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- Patch File for HHE v1.0
-
- # The first line in any HHE patch file must always be the one listed above.
- # Although the version number may change, the first line is used to tell if
- # this is actually an HHE patch file or not.
-
- # Any line that starts with a '#' symbol is a comment line, and is ignored
- # when the patch file is loaded.
-
- # The next two lines are required so that HHE knows what version of Heretic
- # this patch was created with, and the format of the patch file. They
- # should also be near the front of the patch file, before any of the
- # actual patch information.
-
- Heretic version = 10
- Patch format = 1
-
- # Now comes the actual patch information. The information is divided into
- # sections according to what type of information it is. For example, first
- # we start with the line "Thing 1 (Crystal Vial)". From then on until HHE
- # reached another type of information (like Sprite or Text or something)
- # it considers everything to be related to Thing 1. The info can be in any
- # order, although it's a wise idea to keep the Text strings at the end of
- # patch file, because if there is an error it's very difficult for HHE to
- # recover from the Text section.
-
- # So, first off there is a Thing with some information here. The Thing
- # happens to be Thing #1, and it's called "Crystal Vial" inside HHE.
- # Anything after the object number (1 in this case) is totally ignored by
- # HHE, so I could have changed it to
- # Thing 1 (Small Red Frog)
- # and nothing would have happened differently. If you DO change the name,
- # it will NOT be changed in HHE. The name is just there for your own
- # reference as to what Thing 1 really is.
- # Once we know what we're dealing with (Thing 1 in this case) there are
- # a number of different field names that can appear. All of them are
- # shown in this example Thing, along with the correct names. Only those
- # fields that are actually changed need appear, so something like
- # Thing 1 (Crystal Vial)
- # Hit points = 2
- # is perfectly valid. Also note that you don't need the space on both
- # sides of the equals sign, it's just there for easier reading right now.
- # Hit points=2
- # would work just as well.
-
- Thing 1 (Crystal Vial)
- ID # = 1
- Initial frame = 17
- Hit points = 2
- First moving frame = 18
- Alert sound = 12
- Reaction time = 7
- Attack sound = 13
- Injury frame = 19
- Pain chance = 8
- Pain sound = 14
- Close attack frame = 20
- Far attack frame = 21
- Burning frame = 24
- Death frame = 22
- Exploding frame = 23
- Death sound = 15
- Speed = 3
- Width = 262144
- Height = 327680
- Mass = 9
- Missile damage = 6
- Action sound = 16
- Bits 1 = 10
- Bits 2 = 11
-
- Thing 4 (Bag of Holding)
- ID # = 2
- Hit points = 3
- Speed = 4
- Missile damage = 5
-
- # Next we have Sounds. These are done pretty much the same way as Things.
- # There is no specific name for any of the sounds, so nothing appears in
- # parentheses behind "Sound 1". Note that there are 3 fields here that do
- # NOT appear in the Sound editing screen in HHE, the "Unknown x" fields.
- # You can actually put information into the patch files that HHE normally
- # doesn't allow you to edit. Of course, it probably will accomplish
- # nothing, otherwise I would have put that information into HHE. :)
-
- Sound 1
- Name = impat1
- Special = 1
- Value = 2
- Unknown 1 = 4
- Unknown 2 = 5
- Unknown 3 = 6
- One/Two = 3
-
- # And here is the Frame layout. Note once again that there are two unknowns
- # at the end that are not generally accessible through HHE.
-
- Frame 1
- Sprite subnumber = 32770
- Duration = 4
- Action pointer = 5
- Next frame = 3
- Unknown 1 = 6
- Unknown 2 = 7
-
- # The Sprite information is always only two lines, since the Sprite info
- # only consists of one piece of information: an offset into the Text
- # section.
-
- Sprite 0
- Offset = 5768
-
- # Ammo is also pretty sparse, consisting only of the max ammo per item and
- # ammo per power-up.
-
- Ammo 1 (Arrows)
- Max ammo = 2
- Per ammo = 3
-
- # The Weapon object, and its corresponding fields. There is an extra
- # weapon field in Heretic (as opposed to Doom), but it consists only of
- # 0's, so I just labeled it "Unknown frame" and left it out of HHE. Feel
- # free to play around with it and bug me about it if you find anything. :)
-
- Weapon 0 (Staff)
- Ammo type = 1
- Deselect frame = 4
- Select frame = 5
- Bobbing frame = 6
- Shooting frame = 7
- Firing frame = 8
- Unknown frame = 9
-
- # The code pointer information. Again, it follows the same format.
-
- Pointer 1
- Offset = 111168
- Unknown 1 = 1
- Unknown 2 = 2
- Unknown 3 = 3
- Unknown 4 = 4
- Unknown 5 = 5
-
- # And finally, the Text information. This is a little tricky. First of all
- # is the word "Text", to signal that (duh!) it's Text. Next are two
- # integers. The first one is the offset in the Text section to insert the
- # string into. The second is the length of the string (in bytes, or
- # characters). Then, starting on the next line is the string itself.
- # It better be the correct length, or everything from then on gets screwed
- # up pretty badly (likely HHE will abort loading the patch).
-
- Text 3600 20
- Dumb Doomcom buffer!
-