers the preparing of files for the process of "injecting" them into the Jaguar Doom wad file. (6) The big hack I didn't want to overload people with too much stuff so it's not the real meaty bit of hacking yet. Thats in the next part of the tutorial. As before, any questions, just ask. TUTORIAL 6.ZIP 1 Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 28, 2010 Author Share Posted April 28, 2010 Sorry, to all those that have downloaded tutorial 6. There is a small mistake in the grid, which may cause confusion later on, it has been fixed and the updated tutorial below should be used instead. Once again sorry for the inconvenience. TUTORIAL 6 (UPDATE).ZIP 1 Quote Link to comment Share on other sites More sharing options...
omf Posted April 28, 2010 Share Posted April 28, 2010 (edited) cool, cant wait for the full set! i have a small question however, you say you already know the start address of map one, could you please enlighten us how you came by this start address? it isnt mentioned anywhere. Edited April 28, 2010 by omf Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 28, 2010 Author Share Posted April 28, 2010 cool, cant wait for the full set! i have a small question however, you say you already know the start address of map one, could you please enlighten us how you came by this start address? it isnt mentioned anywhere. Good question, I should have explained where I got the number from. If you have downloaded the Jaguar Doom Source archive there will be a file in there called wad.txt, it's incomplete but list most of the offsets for the lumps contained in the Jaguar Doom wad file. If you scroll through it to lump #1502 it mentions MAP01, here is a cheeky cut and paste of it. 1502----MAP01-----0-----1481116----0x0000----0x0016999C 1503----THINGS----910--1481116----0x038E----0x0016999C MAP01 is a zero byte placement marker, and THINGS is the first data file of MAP01, which we are going to replace with stuff of our own. I hope this helps. Excuse the dashes, it was the only way i could get it to look correct. 1 Quote Link to comment Share on other sites More sharing options...
nonner242 Posted April 28, 2010 Share Posted April 28, 2010 NEATO! Cant wait to check this out. When I get some free time... Quote Link to comment Share on other sites More sharing options...
Hyper_Eye Posted April 29, 2010 Share Posted April 29, 2010 Excuse the dashes, it was the onlyway i could get it to look correct. When you want text to line up use the code tags. It will use a monospaced font. Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 29, 2010 Author Share Posted April 29, 2010 Here we go, the last part of the tutorial, get it while it's hot. I've really tried to make it as easy to follow as humanly possible. (7) The big hack continued As before, any questions... and I'm sure there will be some, just ask. I may do smaller tutorials to cover certain aspects in depth if it's needed, but I will do my best to explain stuff here. Don't forget the assets wads are still available. TUTORIAL 7.ZIP 1 Quote Link to comment Share on other sites More sharing options...
omf Posted April 30, 2010 Share Posted April 30, 2010 cool, cant wait to try this out! i will be in contact very soon about the asset wads. a tutorial on compression would be nice as well if you get time Quote Link to comment Share on other sites More sharing options...
neo_rg Posted April 30, 2010 Author Share Posted April 30, 2010 cool, cant wait to try this out! i will be in contact very soon about the asset wads. a tutorial on compression would be nice as well if you get time Cool, glad someone it going to take up the challenge of hacking a new level or two. Will work on a tutorial for compression over the bank holiday, it should be pretty straight forward and link into the current tutorial. I'm thinking of doing another one along the lines of map and graphics glitches and game crash errors and what has caused them. 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted May 1, 2010 Share Posted May 1, 2010 This is pretty cool stuff Neo Seems relativly straightforward to inject a standard Doom .wad map, fantastic work What are the doom asset formats? Would it be possible to make an app to convert the images/audio from the shareware PC doom.wad file into jag format so that people can work with those? We (Reboot) can help with this if need be Quote Link to comment Share on other sites More sharing options...
neo_rg Posted May 1, 2010 Author Share Posted May 1, 2010 This is pretty cool stuff Neo Seems relativly straightforward to inject a standard Doom .wad map, fantastic work What are the doom asset formats? Would it be possible to make an app to convert the images/audio from the shareware PC doom.wad file into jag format so that people can work with those? We (Reboot) can help with this if need be Hi CJ, the asset wads I keep talking about are standard PC Doom wads with only the assets used in the Atari Jaguar Doom, like textures for wall and floors, sprites for all the enemies, pickups and so on. They contain no sampled sounds, music, maps or anything else. They are just used as 'patch' wads, so when you make a level and test it using GZDoom, what you see there is what you'll get more or less when it's injected into the Atari Jaguar Doom rom. I have already made the needed assets wad and they are freely available from me, all I ask is people just email me a photo of their Jaguar Doom cartridge they legally own and they will get sent them. 1 Quote Link to comment Share on other sites More sharing options...
+CyranoJ Posted May 1, 2010 Share Posted May 1, 2010 I have already made the needed assets wad and they are freely available from me, all I ask is people just email me a photo of their Jaguar Doom cartridge they legally own and they will get sent them. I understand that, I was just wondering if we could extract the assets from the shareware PC wadfile, convert them to the correct Jaguar format, and do away with all the "you must own it" nonsense by using those (as they are freely available to anyone) ? There are plenty of pc-doom maps available online that work perfectly well with shareware PC Doom - if Carmack/iD objected to people using those assets in their own levels I'm sure we would have heard something by now. Quote Link to comment Share on other sites More sharing options...
belboz Posted May 1, 2010 Share Posted May 1, 2010 (edited) Congrats on the tutorial releases. Just so you know. I was referred to this from the Doom Shareware readme in doing my initial research on what I can and can't do with Doom source, and assets. "id Software respectfully requests that you do not modify the levels for the shareware version of DOOM. We feel that the distribution of new levels that work with the shareware version of DOOM will lessen a potential user's incentive to purchase the registered version." "If you would like to work with modified levels of DOOM, we encourage you to purchase the registered version of the game." "You shall not: rent, lease, sell, distribute for money or other consideration, modify, translate, disassemble, decompile, reverse engineer, or create derivative works based upon the Software. Notwithstanding the foregoing, you may create a map editor, modify maps and make your own maps (collectively referenced as the "Permitted Derivative Works") for the Software. You may not sell or distribute any Permitted Derivative Works but you may exchange the Permitted Derivative Works at no charge amongst other end-users. In order to commercially distribute any such map editor or data utility you must first sign id's Data Utility License and id reserves the right to deny authorization to commercial distribute the any such map editor or data utility. You may request a copy of the Data Editor License from id." Basically I was told I needed to do 100% total conversions. All the other doom ports (zdoom for instance) aren't distributed with shareware or commercial WADs/assets. id does seem to not care about people downloading Doom source ports for their hardware and using the shareware WAD or commercial wads the user owns. I suspect if you wanted you could make a utility so the user can download the shareware doom and convert the wad themselves with your utility and use that new WAD with Jaguar Doom. That is somewhat suspect though with the way that last paragraph is worded. The approach we are taking with Death Tongue is to do all new assets. Use nothing from Doom except the GPL'ed source. For the tools we are going to release, people will be able to take assets from free wad's or create all their own, and pack up a new WAD for use on the Jaquar. Edited May 1, 2010 by belboz Quote Link to comment Share on other sites More sharing options...
STGuy1040 Posted May 1, 2010 Share Posted May 1, 2010 (edited) Thank you, thank you, thank you! I've been waiting for something like this to surface! I plan on dabbling with this when time permits. Edited May 1, 2010 by STGuy1040 Quote Link to comment Share on other sites More sharing options...
STGuy1040 Posted May 1, 2010 Share Posted May 1, 2010 Email me at this address, attach a photo of your jag cart and I'll send you them. You can't steal what you already own, once replied to emails will be deleted, you will remain anonymous. mattsmith(at)gmx.com I own a copy of Doom for Jaguar, so this is good to know. Quote Link to comment Share on other sites More sharing options...
neo_rg Posted May 3, 2010 Author Share Posted May 3, 2010 OK, I had a check through the shareware wad that came with doom. A few things are missing from it, Cacodemons and flying skulls are not there. BFG is missing, and it only contains the sprites needed for the few levels, pickup objects and decorations. That is just the start of the missing stuff there is a whole lot more. The Jaguar Doom wad has stuff in it that's not available anywhere else, some more colourful textures and the splat faces. There may be other stuff but I've not really looked into it. Quote Link to comment Share on other sites More sharing options...
neo_rg Posted May 5, 2010 Author Share Posted May 5, 2010 Here is a very small map offset and decimal to hex calculator. If you've read the tutorial you'll know how to fill it out, the good thing is it now converts the decimal values to hex, so it saves you using the 010 Editor's base converter. You'll need Microsoft Excel to use it, and maybe have to instal extended formulas to make it work. Fill out the grid and print it out, should save a bit of time. Still working on other tutorials, will post them when they are done. MAPCALC.ZIP Quote Link to comment Share on other sites More sharing options...
ovalbugmann Posted August 3, 2010 Share Posted August 3, 2010 (edited) I have re-read this thread and the one sh3-rg made for evaluating the Doom2 level hacks for Jaguar done by neo_rg and I downloaded the tutorials here,... now to try to understand what to do and how to do it!! I don't know but I'll try! Edited August 3, 2010 by ovalbugmann Quote Link to comment Share on other sites More sharing options...
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