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Text File | 1994-04-30 | 130.7 KB | 2,912 lines |
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- ** Table of Contents **
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- Introduction . . . . . . . . . . . . . . . . . . . . . . 3
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- Printing the Documentation . . . . . . . . . . . . . . . 3
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- Special Thanks . . . . . . . . . . . . . . . . . . . . . 3
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- Software Installation . . . . . . . . . . . . . . . . . . 4
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- Install Sub-menu . . . . . . . . . . . . . . . . . . . . 5
- The <ESC> key . . . . . . . . . . . . . . . . . . . . 5
- Shareware version . . . . . . . . . . . . . . . . . . 5
- DOOM(tm) version 102 . . . . . . . . . . . . . . . 5
- DOOM(tm) version 101 . . . . . . . . . . . . . . . 5
- Registered version . . . . . . . . . . . . . . . . . . 5
- Slot Drive . . . . . . . . . . . . . . . . . . . . 6
- Game Drive . . . . . . . . . . . . . . . . . . . . 6
- DOOM(tm) version 102 users . . . . . . . . . . . . 6
- DOOM(tm) version 101 users . . . . . . . . . . . . 7
- Patch Edit options . . . . . . . . . . . . . . . . . . 8
- Use Space-Bar toggle . . . . . . . . . . . . . . . 8
- Use Hot_Key <ENTER> . . . . . . . . . . . . . . . . 9
- Arrows equal <ENTER> . . . . . . . . . . . . . . . 9
- Hot-Edit . . . . . . . . . . . . . . . . . . . . . 9
- Tics per second ratio . . . . . . . . . . . . . . . . 10
- <V>ersion . . . . . . . . . . . . . . . . . . . . . . 11
- <ESC> Exit to Main menu & save . . . . . . . . . . . . 12
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- D-Day Internal Operation . . . . . . . . . . . . . . . . 13
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- D-Day basics . . . . . . . . . . . . . . . . . . . . . . 15
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- Main Menu . . . . . . . . . . . . . . . . . . . . . . . . 16
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- Slot file management . . . . . . . . . . . . . . . . . 16
- Save Game Sub-menu . . . . . . . . . . . . . . . . 17
- <#> Slot number to save as game file . . . . . . 18
- <A> Save all slots as game files . . . . . . . . 18
- <D> Delete slot file . . . . . . . . . . . . . . 18
- Remote player operations . . . . . . . . . . . . . 18
- <T>ransfer slots to floppy . . . . . . . . . . . 20
- <L>oad all slots from floppy . . . . . . . . . . 23
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- Load Game Sub-menu . . . . . . . . . . . . . . . . . . 24
- Loading Multi-player Games . . . . . . . . . . . . 25
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- Copyright (c) 1994, John Ray - All Rights Reserved
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- D-Day Game Saver/Patch program Page 2
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- Patch Sub-menu . . . . . . . . . . . . . . . . . . . . 28
- <PG-UP/DN> file # . . . . . . . . . . . . . . . . . 30
- <CTL-D> Delete . . . . . . . . . . . . . . . . . . 30
- <D>escription . . . . . . . . . . . . . . . . . . . 30
- <S>earch . . . . . . . . . . . . . . . . . . . . . 31
- <R>ename . . . . . . . . . . . . . . . . . . . . . 31
- <E>dit . . . . . . . . . . . . . . . . . . . . . . 32
- <M>ax . . . . . . . . . . . . . . . . . . . . . . . 38
- <P>layer . . . . . . . . . . . . . . . . . . . . . 39
- <C>lone . . . . . . . . . . . . . . . . . . . . . . 39
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- Game Saving/Patching Procedures . . . . . . . . . . . . . 41
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- Multi-Player floppy test . . . . . . . . . . . . . . . . 42
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- Loading and saving non-DOOM(tm) WAD file games . . . . . 43
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- Ordering the registered version of D-Day . . . . . . . . 45
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- D-Day Block Diagram . . . . . . . . . . . . . . . . . . . 46
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- Automating D-Day Operation with Batch files . . . . . . . 47
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- Status and Error Messages . . . . . . . . . . . . . . . . 48
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- D-Day Disclaimer / User agreement . . . . . . . . . . . . 50
- Software license . . . . . . . . . . . . . . . . . . . 50
- Network, serial link, and modem games . . . . . . . . 50
- Software ownership / distribution . . . . . . . . . . 50
- Shareware version . . . . . . . . . . . . . . . . . 51
- CD ROM Distribution . . . . . . . . . . . . . . 51
- Registered version . . . . . . . . . . . . . . . . 51
- Modified software . . . . . . . . . . . . . . . . . 51
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch Program Page 3
-
-
- ** Introduction **
-
- Please read the license agreement at the end of this document
- before installing or running D-Day. For comments or error
- reports my Internet mail address is 'jray@castle.com' or
- 'jray@castle.uu.holonet.com'.
-
- DOOM is a trademark of id Software Inc.
-
- D-Day is a menu driven utility for DOOM(tm) that allows
- saving up to 60 single or multi-player games, plus a patch
- utility for editing all weapons and attributes for single or
- multiple player games. The patch utility features a full screen
- editor with a selection of options to customize the editor to
- the user's personal preferences.
- D-Day started out as a simple game saver written for a friend
- to allow him to save more than four games. Over the last few
- months it has grown into what you see now.
- Although you can use D-Day as the ultimate cheating tool, it
- is not specifically designed for this purpose. The original
- reason for adding the patch capabilities was to allow players in
- multi-player games to have enough ammo, weapons etc. to survive.
- In a two player game each player can usually find enough
- health and ammo, but in a three player game it gets tougher. In
- a four player game you are hitting the space-bar every other
- minute. If the players have agreed to leave the game if they are
- killed, a game will not last very long. By adding ammo and
- health you can usually play a game under these rules for quite a
- long time. In other words D-Day allows you to create game
- scenarios other than just hitting space-bar when you die.
-
- This manual is written to allow all levels of users to
- install and operate the program. So all you power users out
- there, have a little patience if the documentation refers to
- subjects that seem obvious to you, or if it is a bit redundant
- at times.
- ** Printing the Documentation **
-
- To print the documentation type: PRINT DDAY.DOC <ENTER> at
- the DOS prompt. If your printer is connected to a port other
- than LPT1: or PRN:, enter the device to print to, otherwise hit
- <ENTER>.
- ** Special Thanks **
-
- I would like to take this opportunity to thank Roger Barrett
- for allowing me to use his personal network system for
- development and testing of D-Day, and to Tom Burnett for
- repeated programming advice.
-
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch program Page 4
-
-
- ** Software Installation **
-
- Shareware version:
-
- You must copy D-Day and it's associated files to the drive
- and directory where DOOM(tm) and it's related files are located.
-
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- Registered version:
-
- If you have the registered version of D-Day you may install
- and run it on any drive and directory by simply copying the
- files to this location. However, this will require you to move
- to the D-Day directory area and back to the DOOM(tm) working
- directory every time you want to run D-Day.
-
- Note: In all cases D-Day must be initiated from the drive and
- directory where it is located. Commands such as: E:\dday etc.
- will bring up the program, but it will look for it's operation
- parameter data file at the drive and directory where you are
- located when the program is started. This will happen even if
- the data file is somewhere in your path. Although you can run
- 'I' install each time, you would end up with DDAY.DAT files in
- every directory you did this from. Tacky! This is the reason we
- recommend installing D-Day in the same directory as DOOM(tm).
- For now, let's assume you have installed DOOM(tm) on drive D:
- in a directory called DOOM. Here are two ways to copy the files
- over:
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- If you are at the DOS prompt and are installing from floppy
- drive A:
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- From any drive or directory:
- copy a:*.* d:\doom <ENTER>
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- From the DOOM(tm) directory on drive D:
- copy a:*.* <ENTER>
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- If you are installing the software from floppy drive B, you
- will replace the a:'s in the above examples with b:'s . If you
- have installed DOOM(tm) on drive C:, replace the d:\doom with
- c:\doom.
-
- Here is one last example:
- Let's say you have DOOM(tm) installed on drive E: in the
- directory \GAMES\DOOM and you are installing from drive B.
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- From any drive or directory:
- copy b:*.* e:\games\doom <ENTER>
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch Program Page 5
-
-
- ** Install Sub-menu **
-
- To run D-Day, make sure you are in the directory where D-Day
- is located and type: dday <ENTER>. If you are running the
- registered version of D-Day, you will be placed at the Install
- D-Day menu the first time you run it.
-
- IMPORTANT!
- The <ESC> key is one of the most important keys in D-Day. It
- is used as a multi-purpose key allowing non-destructive escape
- from most procedures. It is used for everything from aborting
- incorrect input to skipping entry selections. It is also used to
- abort error displays. In cases where D-Day displays an error or
- status message it will usually leave the error message displayed
- until the <ESC> key is hit. This ensures you won't miss it, and
- you won't have to wait for timed error messages to time out.
-
- Shareware version:
- In this document we will refer to DOOM(tm) versions 1.1 and
- 1.2 as versions 101 and 102 respectively since this is the way
- they are referenced internally by DOOM(tm).
- If you are using the shareware version of D-Day, there is no
- installation menu. D-Day will create a game directory for it's
- use called GAMES just below the directory where DOOM(tm) is
- located for DOOM(tm) version 102, and just above the DOOMDATA
- directory on drive C for DOOM(tm) version 101. Although this is
- transparent to the user we will illustrate for clarity.
- If DOOM(tm) is located on drive D in the DOOM directory, the
- directory tree would be as follows.
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- DOOM(tm) version 102:
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- D:\DOOM_
- \_GAMES
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- DOOM(tm) version 101:
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- C:\DOOMDATA_
- \_GAMES
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- The D-Day shareware version will prompt you to enter DOOM(tm)
- version 101 or 102 when run. If you are using the shareware
- version you may skip the following installation procedures.
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- Registered version:
- There are several attributes regarding the operation of D-Day
- that are stored in the DDAY.DAT data file created by the install
- routine. You must finish the installation procedure for D-Day to
- operate properly on your system. The menu choices are:
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch program Page 6
-
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- ** Install Sub-menu **
-
- <1> Slot Drive - C:
- <2> Slot Path -
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- <3> Game Drive - C:
- <4> Game Path -
-
- ** Patch Edit options **
- <5> Use Space-Bar toggle - N
- <6> Use Hot-Key <ENTER> - N
- <7> Arrows equal <ENTER> Y
- <8> Hot Edit - N
- <ALT-9> Tics per second ratio - 1.000000
- <V>ersion - 101
-
- <ESC> Exit to Main menu & save
-
-
- The 'slot drive' and path is where DOOM(tm) stores it's 'slot
- files'. These are DOOMSAV0.DSG through DOOMSAV5.DSG for slots 1-
- 6 respectively. D-Day must know where these are in order to save
- and load them as 'game files'. This must be where DOOM(tm) is
- located for version 102, and C:\DOOMDATA for version 101.
- The 'game drive' and path choices are up to you although I
- recommend selecting the same drive with a directory named GAMES
- placed just below the DOOM(tm) directory for DOOM(tm) version
- 102 and just below the DOOMDATA directory for version 101.
-
- You should read the examples for both version 101 and 102
- regardless of which version you have installed. Some of the
- concepts relate to both versions.
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- DOOM(tm) version 102 users:
-
- Here's an example. If DOOM(tm) is installed on drive C: in
- the DOOM directory, this is what you should enter for the above
- suggestion:
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- <1> Slot Drive - C:
- <2> Slot Path - \DOOM
-
- <3> Game Drive - C:
- <4> Game Path - \DOOM\GAMES
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- Copyright (c) 1994, John Ray - All Rights Reserved
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- D-Day Game Saver/Patch Program Page 7
-
-
- If DOOM(tm) is installed on drive D: in the GAMES\DOOM
- directory and you want the D-Day games to be stored in a
- directory called GAMES just below it, this is what you should
- enter.
-
- <1> Slot Drive - D:
- <2> Slot Path - \GAMES\DOOM
-
- <3> Game Drive - D:
- <4> Game Path - \GAMES\DOOM\GAMES
-
-
- Here is the above example with the GAMES directory placed on
- drive C: just below the root directory.
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- <1> Slot Drive - D:
- <2> Slot Path - \DOOM
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- <3> Game Drive - C:
- <4> Game Path - \GAMES
-
- Note: The last example shows how you can place the D-Day
- 'game files' anywhere you choose. However, it should be done in
- a fashion that makes it obvious the files are D-Day games files.
- In the first two examples, the D-Day game directory was placed
- below the DOOM directory. In the last example the GAME directory
- is all by itself and it might be misinterpreted by you, or other
- users, as a place to stick all kinds of games! It would have
- been better to name the directory DDGAMES, DGAMES, or DMGAMES in
- this example. The D-Day games directory should only contain
- D-Day 'game files'. D-Day has a routine to distinguish other
- files as invalid games files. However, there is no reason to
- fill up the directory with garbage that is not relevant to
- D-Day.
-
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- DOOM(tm) version 101 users:
-
- These are the same examples as above, but for version 101
- users. If DOOM(tm) is installed on drive C: in the DOOM
- directory, this is what you should enter for the above
- suggestion:
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- <1> Slot Drive - C:
- <2> Slot Path - \DOOMDATA
-
- <3> Game Drive - C:
- <4> Game Path - \DOOMDATA\GAMES
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch program Page 8
-
-
- Here's another example showing the GAMES directory placed on
- drive D: just below the root directory.
-
- <1> Slot Drive - C:
- <2> Slot Path - \DOOMDATA
-
- <3> Game Drive - D:
- <4> Game Path - \DDGAMES <- This tells you this is for D-Day
-
- For the path entries, a reverse slash should be placed at the
- start of the line and between each directory entry without
- entering any spaces. There must not be a reverse slash at the
- end of the entry. Here's an example showing the GAMES directory
- placed just below DOOM.
-
- Correct:
- \DOOM\GAMES
-
- Incorrect:
- DOOM\GAMES <- there should be a reverse slash at the start
- \DOOM\GAMES\ <- should not have the reverse slash at the end
- \ DOOM \ GAMES<- should not have spaces in the entry
- /DOOM/GAMES <- regular slash, use the reverse slash key
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- Once you have entered the correct values for your version of
- DOOM(tm) move on to the next section.
-
- The next entries are the same for version 101 and 102 of
- DOOM(tm).
-
- ** Patch Edit options **
- <5> Use Space-Bar toggle - N
- <6> Use Hot-Key <ENTER> - N
- <7> Arrows equal <ENTER> Y
- <8> Hot Edit - N
- <ALT-9> Tics per second ratio - 1.000000
- <V>ersion - 101
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- <ESC> Exit to Main menu & save
-
- Items 5 through 8 allow you to customize the operation of the
- full screen patch editor. If they are all set to 'N', you will
- be required to hit <ENTER> after each entry when using the patch
- editor. I will cover each of them and tell you my preferences.
-
- <5> Use Space-Bar toggle:
- This allows use of the space-bar to toggle between 'Y' and
- 'N' ('yes' the attribute is active, no it isn't active) for
- weapons, keys, map, and backpack.
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-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 9
-
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- <6> Use Hot_Key <ENTER>:
- This allows hitting the 'Y' and 'N' keys to make your
- selection and automatically move to the next field without the
- need to hit <ENTER>.
-
- Note: Items 5 and 6 are mutually exclusive. You can only select
- one or the other. D-Day will manage this for you automatically.
- If you have selected Hot-Key <ENTER> and then select Space-Bar
- toggle, D-Day will reset Hot-Key <ENTER> to 'N' and vice-versa.
-
- <7> Arrows equal <ENTER>:
- This allows D-Day to take entry like a spreadsheet in that it
- will accept an entry as valid by simply moving to another item
- via an arrow key. It's a smart <ENTER> though. It will only
- change the item if a value has been entered. This allows the
- arrow keys to move through the screen without affecting entries
- unless you change them.
- When 'Arrows equal <ENTER>' is enabled the <ENTER> key
- acquires an additional function. Hitting <ENTER> without any
- input will tell the patch editor to use the last entered value
- for this entry. Example, if you enter 1200 for bullets, the
- patch editor will remember 1200 as the last entered value.
- Subsequent <ENTER> presses will use 1200 as input for the
- current field. This will only apply if you have not entered a
- new value.
- Using the arrow keys to move will not change the field
- values. This "last entry memory" also applies to the 'Y' and 'N'
- fields if you have also selected 'Hot-Edit'. The editor is
- smart, it will not try to enter 1200 (or any numeric value) in
- the 'Y' and 'N' fields, but instead will use the last entered
- 'Y' or 'N' value. Entering a new value will change the "last
- entry memory" to this new value. The timed attribute fields do
- not have "last entry memory".
-
- <8> Hot-Edit:
- This does two things. First, it allows you to hit the right
- arrow key instead of 'E' to enter the edit mode. Second, it
- allows use of the up and down arrows keys to move from file to
- file. This only happens when you are not in the edit mode. In
- the edit mode the up and down arrows move from field to field,
- as they should.
-
- My preferences:
- I use 'Space-Bar toggle', 'Arrows equal <ENTER>', and
- 'Hot-Edit'. The last two are needed to provide a powerful
- editing environment in my opinion. The first one, Space-Bar
- toggle is a matter of user preference.
-
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 10
-
-
- The last two offer a editing system that is fluid and
- requires a minimum of key strokes. Space-Bar toggle verses
- Hot-Key <ENTER> is subject to personal data input style. It's up
- to you. This is why I included so many options. Remember, D-Day
- is designed to require a minimum of time using this program so
- you can get back to playing DOOM(tm).
-
- <Alt-9> Tics per second ratio:
- This is, if anything, a test of how I could calibrate the
- display of timed events against the error of the DOS clock. If
- you have a system that loses several minutes per hour, this
- might be worth pursuing. If not, who knows. On some motherboards
- the tic clock speeds up when a sound card is installed. The only
- thing that can happen by invoking this function is you will end
- up with a more accurate display of the time left for timed
- attributes. This assumes you can tap your head and rub your
- stomach at the same time.
- If your DOS clock is relatively accurate you might as well
- skip this feature. If you're a glutton for punishment, or just
- plain picky, read on.
- The concept is simple. After boot up, DOS relies on a tic
- count which is a percentage of the system CPU clock. This is at
- best a lousy way to keep time for systems that are not re-booted
- on occasion. However, for short events, a few hours or less, it
- is usually relatively accurate.
- For our purposes this function allows you to see how far off
- your system clock is, and to calibrate the display of timed
- events in D-Day to reflect this error. It does not allow you to
- add more time. It merely shows the real time available verses
- the time displayed without calibration.
- Before we go any further. If you have already started this
- function and want to know how to get out of it, just press any
- key. It will ask for number of seconds. Hitting <ENTER> with no
- input, entering a '0', or any negative number will set the ratio
- to 1.000000 (the default) ie 1:1 ratio.
-
- Unless you know, or want to know if, your system clock is way
- off, (a few percent error or more) there is probably no reason
- to perform this calibration.
- The calibration method is very simple. While holding a stop
- watch that has been reset to 00:00, (a $10.00 digital watch
- folks) hold down the ALT key. While holding down the ALT key,
- press start on the stop watch and '9' on the keyboard exactly at
- the same time (rub your stomach and tap your head).
- '** START **' will appear.
- It's up to you to decide how long to let this run. The
- longer, the better (up to 16.5 minutes - 990 seconds). Anything
- less than two minutes will most likely not yield satisfactory
- results. It just depends on how accurately you start and stop
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 11
-
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- the timer. If you are off by 1/2 second total for starting and
- stopping the timer for a two minute test, this will represent
- almost 1/2 percent error on your part. If the system clock is
- not off by at least this much or more (doubtful) you may
- actually end up with a less accurate display of timed attributes
- than if you had not performed the calibration.
-
- I recommend running the test for about ten minutes. Go get a
- cup of coffee and relax for a few. If you run past the time by a
- minute or two, don't worry. You have up to 16.5 minutes in which
- to screw up.
- When the elapsed time you have selected to use approaches,
- (or time you have to use because you over shot the time) get
- ready to hit any key (the space_bar is fine). Hit the space_bar,
- or whatever, exactly as the second counter goes to the next
- minute. The display will ask you to enter the number of seconds
- used for the test. If your test ran for ten minutes, enter 600.
- If you enjoyed your cup of coffee so much the test ran twelve
- minutes, then enter 720, etc.
- Now you get to see the futility of running the test. If the
- displayed ratio is more than .99 and less than 1.01, there was
- no reason to bother with the test since your system clock is off
- by less than 1% (unless you're picky). If the results are far
- from these figures, it means one of two things. Either your
- system clock is in sad shape, in which case this test was
- needed, or you screwed up the test (rub your stomach, tap your
- head, tap your stomach, rub your head). Which one is it? Who
- knows. Maybe you need to run the test again to be sure. #%^@%$!
- There is one more caveat. I have seen a few motherboards
- (very few) that the system clock runs slower when the system is
- cold, and faster when the system is warm! Hey, aren't these
- suckers supposed to be temperature compensated? Yep, but notice
- the phrase "supposed to be".
- Well, I can't believe I wrote this much about this stupid
- timer routine, but I did.
-
- <V>ersion:
- Hitting 'V' will toggle the display from '101' to '102' and
- back again. This represents the version of DOOM(tm) you are
- installing D-Day for. This must be set correctly or the patch
- utility will not display information about the 'game file'.
- There are a few other things affected that are not applicable to
- the installation. Just make sure this is set correctly.
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 12
-
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- <ESC> Exit to Main menu & save:
- Hitting the escape key <ESC> will display:
-
- Is everything correct (y/N) _
-
- towards the bottom of the screen (see note below). If you are
- satisfied with the data, hit 'Y'. Any other input will be
- interpreted as no ('N'). If you leave the install menu and
- realize you need to get back, just hit 'I' from the main menu.
- This is covered again in the "Main-menu" section. Once you
- select 'Y', D-Day will save all your entries in a data file
- called DDAY.DAT. This is saved in the directory you ran D-Day
- from. If the game directory path you selected to save your 'game
- files' in does not exist, it will be created as D-Day saves the
- data file. D-Day will create the entire directory path, not just
- one level. Make sure your entry is correct. If you intended to
- enter \DOOM\GAMES but instead enter \DOON\GAMES, D-Day will
- create a directory off the root directory called DOON and will
- create the GAMES directory below it. This will function fine as
- far as D-Day is concerned. It doesn't care where your 'game
- files' are as long as it can find them. If you do create an
- incorrect directory path, you should exit to DOS and use the RD
- or RMDIR commands to remove it, or them.
-
- Note: The (y/N) format is used throughout the program. In
- such formats the uppercase character is the default. In this
- case 'N' is the default and 'y' is the only character that will
- override this default.
- After completing the installation procedure, you will be
- placed at the main menu. This is where you will normally start
- when running D-Day. If the DDAY.DAT file should ever be damaged
- or erased, D-Day will automatically place you at the Install
- menu.
-
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 13
-
-
- ** D-Day Internal Operation **
-
- Before we describe the menu operations you need to have a
- basic idea of what D-Day does, how it does it, and why it does
- it. When reading the next few pages you may be thinking to
- yourself "This is a awful lot to remember". Actually most of the
- details are transparent to the user and are handled internally
- by D-Day. It's for your general information and it will enhance
- your understanding and operation of D-Day.
-
- All through this documentation we will be referring to 'slot
- files' and 'game files'. For the purpose of this documentation
- 'slot files' are the game files loaded and saved by DOOM(tm).
- They are the DOOMSAV#.DSG files. The '#' in the previous example
- can be any number from 0-5 which represents slots 1-6 in
- DOOM(tm). If a slot has been saved in DOOM(tm), a DSG file will
- exist for this slot. For example: If you have only saved games
- in slots 1 and 3 there will be two DSG files, DOOMSAV0.DSG and
- DOOMSAV2.DSG. These files are located in C:\DOOMDATA for
- DOOM(tm) version 101 and on the drive and directory where
- DOOM(tm) is installed for version 102.
- 'Game files' are the files saved, patched, and loaded by
- D-Day. When you save a game in D-Day, you actually copy one of
- the 'slot files' to a 'game file' using a new name. The name
- used to save the game is a derivative of the name you typed in
- when you saved the game in DOOM(tm). If you have wondered why
- the 'slot file' names DOOMSAV0.DSG through DOOMSAV5.DSG are not
- the same as the names you saved in DOOM(tm), you probably also
- wondered where those names you saved are stored? They are stored
- in the first few bytes of the 'slot file' for that game. In
- other words, if you saved a game called "I finally beat John" in
- slot 1 in DOOM(tm), the 'slot file' DOOMSAV0.DSG contains this
- name in the first nineteen bytes of the file.
- When D-Day saves a 'slot file' to a 'game file' it extracts
- this internal name and uses it to create a valid DOS filename in
- which to save it. In the above example D-Day would extract the
- name, change spaces to underline characters, and truncate it at
- eight characters long. The resulting name would be: "I_finall"
- DOS will allow lower case letters in a file name but will
- convert them to upper case. For this reason D-Day does not
- bother to convert case. When saved, the resulting file will be
- "I_FINALL". All such files are stored on the drive and path
- selected for 'game files' in the install menu.
-
- Important Note: When saving files in DOOM(tm), don't use any
- special characters that can't be used in DOS filenames (at least
- not in the first eight characters). Rather than list them here,
- there is an easy rule of thumb to follow. If you only use
- letters of the alphabet, and numbers, you are safe. If you use
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 14
-
-
- names like "#@\%@/% that Roger", you are going to be in
- trouble. In fact if you use a name like "John\Roger", D-Day will
- interpret the filename as "JOHN\ROG". D-Day (actually DOS) will
- look for a directory called "JOHN" and try to save the file
- "ROG" in it. If your name is John and you have such a directory
- in existence (many of use do have our names as directories) that
- 'game file' will be rat-holed away for a long time.
- Two more terms we will be using are 'game directory' and
- 'slot directory' these refer to the drive and directory paths in
- which 'game files' and 'slot files' are stored.
- Before describing each of the menus and their options you
- will need to know a little bit about the basic procedure of
- saving, patching, and loading 'game files'. This is only an
- outline. Detailed instructions on each menu's operation and
- features are coming up.
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 15
-
-
- ** D-Day basics **
-
- D-Day's operation is quite simple. It allows the user to save
- any of the 'slot files' created by DOOM(tm) as D-Day 'game
- files'. These are saved in the D-Day game directory for further
- processing or retrieval at a later date.
- After any number of slots have been saved in DOOM(tm) and the
- program has been exited, the user will run D-Day from the DOS
- prompt (it can be loaded automatically by a batch file. The
- procedure for this is towards the end of the documentation).
- They will then save any slots they want to save as 'game
- files' from the 'Save Game Sub-menu'.
- To retrieve the game or games at a later date, run D-Day
- again. The user will then select the "Load saved games to slots"
- menu and select the games they wish to load as DOOM(tm) 'slot
- files'.
- To patch files the user selects the 'Patch game features'
- menu. They can then use the full screen editor to change the
- attributes of their choice. Optionally they can patch additional
- player's attributes if it is a multi-player game.
- After a 'game file' has been patched or edited, it must be
- loaded into a DOOM(tm) 'slot file' from the 'Load saved games to
- slots' menu before it can be played.
- D-Day only allows editing the 'game files' that have been
- saved, not the 'slot files'. This ensures you don't
- inadvertently damage a 'slot file' without the ability to re-
- load it.
-
- There are several menus in D-Day and each has it's own
- function. I have tried to compose the program so all associated
- functions are grouped together. In addition, all menus use a
- uniform method for escape from unintentionally selected options.
- There are many subtle features in D-Day that are not always
- apparent by looking at the menus (although easy to use and
- remember). These are covered as we progress through the
- documentation. We will cover the main menu first.
-
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 16
-
-
- ** Main Menu **
-
- There are five possible selections at the main menu for the
- registered version of D-Day.
-
-
- ** Main-Menu **
-
- <S>lot file management
- <L>oad saved games to slots
- <P>atch game features
- <I>nstall D-Day
- <X> Exit to DOS
-
-
- All "Main-Menu" options except '<X> Exit to dos' place you at
- another menu so we will cover 'X' first. Hitting 'X' will prompt
- you, towards the bottom of the screen, to confirm exit:
-
- Are you sure you want to exit (y/N) -> _
-
- Here is the (y/N) again. This means 'N' is the default
- (capitalized). The only key that will exit the program is 'Y'.
- If you hit 'Y' or 'y' D-Day will close any open files, clear the
- screen, and exit to dos.
-
- Note: D-Day does not require the use of the shift key to enter
- caps. Hitting 'y' will convert your input to 'Y'. You may use
- the shift key or caps key for input, but it is not necessary
- anywhere in D-Day. The closing of files is just redundant code
- supplied as a "just in case" measure. D-Day never leaves files
- open after reads or writes. This is to ensure data integrity
- even after a power failure.
-
-
- <S>lot file management:
- Hitting 'S' or 's' from the main menu will place you at the
- 'Save Game Sub-menu'. This section is used to save and rename
- DOOM(tm)'s DSG files as D-Day 'game files'. You must select any
- slots you wish to save as 'game files' from this menu. A typical
- menu screen might appear as follows:
-
-
-
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-
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-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 17
-
-
- ** Save Game Sub-menu **
-
- Slot 1 - K1END 1 player
- Slot 2 - I4ROGER 2 players
- Slot 3 - S3LAST 3 players
- Slot 4 - INPLAY 1 player
- Slot 5 - ** Empty **
- Slot 6 - NET GAME 3 players
-
- <#> Slot number to save as game file (1-6)
- <A> Save all slots as game files
- <D>elete slot file
-
- ** Remote player operations **
- <T>ransfer slots to floppy
- <L>oad all slots from floppy
- <ESC> Exit to Main menu
-
- Enter choice -> _
-
- The first six lines of the menu are status lines to display
- the internal names of the 'slot files' DOOMSAV0.DSG through
- DOOMSAV5.DSG for slots 1-6. If there is no current game saved in
- a slot '** Empty **' is displayed.
- The number of players involved in the game is displayed to
- the right of the game name. If you have not yet, or don't plan
- to use DOOM(tm) for multi-player games, the number of players
- will be one.
- There are additional status indicators that will be displayed
- to the right of the player info. Some display the progress for a
- particular action and others are error messages.
- Notice the types of names used. When saving a game in
- DOOM(tm) it is important to use games names that are short and
- to the point. You have a maximum of eight characters available
- for use by D-Day. If you are worried about losing the twenty-
- four character description line in DOOM(tm), don't be. D-Day
- allows you to attach a forty character description to each game.
- At present there are only three episodes in DOOM(tm) and each
- of the can be identified by a single letter. K, S, and I are all
- you need. If you want slightly more, then KDD, SOH, and INF
- should do. Follow this with a level number and a short
- descriptive word and you have a name that conveys all the
- information you need in less than eight characters. I4END,
- K6PLAY, S5OOPS, etc are all good choices. Whatever you use,
- stick to it. By the way I use K, I, and S, followed by a number.
- This leaves me the most room for more of a description at the
- end. I also use 'INPLAY' for a game I am currently playing so it
- is easy to find. If you decide to use dates, please put them in
- the D-Day description line, not in the DOOM(tm) slot name.
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 18
-
-
-
- ** Save Game Menu Options **
-
- <#> Slot number to save as game file
- To save a slot as a 'game file' just hit the number of the
- slot you want to save. '** Saved**' should show up to the right
- of the player status. If you try to save an empty slot, nothing
- will happen. If the game name is already assigned to a
- previously saved game the following prompt will be displayed:
-
- Overwrite? (y/N) _
-
- At this point you have two choices, hit 'Y' to overwrite the
- previous game or hit any key to cancel the save.
- If you want to save the game without deleting the previous
- game you can exit to the main menu <ESC>, go to the patch menu
- and rename it to something else, go back to the Main menu, hit
- 'S', and save the slot (this only takes a few seconds). We will
- cover rename in the patch menu section.
-
- <A> Save all slots as game files
- If you want to save all the loaded slots (not empty) as 'game
- files' just hit 'A'.
-
- <D> Delete slot file
- To delete a 'slot file' hit 'D' and D-Day will display:
-
- Slot # _
-
- Enter the slot number to delete and (y/N) will appear. Any key
- other than 'Y' will abort the deletion. Deleting an empty slot
- has no effect.
-
- ** Remote player operations **
- 'Registered Version Only'
-
- Remote operations are primarily designed for multi-player
- games but there is one instance where they can be used for
- single player games. Let's say you want to show a few games you
- have played to a friend. You can use the '<T>ransfer slots to
- floppy' option to put your current 'slot files' on a disk for
- him/her. You can also load previously saved games to slots 1-6
- (<L> from the main menu) and transfer them to a floppy. If your
- friend has D-Day they can use the 'Load all slots from floppy'
- to transfer them to their slots. They can also use the DOS copy
- command to copy them to the appropriate directory. Read the next
- section for more information on the <T> and <L> options.
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 19
-
-
- ** Multi-player Games **
-
- Multi player games are easy to manage with D-Day as long as a
- few rules are followed. One computer on the network or modem
- game should be designated as the 'Main D-Day console'. All this
- means is the same computer should be used to save the games in
- DOOM(tm) and to manage the slots and games in D-Day. By using
- one computer for these operations at all times, you will ensure
- you always know the location of a given 'game file'. This does
- not mean you cannot have several different computers save multi
- player games, it's just easier to manage from one computer.
- Looking at the typical screen above you will notice slot six
- has the name 'NET GAME'. This is the name DOOM(tm) uses for any
- games saved from another computer on the network or modem game.
- If you try to save this game D-Day will respond with
- '* Skipped *'. There are several reasons for this but the main
- reason is to keep D-Day from saving a 'game file' that is not a
- 'computer number 1' 'game file', as a 'computer number 1' 'game
- file' (huh?).
- Saving and loading multi player games requires the use of a
- floppy disk for each remote player on the system. By remote
- player I mean all players except the D-Day console player. A two
- player game will require one floppy, a three player game will
- require two floppies, and a four player game will require three
- floppies (golly! Bullwinkle).
-
- Note: I wish to add routines to D-Day to allow auto file save
- from the remotes but I have yet to find any code in 'C' or a
- good book on IPX interfacing in 'C'. Any suggestions? Perhaps a
- comprehensive document on the IPX protocol would suffice. I
- already have code that could be implemented for modem games but
- I hate to add the additional options to the install menu and the
- floppy override code without implementing IPX support.
-
- The main D-Day console user should learn about all aspects of
- D-Day. The remote user only needs to learn how to use the <L>
- and <S> options in the 'Save Game Sub-menu' (this menu).
- After you have saved one or more games/slots within DOOM(tm)
- and have exited to DOS, run D-Day. The first step is for the
- remote players to copy their 'slot files' to floppy using the
- '<T>ransfer slots to floppy' option.
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 20
-
-
- <T>ransfer slots to floppy (remote players only)
-
- The '<T>ransfer slots to floppy' option is used in multi-
- player games by the remote player to place their 'slot files' on
- a floppy disk for use by the main D-Day console operator
- (computer 1).
-
- When <T> is pressed, D-Day will display:
-
- Drive (A/B) __
-
- Enter either 'A' or 'B'. D-Day will prompt you with:
-
- Slot 1 (y/cr/N) _
-
- Either 'Y' or <ENTER> (cr) means transfer the 'slot file' to
- floppy. Any other key equals no, including the <ESC> key. There
- is a reason for allowing cr (<ENTER>) to equal 'Yes'. The key
- strokes are buffered so you can enter more than one selection
- before you are prompted for the next one. This means if you want
- to copy slots 1, 3, and 6, you can hit the following keys in
- secession:
-
- Slot # 1 2 3 4 5 6
- Press <ENTER> <ESC> <ENTER> <ESC> <ESC> <ENTER>
- Equals 'Yes' 'No' 'Yes' 'No' 'No' 'Yes'
-
- D-Day will copy only slots 1, 3, and 6 to the floppy. When
- done, if you find you have made a mistake and copied the wrong
- files to the floppy, don't worry. Just do it again. When D-Day
- is told not to copy a 'slot file', it looks a the floppy to see
- if that .DSG file is already there. If it is, it deletes it.
- This ensures your floppy only contains files you want the D-Day
- console operator to use. This also saves you the time of looking
- at a floppy to see how many 'slot files' (.DSG files) are on any
- given floppy disk.
- As the 'slot files' are transferred to the floppy the status
- line for each slot will display 'Transferred' to the right of
- the player information. '* No File *' will be displayed if you
- try to transfer an empty slot.
-
- Next, the main D-Day console operator will save the slots of
- their choice (or all) using the <#> 1-6 or <A> option. For
- multi-player games, the main D-Day console user will be prompted
- for a floppy drive for computers 2-4. Yes, you will need those
- floppies in your hot little hands. This is why I am looking for
- IPX interface code in 'C' (or a good book on the subject).
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 21
-
-
- I should explain the difference between players 1-4 and
- computers 1-4. DOOM(tm) expects to see the same file it saved
- when the game is reloaded. If you are the main D-Day console and
- are player number 3, D-Day doesn't care. It will still save the
- file on it's hard drive as coming from computer number 1. The
- main D-Day console is always computer number 1. You might be
- player 3 in the game, but you are still computer number 1 to
- D-Day. All other computers can be assigned as you please as long
- as they are always the same. It is best to make up blank
- formatted floppies for the maximum number of remote players you
- will ever have in one game. You might as well make three, just
- in case. Use either 5-1/4" 1.2meg or 3-1/2" 1.44meg diskettes to
- make sure there is always enough space for six 'slot files'.
- These diskettes need to be assigned to the computer they will be
- used on. If you have names for your computers, label the
- floppies 1-3 with the name or users name on the label in
- addition the computer number. This makes it easy to remember
- which floppy is assigned to which computer.
-
- D-Day names and stores files on the main D-Day console hard
- drive in the following format. Where [gamename] is any valid DOS
- file name:
-
- [gamename] Main D-Day console (computer 1)
- [gamename].CN2 Computer number 2 (any player number)
- [gamename].CN3 Computer number 3 (any player number)
- [gamename].CN4 Computer number 4 (any player number)
-
- The number of files saved will depend on the number of
- players in a given game. A three player game will have three
- files saved, [gamename], [gamename].CN2, and [gamename].CN3. All
- games with extensions are handled by D-Day and are transparent
- to the user.
- D-Day does not care what player number a file is, it just
- needs to make sure saved 'game files' go back to the same
- computer they were loaded from. If any of the remote player
- computers have different floppy types, (ie one has a 3-1/2" and
- another has a 5-1/4"), the main D-Day console will need to have
- both types (duh!).
-
- D-Day will prompt you for a remote player floppy after it has
- saved it's own 'game file'. This will appear at the end of the
- status line for the game being saved. The prompt for computer
- number 2 will be:
-
- NC# 2 drv: __
-
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 22
-
-
- At this point you need to enter either 'A' or 'B'. If you enter
- the wrong drive or if there is an error reading the diskette
- (not formatted, MAC diskette, etc.), D-Day will respond with
- '** Error **'. Hitting <ESC> will re-prompt for the drive.
- Hitting <ESC> additional times will move through the computer
- numbers until the last one (no more players) is displayed, at
- which point D-Day will allow for additional menu options.
- When you are prompted for floppies there are two ways to save
- games. The following swap methods are for 3 or four player
- games. For two player games you no not need to swap diskettes.
- If you are saving only one multi-player game you can just swap
- floppies for each computer as you are prompted for it. In fact
- you can use this method no matter how many game files you are
- saving, but there is a better way. If you are saving multiple
- 'game files' for more than two players the following method is
- the fastest, with the fewest number of diskette swaps.
-
- Let's say you want to save three, 3-player games, in slots 2,
- 4, and 5. Hit 2 and mount the computer 2 diskette when prompted
- for it. When it prompts you for the computer 3 diskette, hit
- <ESC>. This will skip saving the computer 3 'game file' for now.
- Leave the computer 2 diskette in the drive. Next hit 4, followed
- by the drive spec for computer 2 when prompted. Once again, hit
- <ESC> to skip the computer 3 diskette. Now hit 5 and do the same
- as you did for slots 2 and 4. This completes the saves for
- computer 2.
- Now let's save the computer 3 'game files'. Hit 2 and the
- following prompt will appear:
-
- Overwrite? (y/N) _
-
- Since you just saved the D-Day console file (computer 1) a
- minute ago when you saved the computer 2 'game files', D-Day
- wants to make sure you want to overwrite this file. Enter 'Y'.
- When prompted for the computer 2 diskette, hit <ESC>. This will
- leave the computer 2 file intact and skip to the prompt for
- computer 3. Enter the drive for the computer 3 diskette. Now all
- player files (computer number files) are saved for that slot. Do
- the same for slots 4 and 5. Presto, you're done.
- For 4 player games the procedure is the same only you will
- hit <ESC> more times and will have to answer 'Y' twice to the
- 'Overwrite (y/n)' prompt. At this point all your files should be
- saved for patching or retrieval at a later date.
-
- We will cover patching and loading 'game files' in their own
- sections but for now let's assume we have retrieved or placed
- patched 'game files' on floppies for re-loading by the remote
- player.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 23
-
-
- <L>oad all slots from floppy
-
- Once the D-Day console operator has patched or loaded 'slot
- files' onto a floppy for use by the remote player, the 'slot
- files' must be placed back in the slots on the remote player
- computer. The '<L>oad all slots from floppy' option performs
- this function. Since the floppy only contains 'slot files' that
- were selected by the D-Day console operator, all files on the
- diskette are loaded into the slots. The <L> option will
- automatically write over any existing 'slot files' so make sure
- you have saved any slots you might not want to lose as 'game
- files'.
-
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- Copyright (c) 1994, John Ray - All Rights Reserved
-
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- D-Day Game Saver/Patch program Page 24
-
-
- ** Load saved games to slots menu **
-
- Use the <L> option from the 'Main menu' to retrieve stored or
- patched 'game files' and copy them to your slots for access by
- DOOM(tm). Before using this menu, you should make sure you have
- saved any slots you wish to keep as 'game files' from the 'Save
- Game Sub-menu'.
- The following screen shows the prompt line for all six slots.
- When you first enter the 'Load Game Sub-menu' D-Day will only
- display the prompt for slot number one. As you make entries or
- use the up or down arrow keys to select a different slot to
- load, the prompts for each of the selected slots will be
- displayed.
-
- A typical 'Load Game Sub-menu' screen follows:
-
- ** Load Game Sub-menu **
-
- 1-I4ST 10-I7ST
- 2-I6PLAY 2P 11-S2END
- 3-K2END 3P 12-S3END 2P
- 4-K2ST 13-S3PLAY 2P
- 5-I4PLAY 4P 14-S3ST 2P
- 6-I6END 15-S4END 3P
- 7-I6PLAY 2P 16-S4ST
- 8-I6ST 17-S5END
- 9-I7END 18-S5ST
-
- Game # for slot 1: __ Game # for slot 4:
- Game # for slot 2: Game # for slot 5:
- Game # for slot 3: Game # for slot 6:
-
- Although this screen only shows eighteen games, D-Day will
- display up to sixty games on the screen. If you save more than
- sixty games, D-Day will display the first sixty and the rest
- will be ignored. If you save more than sixty games, you need to
- get a life.
- To the right of the game name, D-Day will display the number
- of players (if more than 1). 2P means two players etc (gee!).
- Although most games that display a multi-player status line have
- other files associated with them, they are transparent to the
- user. Sixty 4 player games will result in 240 games files! At up
- to 100k or more each, this is a lot of data! Make sure you have
- room.
- The number of rows and columns of games is adjusted
- automatically until a maximum number of fifteen rows by four
- columns is displayed. D-Day keeps the display looking uniform so
- you will not end up with a single column with 15 games in it.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 25
-
-
- Let's talk once more about naming games in DOOM(tm) for use
- with D-Day. Make them short, and stick to the same naming
- convention. If you have the registered version of D-Day, the
- files are displayed in alphanumeric order. If you name one file
- I4START and another INFFOUR and yet another IFOUREND, the games
- will be displayed in a confusing order. After you get twenty or
- more files saved using this non-strategy, there won't be any
- reason to display the games in alphanumeric order. It just won't
- help much.
-
- Loading games into slots is easy. Just enter the slot number
- you want to load when prompted. The up and down arrow keys are
- used to select the slot you wish to load with a 'game file'. If
- the prompt is at a slot you wish to leave unchanged, the up and
- down arrow keys will move non-destructively through the slot
- choices.
- If you select the wrong floppy drive D-Day will display
- '* Error *'. Just hit <ESC> and re-enter your selection.
- Remember, the <ESC> key is a multi-purpose "get me outta this"
- key. If you are using a registered version of D-Day and are
- loading multi-player games, read the next section.
-
-
- ** Loading Multi-player Games **
-
- The process for loading slots with multi player games is a
- mixture of the above and the floppy swap techniques learned in
- the 'Save Game Sub-menu' section.
- After moving to the slot you wish to use, enter the game
- number to be loaded to the slot. After D-Day has loaded the
- 'game file' into it's slot (computer 1) in the 'slot directory',
- D-Day will prompt you with:
-
- NC# 2 drv:__
-
- Enter either 'A' or 'B' for the floppy to copy the 'game file'
- to. After D-Day has copied (loaded) the 'slot file', if there
- are any additional floppies to load, you will be prompted with
- NC# 3 drv:__ , etc. The technique of using <ESC> to skip files
- is the same as in the 'Save Game Sub-menu'.
- However, if there is no file saved, D-Day will respond with
- '** No File **'.
- Wait a minute! Why does it say '** No File **' when it shows
- it as a multi-player game? There are a few reasons this can
- occur, some intentional and some not. We will discuss the
- reasons for that in a minute, but first let's assume D-Day does
- find all the player files.
- If you wish to load more than one slot you can use the <ESC>
- key to skip players so you will not need to swap the floppy disk
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 26
-
-
- for each file. This is essentially the same as the technique
- used in the 'Save Game Sub-menu'. The only difference is you
- will not be prompted with the 'Overwrite (y/N) _' prompt.
- Since you have already saved the slots as 'game files', there
- is no reason to worry about overwriting a 'slot file'. If you
- screw up, just load the erased 'slot file' back in from the
- saved 'game file'. That's one of the nice features of D-Day.
- Once you have saved 'slot files' as 'game files', there is no
- reason to reserve any of the slots. You can put anything you
- want in them.
- When D-Day loads a remote player game to a floppy diskette it
- does not use the internal name 'NET GAME'. Instead it uses the
- internal name from the player number 1 file with an extension
- representing the computer it is for. For example: The second
- player file for the game 'I4END' would have the internal name
- 'I4END.NC2'. This is the same as the actual file name in the
- D-Day game directory. This lets you see you have loaded a file
- that has been saved or processed with D-Day. Once the file has
- been played and re-saved from DOOM(tm), it will revert back to
- the name 'NET GAME'. This allows you to tell if a game has been
- played and might need to be re-saved or not. If you need to use
- a slot, and a file name like 'S5START.NC3' exists, you can use
- that slot. Due to it's name, you know you have already saved it
- in the D-Day game directory and it has not been played (no
- updates) since it was loaded into that slot.
-
- Ok, let's find out why D-Day might display '* No File *'.
- First you need to know that every DOOM(tm) multi-player 'slot
- file' and 'game file' has information in it for each player. If
- it is a four player game, it has information about all four
- players in each of the four files. This is why D-Day will show
- it as a 2 through 4 player game, even if it does not have all
- the player files saved. It knows the format of the file.
- If you save a game from the 'Save Game Sub-menu' and neglect
- to save (skip) one of the remote player files, it won't have all
- of the files associated with that multi-player game. D-Day is
- smart enough to tell you about this. If you have saved the files
- within the last few minutes you are in luck. You can re-save the
- file off the remote floppy. If not, oh well.
- You may also decide you only want to save the file for the
- first computer (D-Day console). Let's say you are playing a two
- player game and your friend (or foe) decides it's time to go.
- You will notice when they leave the game DOOM(tm) will display a
- message saying player 2 (or whatever) has left, yet you can
- continue to play.
- If one or more players leave the game, there is no reason you
- cannot save your game for later play. If you are the D-Day
- console then just save the game. If you are not the D-Day
- console, but wish to play the game as a single player game
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 27
-
-
- later, save the game anyway! As long as you remember you have
- saved it as a D-Day 'game file', the file is ready to replay.
- This assumes the 'slot file' is not named 'NET GAME' (more on
- this in a minute). However, you will have to play it as a single
- player game. You may run into the other players during the game.
- There is no reason to waste ammo on them. They won't shoot back.
- In fact leave them alone! During the game the some of the
- monsters will be busy killing the other left over players and
- will leave you alone.
- If a multi-player game has been saved, and it was not saved
- from your computer, you will have a 'slot file' with the
- internal name 'NET GAME'. D-Day won't save a slot named 'NET
- GAME' as a 'game file'. There is a good reason for this.
- Whenever you load a single player game with DOOM(tm), it expects
- you are loading a game saved for computer number 1 (computer
- number 1 is my own terminology). If you have ever played a game
- called 'NET GAME' as a single player game, you know what I am
- talking about. See, D-Day has a method to it's madness.
- Anyway, this is why you may not have all the files for a
- multi-player game. D-Day will inform you of this so you can make
- the decision to load the game or not.
-
- Note: If you decide to play a player 1 'game file' of a
- multi-player game as a single player game, don't use D-Day to
- re-save it as a D-Day 'game file' if you want to play it as a
- multi-player game in the future. The reason is, D-Day has a
- 'player file' management routine that will delete all 'player
- files', [gamename].CN2 through [gamename].CN4 when a 'game file'
- is saved, if the player 1 file size, or internal name is
- different from the rest of the player files. This is to ensure
- that you do not end up with files that are not compatible for
- multi-player games.
- Once you play a player 1 'game file' as a single player game,
- your player location and attributes will change. They must be
- the same in all player files! You can save the game with
- DOOM(tm) and re-play it from it's slot as many times as you
- wish, just don't re-save it as a 'game file' with D-Day unless
- you don't intend to play it as a multi-player game in the
- future.
- If you want to play the multi-player game as originally saved
- with D-Day, you will have to use D-Day to reload all the player
- slots first.
-
-
-
-
-
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 28
-
-
- ** Patch Sub-menu **
-
- This is the most complex menu in D-Day, yet it is easy to
- understand and use. The way the full screen editor operates will
- depend on the options selected in the 'Install Menu'
-
- There are 'Patch Sub-menu' features that are only available
- in the registered version of D-Day and I will cover them now.
-
- All optional edit commands: Optional edit commands
- such as 'Space-bar toggle' and 'Hot-Edit' are not
- available. The user must use <ENTER> for input.
-
- Up and down arrow file access: In the registered
- version of D-Day the user can use the 'Up' and
- 'Down' arrow keys to move through the files if
- 'Hot-Edit' is selected. The shareware version only
- allows the 'Page-Up' and 'Page-Down' keys.
-
- Attributes: The shareware version does not have
- access to the 'Plasma rifle', 'BFG', 'Cells',
- 'Max # cells', or the 'Thru-walls/Invincible'
- option. In addition the blue, yellow, and red cards
- are only accessible on the shareware version of
- DOOM(tm).
-
- Max values: The maximum value that can be set for
- 'Health', 'Armor', and 'Ammunition' is 500 in the
- shareware version and 65535 in the registered
- version. The maximum time for timed attributes such
- as 'Berserk' etc. is 6 minutes for the shareware
- version and 32 minutes for the registered version.
- Note: The listed times for timed attributes is based
- on a 1:1 DOS tick timer ratio. This is calibrated
- from the 'Install Menu'.
-
- Patch menu functions: The shareware version has the
- Search, Description, Rename, Delete, Clone, and
- alphanumeric sort options disabled.
-
- The 'Patch Sub-menu' screen displays a wealth of information
- about the selected 'game file'. This is why features such as
- 'Delete', 'Description', and 'Rename' are located in this menu.
-
- Starting at the top left field D-Day displays the game number
- and name. The number assigned to a game is for reference only.
- It is the same as the number in the 'Load Game Sub-menu'. The
- number is assigned when the program is run. If you delete,
- rename, or add files, the number for a given file will most
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 29
-
-
- likely change.
- On the next line, D-Day will display 'Single player game' if
- there is only 1 player, and 'Net game' followed by the number of
- players for multi player games.
- The 'Player' line displays the current player selected by the
- 'Player #', option. This will always be player 1 when the 'Patch
- Sub-menu' is first selected.
- The 'P' key will move through the player screens assuming you
- are viewing a multi-player game. Successive 'P' key presses will
- move to the next player screen until the last player number is
- reached at which point it will revert to player one. Moving to
- another game using 'Page-up' or 'Page-down' (or optionally 'Up'
- or 'Down' arrow if 'Hot-Edit' is selected) will always reset the
- player number to 1.
- The Version flag is to assure you that D-Day recognizes the
- 'game file' as the correct version for the version of DOOM(tm)
- you are using. If the version was set incorrectly in the
- 'Install Menu' for the version of DOOM(tm) you are using, D-Day
- will display '* Invalid *' to the right of the Version label.
- This will also be the case for any other type of file that is
- not a valid D-Day 'game file'.
- If you should inadvertently copy non-game files to the D-Day
- game directory, D-Day will report all invalid files that do not
- have an extension. D-Day ignores extensions when loading the
- game array. The only operation that can be performed on an
- invalid file is 'Delete'. D-Day will not attempt to display
- information about it since there is nothing to display. If you
- copy a non-game file to the D-Day game directory that has an
- extension, you will need to remove it using ERASE in DOS. Do not
- remove any files with the extensions NC2 through NC4. These are
- D-Day remote player 'game files'.
- This should rarely occur, if ever. The only way to put
- non-game files into the D-Day directory is if YOU put them
- there.
- The version checking extends to the <L> option in the 'Save
- Games Sub-menu'. If you try to load a 'slot file' from a floppy
- diskette that is the wrong version, D-Day will display
- '* Version *' to the right of it's slot number status line and
- will not copy the 'slot file'.
- The 'Episode' label is self-explanatory, as is the 'Level'
- flag. The 'Skill' level labels are for my own amusement. The
- skill levels are: 'Wimp' (I'm too young to die), 'Not too rouge'
- (Not too rough), 'Hurt me please' (Hurt me plenty), 'Ultra
- violins' (Ultra violence), and 'Kiss your butt (goodbye)'
- (Nightmare).
- The 'Time' label was a pain! The format is simple, it's just
- weird. Anyway, the 'Time' label should always be within a second
- of what DOOM(tm) displays. In addition, if you have played for
- more than one hour, time will display the correct time. This is
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 30
-
-
- in addition to the classic 'SUCKS'. Keep in mind the displayed
- time accuracy is dependent on the accuracy of the DOS tick
- timer. I did not add a routine to adjust the displayed time to
- reflect the real time based upon the 'Ticks per second ratio'
- option in the 'Install menu' as I did for the timed attributes
- such as 'Berserk' etc.
-
-
- <PG-UP/DN> file #
-
- To move through files one by one, use the 'Page-up' and
- 'Page-down' keys. D-Day will automatically stop when either the
- first or last game is reached. If you have the registered
- version of D-Day you can also use the 'Up' and 'Down' arrow keys
- if you have selected the 'Hot-Edit' option in the 'Install
- Menu'.
-
-
- <CTL-D> Delete (registered version)
-
- Holding down the <CTRL> (control) key while pressing 'D' will
- prompt the user towards the bottom left of the screen with:
-
- Delete game - are you sure (y/N) -> _
-
- Hit 'Y' to delete the currently displayed 'game file', any other
- key will abort the deletion. D-Day will delete all associated
- files for all players if a multi-player game is displayed.
-
-
- <D>escription (registered version)
-
- D-Day allows you to add a description up to 40 characters in
- length to saved games. Press <D> and D-Day will prompt you with:
-
- Game description:_________________________________________
-
- You can type any text you want here. If D-Day will let you type
- it, D-Day will store it in the description line. As with all
- other input prompts in D-Day, <ESC> will abort input. If you add
- a description to the wrong game or decide you don't want a
- description for this game, just hit <D> followed by <ENTER>.
- This will replace the description with ** No Description **'.
- After you get a few descriptions added to games you might
- find yourself looking for a 'Description' file. Don't bother,
- there isn't one. D-Day tags the description onto the end of the
- player 1 'game file'. DOOM(tm) doesn't seem to care and it makes
- description file updates for additions, deletions, renames, etc.
- totally unnecessary. Instant file management.
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 31
-
-
- Note: Don't add a description until all player files have
- been saved as 'game files'. This changes the size of the player
- 1 file by 42 bytes. Doing so will cause D-Day to refuse to load
- the additional player files and display '** Size **' since the
- size is different. This is actually a hard situation to get
- into. You would have to abort the 'Save Game Sub-menu, select
- the 'Patch menu', and then re-select the 'Save Game Sub-menu' to
- create this scenario. This is just mentioned as a caution for
- your information.
-
-
- <S>earch (registered version)
-
- To search the game array for a particular game, hit 'S'.
- D-Day will display:
-
- Search for -> ________
-
- This is an instring search which simply means it will search
- for an occurrence of the input text in any position within a
- game name.
- If it finds a match, D-Day will make it the current 'game
- file' and will display it's statistics. If it does not find the
- selection you are looking for on the first match, hit 'S' once
- again followed by <ENTER>. This will continue the search from
- the current position in the game array and will attempt to find
- another match. If several matches are found, you can continue to
- hit 'S' <Enter> until no more matches are found at which point
- D-Day will respond with '** Not found! **'. This will display
- for 1.5 seconds on top of the search prompt. Example: If you
- input 'KDD' the search would find a match on: KDD1, KDD12,
- JOHNKDD, NEWKDD13, etc. To end or abort a search at any time
- just hit <ESC>.
- Search can also search for text in game descriptions. Just
- put a period '.' as the first character in the search string.
- Example: In input of '.ROGER' would search all 'game file'
- description lines for 'ROGER'.
- It is not case sensitive so '.ROGER' would also find 'Roger',
- 'roger', or even 'RoGeR'. This is a nice feature since a game
- name does not always tell you much. As with the standard game
- name search, 'S' <ENTER> will search for additional occurrences.
-
-
- <R>ename (registered version)
-
- The rename function is just that. Hit 'R' and D-Day will
- display:
-
- New name:________
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 32
-
-
-
- Type in a new name and hit enter. All done. Once again, <ESC>
- will abort rename.
- Rename is very simple to use but performs quite a few
- functions. First, input is limited to legal DOS names. (Although
- you can put spaces in a legal DOS name, D-Day will not allow
- this. Instead it will replace all spaces with the underline
- character '_'). Second, it not only renames the player 1 file
- but all associated players files. It also replaces the internal
- name in all of the player files. Last, it re-loads the game
- array and makes the newly named file the current file.
-
-
- <E>dit (or Right-Arrow on the registered version)
-
- At last, the reason we selected the 'Patch Sub-menu'. Editing
- is easy but there are so many editor option combinations there
- ends up being several ways to go about it. I will goes through
- the basic editing options first.
- After hitting 'E', D-Day will place a cursor at the 'Health'
- field. If you have the registered version of D-Day you can enter
- any number between 0 and 65535. For shareware versions the
- maximum is 500. If you enter a value higher than the maximum
- allowed, D-Day will set it to the maximum automatically.
- If you have the shareware version, or you have not selected
- the 'Arrows Equals <Enter>' option for the registered version,
- hit <ENTER> to save your selection.
-
-
- Editing Options (registered version)
-
- If you have selected 'Arrows equal <ENTER>' you can use an
- arrow key instead of <ENTER> to confirm your entry. The <ENTER>
- key takes on an additional meaning when 'Arrows equals <ENTER>'
- is selected. Hitting <ENTER> without entering a value in a field
- will tell D-Day to use the last entered value. If there was no
- last entered value since D-Day was started, it will use the
- maximum value allowed. The 'Last entered value' memory is
- retained until D-Day is exited.
-
- The 'Space-Bar toggle' and 'Use Hot-Key' options are for the
- 'Y' and 'N' fields. If you have selected 'Space-Bar toggle' then
- hitting the space-bar will toggle between 'Y' and 'N'. Hitting
- <ENTER> (or an arrow key if 'Arrows equal <ENTER>) will enter
- your selection. If 'Arrows equals <ENTER>' and 'Hot-Edit' have
- been selected, subsequent <ENTER> presses will use the last
- entered selection for the next entry field.
- If you have selected 'Hot-Key', then as you press 'Y' or 'N'
- D-Day will enter the selection and move to the next field. Other
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 33
-
-
- attributes are the same as for 'Space-Bar toggle'.
-
- If you have selected 'Hot-Edit' you can use the 'Right-
- Arrow' key to enter the edit mode. When not in the edit mode,
- 'Up' and 'Down' arrows act like the 'PG-UP' and 'PG-DN', moving
- you from file to file. 'Hot-Edit' is also required for some of
- the advanced features mentioned earlier.
-
- Try editing with the following options enabled at first and I
- think you will not want to change them:
-
- 'Use Space-Bar toggle'
- 'Arrows equal <ENTER>'
- 'Hot-Edit'
-
- This will give you all of the advanced editing features.
-
- Ok, now that we're done with the editor options, let's get
- back to the editor.
-
- Once you are in the edit mode, using the arrow keys will move
- the cursor up, down, right, and left through the input fields.
- This is a non-destructive movement meaning the current values do
- not change as long as no values are entered.
- When the editor passes the bottom right field it wraps around
- to the top left field and vice versa. It will also wrap from
- right to left or left to right. When is moves past the bottom
- row it moves to the next right hand column at the top row.
- The timed attributes fields do not take advantage of the
- advanced editor options and require inputing a value followed by
- <ENTER>.
- The 'Thru walls' byte is toggled from 'Off' to 'Thru walls'
- to 'Invincible' to 'Both' and back to 'Off' by using the
- space-bar. More on the 'Thru walls' byte coming up.
-
- When you are done editing, hit <ESC>. D-Day will respond in
- the lower left section of the screen with:
-
- Save modification (y/N) -> _
-
- If you hit 'Y' the changes you entered will be saved to the
- 'game file'. This only changes the attributes of the player
- number displayed in the 'Player ->' field. If you have the
- shareware version of D-Day this will always be player 1.
- If you hit <ESC> again (or any other key except 'Y') the
- editing will be aborted. You will notice the screen does not
- revert back to the original values. Instead it still displays
- the values you have just entered. There is a reason for this.
- This will be explained in the 'Clone' section coming up. If you
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 34
-
-
- meant to save the input but have aborted the edit by mistake,
- just hit <ESC> again and answer 'Y' to the 'Save modifications'
- prompt.
- If you have aborted due to selecting and editing the wrong
- file, just go to the new file you want to edit. The values you
- just input will not be saved to the 'game file'. If you want to
- edit the same file but want to see what the original values
- were, just hit the 'P' key until the current player you were
- editing is re-displayed. This will reset the values. Another way
- is to hit <S> for search and search for the current file. When
- it finds it will display the original values. See the 'Clone
- function' for more details.
-
- Now that we know how to use the editor, let's describe the
- fields.
-
- The 'Health' field is a special case and I need to explain a
- few problems when entering values larger than 199. You can enter
- a value of 65535 (or 500 for the shareware version) and have
- access to all of it, with the following limitations.
- The first problem is, if you pick up a blue health sphere or
- blue vial your health will revert to a value of 199. This may be
- cast in stone. I have not been able to find any bytes in the
- .DSG files that can overcome this. If anyone knows where to
- patch a .DSG file to set the maximum allowed value for health,
- I'd sure like to hear from you.
- Don't worry about 'Med-kits' and 'Stim-packs'. They only
- affect the total if DOOM(tm) displays your health as being below
- 100. In other words, if it's a white box, don't worry. If it's
- blue, look out. Don't worry about 'Berserk packs' or
- 'Invincibility spheres' either, unless you have set a value to
- their timed attributes. More about this later.
- The second problem is not as hard to overcome. Unlike most
- attributes in a 'game file', the health value is stored in two
- places for each player in a given 'game file'. The first one is
- a cinch to find. The second one is a pain to find. Without
- getting into a detailed explanation of how D-Day attempts to
- find the second health patch area, let's just say it looks for a
- byte pattern. If it finds it, then it proceeds with the patch.
- If successful, D-Day will display:
-
- Successful health patch 1
-
- Otherwise it will not display anything. The 1 at the end stands
- for player number 1. If nothing is displayed, the 'game file'
- has not had it's second health area patched.
- There seems to be more than one possible byte sequence to
- search for and D-Day currently only knows about one of them. For
- this reason, although D-Day will patch the first health patch
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 35
-
-
- area for all players, it will only attempt to find the second
- health patch area for single player games. Due to the
- possibility of not finding the correct byte sequence for all
- players in a given game, D-Day will not attempt to patch the
- second health area in multi-player games. If I can identify the
- rest of the byte patterns, I will include this feature in a
- future release.
- The code to search and patch this second health area for
- multi-player games is already in place. It is just turned off
- for multi-player games. This is the reason for the '1' at the
- end of the 'Successful health patch' display.
- Here's the reason the second health patch area is important.
- Even if the second health area is not patched, it will appear as
- if it succeeded when you play the game. The display will show
- the value you selected. This is no indication you have what is
- displayed! Such games will play until you have lost the amount
- that was displayed before you patched the 'gamefile' and then
- you will die. Sometimes hitting space-bar will bring you back,
- other times you will come back as the living dead and you won't
- have any weapons. If you pick up a stim-pack etc., it will look
- as if you are ok, but you will still have no weapons.
- In any case all is not lost. Even if D-Day does not patch the
- second health area you still have a chance. If you can get to
- the exit and move to the next level before any player loses all
- of their originally displayed health, you will not have this
- problem in the next level.
- Remember just because you move to the next level does not
- mean you can pick up 'Blue health spheres' or 'Blue vials'.
- These suckers are poison when you have a very high health level.
- You will ALWAYS revert to 199 if you touch these.
-
- Note: The health attribute is the only one with this strange
- behavior. All other displayed values are usable in their
- entirety. I should mention at this point DOOM(tm) will not
- display values over 999. Don't worry, it's still there. A value
- of 65535 will display as 535. When the display passes 0 it will
- start counting down from 999. This will happen 65 times before
- it actually reaches 0.
-
- All attributes except keys (cards and skulls), the computer
- map, and the backpack will transfer to the next level.
-
- The 'Armor' attribute is like the 'Health' attribute in that
- if you have 200 units or more, you can't add more by picking up
- the 100% or 200% armor. In fact you can't pick them up. Other
- than that, there is nothing to worry about. Go ahead and pick up
- the 'Armor bonus helmets'. They will add 1 to the total for each
- one even if your armor is set high.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 36
-
-
- All of the weapon attributes are the same. You either have
- them or you don't. The shareware version of D-Day does not have
- access to the 'Plasma rifle' or the 'BFG'.
-
- Each piece of ammunition has two attributes. The quantity you
- have and the maximum quantity you can have. The second one
- affects your ability to pick up ammo that is laying around. For
- example, if you were to set 'Bullets' to 2000 and
- 'Max # Bullets' to 1000, you will still have 2000 rounds. But
- you will not be able to pick up any more until the total drops
- below 1000, and even then only until the total reaches 1000
- again.
- An interesting twist on a multi-player game is this. Set your
- ammunition values rather low and set you max-ammunition values
- high. Now, the player who is the best a finding ammunition will
- end up with a lot, leaving his/her opponents in deep guacamole.
-
- The shareware version of D-Day does not have access to
- 'Cells' or 'Max # cells'.
-
- As mentioned earlier the keys, (both cards, and skulls), do
- not transfer to the next level (unless you're playing multi-
- player 'Death-match'). The easiest way to get around this is to
- save the game right after moving to the next level, add the keys
- with D-Day, and then reload the game.
- The Shareware version of D-Day only allows access to
- selecting the card keys for the KDD level of DOOM(tm).
-
- The computer map does not transfer to the next level.
-
- The timed attributes are input in minutes and tenths of
- minutes. The displayed times will be based on the ratio supplied
- when the 'Tics per second ratio' was selected in the 'Install
- Menu'. If the calibration was not performed, the max value for
- the shareware version of D-Day is 6.0 minutes, and 32 minutes
- for the registered version. If calibration was performed, the
- max displayed value will be higher or lower depending on the
- ratio obtained.
- In any case if the calibration was performed the value shown
- should be quite accurate. If not they will still be close,
- unless your motherboard is sick.
- All of these attributes will transfer to the next level but
- there is one thing to watch out for. Picking up items that
- affect timed attributes will reset the value to the time alloted
- to that item. For example, if you set the 'Radiation suit' value
- to 15 minutes and pick up a 'Radiation suit' during the game,
- DOOM(tm) will reset the timer to the value alloted by the suit
- (approx 1 minute). The same goes for the 'Berserk pack', 'Light
- amplification box', 'Invisibility sphere', and the
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 37
-
-
- 'Invincibility sphere'. So be careful.
- If a value higher than the max value is selected, D-Day will
- insert the highest value allowed.
-
- The 'Thru walls' byte is named 'Thru walls' by me. The actual
- names used in DOOM(tm) for it's functions are not very
- descriptive (clipping, degreeless, True God mode).
- The 'Thru walls' byte actually has two (or more [maybe])
- functions. When the first bit is set in the byte, DOOM(tm) sets
- a mode that allows the player to walk through walls. There is a
- lot more on this function but I want to cover another bit in
- this byte first.
- If the second bit is set, DOOM(tm) sets an invincible mode
- that does not have the negative image effect the normal
- 'Invincible' mode has. This allows you to see what the hell is
- going on! Another plus. This invincible mode is not timed. It
- moves from level to level and does not run out.
- When you are editing the 'Thru walls' byte, hitting the
- space-bar will toggle from 'Off' to 'Thru walls' to 'Invincible'
- to 'Both' and back to 'Off' again. This simply toggles the
- setting to: No bits set, bit 1 set, bit 2 set, both bits 1 and 2
- set, and back to no bits set. This means you can either have the
- attribute turned off, the ability to walk through walls, become
- invincible, or both. Ok, let's get back to the 'Thru walls' bit
- for a bit (pun intended).
- As stated, the 'Thru walls' bit allows any player with that
- attribute set to walk through walls. This can be difficult to
- get used to using. There are several conditions that will create
- weird and unusual results. So let's cover these first.
- If you try to walk into a wall that is an outer perimeter of
- the map, you will walk forever. This is because there is no
- where to go (or arrive at). If this should happen, turn until
- you can see reality. It will look like a little piece of the
- screen that looks correct. It's hard to say what this is but
- when you see it, you'll realize it. By the way, the farther you
- step outside the boundaries, the harder it gets to find reality.
- Hey, just like life.
- When walking though walls that are in the perimeter you will
- quite often find yourself changing floor levels. In other words,
- there is no reason to use elevators, stairs, etc. Walking down
- stairs will seem normal, but walking off to the side and
- dropping down (or up) will work just as well.
- One of the neat things about automatically changing levels is
- you can get to places you never could have before. Any place you
- can fit, you can go.
- You can get quite confused walking around by going through
- walls, but you will also get a feeling for the map layout in
- your head once you get used to it. Here are a few places to go
- to try out the 'Thru walls byte'.
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 38
-
-
- On KDD level 1 in the second room, before to get to the room
- with the imp up on the platform, step up into some of the
- control panel areas. You can also step on the platform with the
- imp.
- On the last level of KDD, set your health, armor, and ammo
- high. Then set the 'Light amp' time high and set 'Thru walls'
- option. After you blast everybody, pick up a computer map (you
- could have set this is D-Day also) and look at it. See the box
- outside the perimeter? Ok. Go out there and blast away. After
- they are all dead you will still see a periodic red flash. Watch
- your health. Yep! It's futile to try and win this one.
- It's best to start using the 'Thru walls' option on a small
- level. It makes it less confusing to get around. There are a few
- things you should know about the 'Thru walls' function before
- you continue.
- You cannot pick up anything with the 'Thru walls' option on.
- This includes weapons, ammo, spheres, etc. You also cannot trip
- switches that are designed to be pressure sensitive (designed to
- recognize your presence). This includes transports. On episodes
- and levels that use transports to move to the next level, you're
- stuck unless you are playing a multi-player game and wait for a
- player who does not have the 'Thru-walls' attribute set to move
- to the next level!
- Yes the 'Thru walls' option does work in multi player games.
- One thing to keep in mind. When you are just starting to see
- through to the other side when walking through a wall, you
- cannot be seen by monsters or opponents from that side. A good
- way to tell if you can be seen is to fire a bullet, or even
- better a short burst of plasma. If it appears as if it hit right
- in front of you, you are not all the way thru. That's right,
- although you can see them and they can't see you, you cannot
- fire at them until you step through far enough to allow them to
- see you.
- It's obvious to me this byte was included for internal
- testing purposes.
-
-
- <M>ax
-
- The 'Max' function simply sets the 'Health', 'Armor', and all
- accessible ammunition attributes to the maximum value for the
- player number displayed in the 'Player ->' field and places
- D-Day in the edit mode. This is 500 for the shareware version
- and 65535 for the registered version. It also sets all the
- accessible 'Y' or 'N' attributes to 'Y'.
- 'Max' does not save this data to the 'game file', it just
- inputs the data for you. You will need to hit <ESC> followed by
- 'Y' to save the data.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 39
-
-
- If you enter 'Max' by mistake just hit <ESC>, answer 'N' to
- save modifications, and hit 'P' (Player) until you are back at
- the current player number. This will be a single keystroke for
- single player games.
-
-
- <P>layer (see Note:)
-
- The 'Player' function just toggles from the current player
- screen to the next player screen starting at player 1.
- If the last player has been displayed, the screen will rotate
- back to player 1. This allows you to edit each player
- individually by selecting a player followed by the 'E' (edit)
- key. After any given player has had modifications made to it's
- data fields, you must hit <ESC> followed by 'Y' to save the
- data.
- Note: The shareware version will display the other player's data
- but you will not be able to enter the edit mode unless you are
- at player 1.
-
-
- <C>lone (registered version - multi-player games only)
-
- The 'Clone' function is just that. It clones the current
- player 'screen data' to the player of your choice. 'Clone' is
- primarily used to duplicate one player's attribute values to
- another's. Obviously this function is for multi-player games.
- The concept is this. Once you have input the data for a
- particular player, all the other players are going to want the
- same thing (or more). 'Clone' allows this without re-entry of
- the data for each player.
- First we will assume you are going to give the same
- attributes to each player and you are editing for player 1. Once
- you have input the data for player 1, hit <C> for 'Clone'. D-Day
- will prompt you with:
-
- Clone player 1 to player __
-
- Let's say this is a 3 player game. Enter a '2' and hit <ENTER>.
- This will save the displayed data to the player 2 attributes in
- the 'game file'. Notice we said it will "save the data". That is
- correct. The 'Clone' function writes the data to the file. Once
- you have selected a player to clone to, and hit <ENTER>, it's a
- done deal. Keep in mind if you screw up you can always re-type
- the data and the use 'Clone' again. Let's assume everything went
- as planned.
- Once the player 2 data has been saved to the 'game file', use
- 'Clone' again and enter '3' as the player to clone to. At this
- point you have saved the player 2 and player 3 data to the 'game
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 40
-
-
- file'. You have not yet saved the player 1 data. There are two
- ways to do this. The simplest is to hit <ESC> and answer 'Y' to
- the 'Save modifications (y/N) -> _ ' prompt when you exit the
- edit function. The other way is to hit the 'P' key (player)
- until you are on either player 2 or 3. Select 'Clone' again.
- This time select player 1 as the player to clone to. Either way
- will save the player 1 data to the 'game file'.
- The data on the screen is not saved by osmosis. It realizes
- there may be input errors etc. You must elect to save the data
- for it to be saved to the 'game file'.
- The 'Clone' function on the other hand does not assume this.
- Once you have selected to clone data to a player, the 'Clone'
- function assumes you have looked at the edit screen and have
- selected to clone it to another player because it is correct.
- The 'Clone' function by design is to allow you to clone one
- player's attributes to another's.
- Remember when we said there was a good reason for not re-
- displaying the original player attributes if you answer 'N' to
- the save modifications prompt? Well there are actually two
- reasons for this.
- If you have hit <ESC> to leave edit, you may not want to lose
- all of the data you have input just because you made a mistake.
- There might just be one field you forgot to edit. The other
- reason is, in multi-player games you might find yourself
- entering the data for the wrong player by mistake. Do you want
- to throw it all away by hitting 'P' until the correct player is
- displayed and then be required to re-input all the data? No way!
- Let's say you want to edit player 3's data but mistakenly
- edit player 1's data. All you have to do is this. After the
- input is the way you want it for player 3, hit <ESC> and answer
- 'N' to the 'Save modifications' prompt. Now hit <C> and enter
- '3' as the player to clone to. Player 3's data is now cast in
- stone. You can press 'P' until D-Day displays player 3 to check
- this out. You might as well since you will have to press 'P'
- anyway to re-display the original data for player 1.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 41
-
-
- ** Game Saving/Patching Procedures **
-
- Ok. Let's go through a single player game saving and patching
- scenario. If you would like to create some blank files to work
- with, just run DOOM(tm), select 'New Game' and select an
- episode. As soon as the game appears on the screen hit <ESC> and
- select 'Save Game'. You can create up to six files in just a
- minute or two this way.
- Note: If you don't already know about the 'IDCLEV' command in
- DOOM(tm), it allows you to move to any episode and level while
- playing DOOM(tm). Once you are in a game, type 'IDCLEV' (do not
- hit enter). Follow this with the episode number and level you
- want to move to. DOOM(tm) will load this combination and you
- will be placed at the beginning of the game. For example typing
- 'IDCLEV16' will place you in KDD, level 6 etc. However, no
- matter how many weapons, or how much health or ammo you have,
- you will start over with a pistol.
- Using 'IDCLEV', you can create any game you want as a
- template for use by D-Day. 'IDCLEV' does not function in multi-
- player games.
-
- Assuming you have already saved one or more game slots in
- DOOM(tm), exit to DOS and run D-Day (DDAY <ENTER>).
- Press 'S' for 'Slot file management' and you will be placed
- at the 'Save Game Sub-menu'. Status for all loaded slots will be
- displayed.
- Select the slots you want to save as 'game files' by pressing
- their slot numbers 1 through 6. After the selected slots have
- been saved as 'game files', hit <ESC> to exit to the main menu.
- Now hit 'P' to select 'Patch game features'. This will place
- you at the 'Patch Sub-menu'. Hit 'E' to select 'Edit' mode. The
- cursor will appear on the 'Health' field. Type 66000 and hit
- <ENTER>. See how D-Day defaults to the max value (shareware 500,
- registered 65535). You can either use the 'Up-Arrow' key to
- move back to the 'Health field' and re-enter a new value or
- leave it as it is.
- Using the arrow keys, practice moving around on the screen
- (this should take about 2 seconds to master). Select any fields
- you want to edit and enter new values. When you are satisfied
- with the selections, hit <ESC> and answer 'Y' to the 'Save
- modifications' prompt. Hit <ESC> and you are back at the main
- menu. The file is saved, and patched for use immediately, or at
- a later date.
- Here is the part most users forget (myself included). Even
- though you have saved a 'slot file' and have patched it, it is
- still a 'game file' and must be loaded from the D-Day 'game
- directory' to a 'slot file' in the DOOM(tm) 'slot directory'.
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 42
-
-
- Select 'L' for 'Load saved games to slots' and you will be
- placed in the 'Load Game Sub-menu'. Using the 'Up' and 'Down'
- arrows keys to select the slot to load, enter a game number to
- load to the selected slot or slots. When done hit <ESC> to exit
- to the main menu.
- Now your game is ready to play. Processing a file reads
- longer than it takes to accomplish. The whole procedure takes
- about a minute when you get good at it.
-
- For multi-player games the procedure is the same. The only
- difference is you will have to swap the remote player floppies
- and patch each user individually or use the 'Clone' function.
-
- Here's a way for several players to save a single player
- version of a multi-player game that is going to be aborted for
- one reason or another.
- Before leaving the game each player saves the game from their
- computer using a unique name and slot for each player. Then
- D-Day can be used to transfer each of these slots to a floppy.
- You can either use one floppy for all the players and swap it
- from computer to computer (this would be done if the players
- wanted all the games to be available on one computer), or they
- can each use individual floppies so they can take the game home
- with them. They can also save it as a D-Day 'game file' on their
- computer since it will not have the name 'NET GAME' if saved in
- this manner.
-
-
- ** Multi-Player floppy test **
-
- Some floppy controllers do not respond well to the read test
- performed by D-Day to test if the floppy drive is ready. This
- may be due to the BIOS routines provided with my 'C' compiler. I
- am not sure.
- Test the <T> 'Transfer slots to floppy' and <L> 'Load all
- slots from floppy' in the 'Save Game Sub-menu' several times
- before ordering the registered version of D-Day for multi-player
- use. If you receive the '** Error **' message, please let me
- know the model and brand of controller you are using. I have had
- problems with a few Adaptec models, yet the same model might
- work on another computer.
- The problem seems to be the BIOS routine's inability to deal
- with the time required for some controllers to return a drive
- ready (available) status. I have tried re-try loops and
- conditional time delays with some success.
- I assume I will be able to alleviate the problem if I receive
- enough input about error conditions and models from users and
- manufacturers. Until then, test that sucker.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 43
-
-
- ** Loading and saving non-DOOM(tm) WAD file games **
-
- Loading and saving games created when playing DOOM(tm)
- compatible 'WAD' files other than DOOM.WAD is easy as long as
- you follow the rules.
- The procedure of saving the games is the same as any other
- game. D-Day can save, patch, and load them to slots as long as
- the WAD file are created correctly. (There are a few out there
- that won't save from DOOM(tm).)
- The special procedure comes into play when re-loading these
- games for re-play within DOOM(tm). First let's decide how to
- name these saved games. You should use a name that indicates
- which WAD file was used and yet allows room for some form of a
- description of the game itself. Doing this in eight characters
- can be a lot of fun.
- Actually it's not really that hard if you are willing to
- rename the WAD file. Let's say you have a WAD file called
- 'THEEND.WAD'. If you don't have any other WAD files with 'THE'
- or 'END' in their names you can use these as names and have five
- characters left for a game description. Another way is to use
- just the first character of each word in WAD files that contain
- more that one word in their name. In this case 'THEEND.WAD'
- would be renamed as 'TE.WAD'. Note: Always use the extension
- '.WAD' so you know what the file is.
- Make sure WAD file names don't encourage game names that
- might be confused with more than one WAD file. Example: If you
- have a 'TE.WAD' file and a 'TENTS.WAD' file, a game named
- 'TENEXT' might mean 'TE NEXT' or 'TEN EXT'. Just make sure WAD
- file names can allow for unique game names.
-
- If you have used WAD files other than DOOM.WAD, you should
- know the command line options for running the file. You might
- even know the method for re-loading the game. To replay a game
- saved when using a foreign WAD file, you must instruct DOOM(tm)
- to load the same WAD when the game is re-played. If the episode
- and level of the WAD file are not episode 1, level 1, then you
- must also specify these when re-loading the game. The following
- example assumes the WAD file is based on episode 1, level 1.
-
- Let's say you save a game under DOOM(tm) while playing a WAD
- file called 'TE.WAD'. This is treated like any other 'game file'
- as far a D-Day is concerned. Once D-Day has loaded the 'game
- file' to a 'slot file' (let's say slot 1), it is ready to play.
-
- For single player games, just specify TE.WAD as the WAD file
- to load without any other options, as follows:
-
- doom -devparm -file te.wad <ENTER>
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 44
-
-
- This will place you at the DOOM(tm) startup menu and you can
- then load slot number 1.
-
- For multi player games you will need to use the 'LOADFILE'
- command line option in addition to any others, as follows:
-
- ipxsetup doom -devparm -file te.wad -loadgame 0 <ENTER>
-
-
- Creating batch files can make game loading much easier to
- accomplish and more reliable. There are a multitude of possible
- batch file configurations. Here is one we use quite often (I say
- we, I developed and play DOOM(tm) at my friends house since I do
- not have a networked system). It allows selecting the episode
- and level using the '-wart' command line option.
-
- echo off
- 'ipxsetup doom -devparm -file %1 '
- '-wart %2 %3 -skill %4 -nodes %5 -loadgame %6'
-
- Note: The last two lines are in single quotes because they
- should actually be on a single line. Also notice the space ' '
- after -file %1 .
-
- We call the file DOIT.BAT. It allows input like:
-
- doit te.wad 1 1 3 4 0 <ENTER>
-
- This will tell doom to use the 'TE.WAD' WAD file, for
- episode 1, level 1, skill level 3, 4 players, and to load the
- first slot.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 45
-
-
- ** Ordering the registered version of D-Day **
- (I am currently accepting U.S. orders only!)
-
- Perform the 'Multi-player floppy test' before ordering the
- registered version of D-Day! To order, run DDORDER.EXE from DOS.
- You must have a printer online on LPT1: or PRN: (normal printer
- port) to complete the order form. The form prints out on
- standard 8-1/2" x 11" paper.
- DDORDER.EXE prompts for input and creates your order-
- registration form and our shipping label to ship D-Day back to
- you. Keeping this is mind, make sure the output is dark enough
- and of high enough quality to ensure good legibility. Orders
- without this order form will not be processed.
- Please include your Zip code in the Zip+4 format if known.
- Once the form has been printed fold as shown below and insert
- either a money order or cashier's check for $5.00 made out to:
-
- John Ray
-
- DO NOT SEND CASH OR LEAVE THE 'PAY TO' SECTION BLANK! If cash or
- a blank money order is lost in the mail, you have no recourse to
- regain your funds. Sorry, no checks. This speeds processing.
-
- ** Folding Instructions **
- (read form for details)
-
- Bottom of form to the inside -> / <- bottom fold line
- / / |
- Money order 'face down' -> / / |
- / / |
- / / |
- \ / |
- Top of form -> \ |
- (printing on outside) \ |
- \ |
- \ |
- \ |
- \| <- top fold line
-
- Fold at the top fold line so the printing is to the outside
- of the fold (opposite of normal letter). Next fold on the bottom
- fold line the same way and put the bottom flap to the inside of
- the folded form. Place the money order or cashier's check face
- down on the bottom flap (inside the fold). Folding the form and
- inserting the funds in this manner creates a data shield to
- protect the contents from viewing.
- Place the form in a standard #10 envelope so the top of the
- form is to the back of the envelope and address as shown on the
- form. Allow 2-3 weeks for delivery. (it usually takes less)
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 46
-
-
- ** D-Day Block Diagram **
-
- The labels 'DOOM(tm)', 'D-Day', 'slot dir', and 'game dir'
- will be used in the examples where: 'Function' = function to be
- performed, 'Process' = the process involved, 'Src' = source
- location, and 'Dest' = destination.
-
-
- ** Block Procedures **
-
- DOOM(tm) <save game>
- Function: <save slot>
- Src: "DOOM(tm)" (RAM)
- Dest: "slot dir" (file)
- ----------------------------
- D-Day <save game menu>
- Function: <create game file> File Location Diagram
- Process: open file
- Src: "slot dir" ____________
- Process: process name | "DOOM(tm)" |
- Process: copy file |____________|
- Src: "slot dir" \
- Dest: "game dir" \ ____________
- ---------------------------- | "slot dir" |
- D-Day <patch menu> |____________|
- Function: <patch game file> /
- Process: open file ___________ /
- Src: "game dir" | "D-Day" |
- Process: apply patch |___________|
- Dest: "game dir" \
- ----------------------------- \ ____________
- D-Day <load menu> | "game dir" |
- Function: <load game> |____________|
- Process: copy file
- Src: "game dir"
- Dest: "slot dir"
- -----------------------------
- DOOM(tm) <load game>
- Function: load slot
- Src: "slot dir" (file)
- Dest: "DOOM(tm)" (RAM)
-
-
-
-
-
-
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 47
-
-
- ** Automating D-Day Operation with Batch files **
-
- Here are a few batch files that will automate the transition
- from DOOM(tm) to D-Day and back again. Either use an ACSII
- editor or copy the console input to a file to produce the files.
-
- DDS.BAT:
- This batch file is for single player games. Type in the
- following six lines.
-
- echo off
- dday
- echo Preparing to run DOOM. Hit Ctrl-C to exit to DOS.
- pause
- doom
- dds
-
- To use the batch file, type: dds <ENTER>
-
- This will run D-Day first to allow you to load any 'game
- files' you might wish to play. When you exit D-Day, the system
- will display:
-
- Preparing to run DOOM. Hit Ctrl-C to exit to DOS.
- Hit any key to continue.
-
- Hit <ENTER> to run DOOM(tm) or hold down the 'Ctrl' key and
- hit 'C' to exit. DOS will display:
-
- Terminate batch job (Y/N)?
-
- Enter 'Y' to exit to DOS or 'N' to run DOOM(tm). When you
- exit DOOM(tm), the batch file will place you back in D-Day as a
- gentle kick in the butt to remind you to save any 'slot files'
- you wish to keep as 'game files'. The loop will continue until
- you select Ctrl-C to exit to DOS.
-
- If you don't have an ASCII editor, enter the following at the
- DOS prompt to capture keyboard input to a file:
-
- copy con dds.bat <ENTER>
-
- Enter each of the six lines as they appear above followed by
- <ENTER>. Hold down the 'Ctrl' key and hit 'Z' to save the file.
-
- DDM.BAT:
- For multi-player games name the batch file 'ddm.bat' and
- change the fifth line from 'doom' to 'setup'.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 48
-
-
- ** Status and Error Messages **
-
- The following D-Day status and error messages may be
- displayed at various times.
-
- Can't open file! (error message - <ESC> to exit)
- This message should never be displayed unless D-Day has had
- an internal error or has not been installed correctly.
-
- ** Done ** (status message)
- Displayed in the 'Save Games Sub-menu' after either 'Transfer
- slots to floppy' or 'Load all slots from floppy' is finished.
-
- ** Empty ** (status message)
- Displayed in the 'Save Games Sub-menu' if one of the DOOM(tm)
- game slots is empty (available for use or loading).
-
- ** Error ** (error message - <ESC> to continue)
- Displayed if an attempt to read or write a floppy diskette
- fails. Reasons include, wrong drive, un-formatted disk, wrong
- format, drive alignment problems, etc.
- Note: See 'Multi-player Floppy test' for more details.
-
- * File Exists! * (error message - timed 1.5 seconds)
- Displayed if an attempt is made to rename a 'game file' to a
- name that already exists.
-
- ** Not found! ** (status message - timed 1.5 seconds)
- Displayed in the 'Patch Sub-menu' if 'Search' fails to find a
- file or description search string.
-
- ** No Description ** (status message)
- Displayed in the 'Patch Sub-menu' on line 25 to the right of
- '[gamename] - ' if there no description line currently assigned
- to the currently selected 'game file'.
-
- ** No file ** (status message - <ESC> to continue)
- Displayed in the 'Load Slots Sub-menu' if D-Day does not find
- a remote player 'game file' associated with the game being
- loaded to a slot.
-
- ** No game files saved... Use slot file management first. **
- (<ESC> to exit to 'Main menu')
- Displayed when D-Day cannot find any 'game files' in the
- D-Day 'game directory'. Reasons include attempting to access the
- 'Patch' or 'Load slots' menus before saving any slots as 'game
- files', deleting all game files in the D-Day 'game directory',
- or re-installing D-Day and selecting a new 'game directory'.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 49
-
-
- ** Reserved for Registered version **
- (information message - timed 1.5 seconds)
- This is a timed message that appears towards the bottom left
- hand side of the screen. Get the registered version of D-Day,
- and it goes away.
-
- ** Saved ** (status message)
- Displayed in the 'Save Games Sub-menu' after successfully
- saving a 'game file'.
-
- ** Size! ** (error message - <ESC> to continue)
- Displayed in the 'Save games Sub-menu' if an attempt is made
- to save a remote player 'slot file' from floppy that is not the
- same file length as the game D-Day is associating it with.
- Reasons include, inserting wrong diskette, damaged 'slot files',
- or adding a description to the player 1 game file before saving
- the remote player files (the last example is hard to reproduce
- unless you try). The file is then skipped and the message is
- displayed.
-
- * Skipped * (status message)
- Displayed in the 'Save Games Sub-menu' when a 'game file' is
- either named 'NET GAME' or '[gamename].NC#'.
-
- Slot Loaded (status message)
- Displayed in the 'Save Games Sub-menu' to indicate successful
- loading of slots when 'Load all slots from floppy' is selected.
-
- Successful Health patch 1 (status message)
- Displayed in the 'Patch Sub-menu' if D-Day successfully
- patches the second health patch area for a single player game.
-
- Transferred (status message)
- Displayed in the 'Save Games Sub-menu' to indicate successful
- transfer of slots when 'Transfer slots to floppy' is selected.
-
- * Version * (error message - <ESC> to continue)
- Displayed in the 'Save Games Sub-menu' when an attempt has
- been made to load slots from a floppy which are for a different
- version of DOOM(tm) than the one you have installed D-Day for.
- The file is skipped and the message is displayed.
-
- # files missing (status message)
- Displayed on line 25 in the 'Patch Sub-menu' if D-Day is
- unable find all remote player files associated with a multi-
- player game when patches are applied. This is normal for multi-
- player games saved for single player use.
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch program Page 50
-
-
- ** D-Day Disclaimer / User agreement **
-
- DDAY.EXE, DDAYORDR.EXE, DDAY.DOC and any other files
- provided with past, present, or future versions of either
- the shareware, or registered, versions of D-Day are
- provided "AS IS", and without warrantee. This includes,
- but is not limited to, any direct, indirect, special,
- incidental, or consequential damages or loss of time or
- data that may be incurred through the use of these
- programs, files, or supplied diskette.
- In addition all files are provided without any expressed
- or implied merchantability or fitness for a particular
- purpose. The user agrees their exclusive remedy shall be
- replacement of the diskette on which the registered copy
- of D-Day was supplied if found to be defective at the time
- of initial installation.
-
- Software installation, copying files to a computer system,
- storage device, media, or usage of the supplied programs
- or files constitutes acceptance of this agreement.
-
- ** Software license **
-
- Users are granted non-exclusive rights for operation of
- D-Day and associated files on a single computer system.
- Any exceptions to this are listed below.
-
- Registered users are granted license for use on a single
- computer in the single player mode.
-
- Network, serial link, and modem games:
- Registered users are granted license for use on the
- number of computer systems required to operate one
- multi-user game on one network system at a SINGLE
- LOCATION. Each site, network system, or multi-user
- game (upper limit of four players) will require one
- registered copy of D-Day. Each group of players
- (maximum of four) will require one registered copy
- of D-Day. Each player in a modem linked game will
- require one registered copy of D-Day.
-
-
- ** Software ownership / distribution **
-
- The user is granted software operation license only. All
- software remains the property of John Ray and Fairfield
- Distributing.
-
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-
-
- D-Day Game Saver/Patch Program Page 51
-
-
- Shareware version:
- Shareware versions of D-Day may be distributed only
- by electronic means such as bulletin board services
- that do not charge for distribution of programs, and
- only if the software is distributed in it's original
- form with all associated files. Organizations that
- charge by CPU time, on line time, or monthly user
- fees may distribute the shareware version as long as
- no charge is made for downloading of individual
- programs or files. No rights are granted for
- distribution by any individual or firm that charges
- a fee for distribution of programs. This includes,
- but is not limited to, charging copy fees, or
- individuals or organizations that distribute public
- domain or shareware software.
- In addition, any individuals or organizations which
- purposely make, or have made, available by any
- means, copyrighted software for which they do not
- own or have permission or license for distribution,
- are restricted from distributing any version of
- D-Day.
-
- CD ROM Distribution:
- Suppliers of CD ROM shareware compendium disks may
- include the shareware version of D-Day as long as
- D-Day is one percent or less of the total number of
- programs provided on the CD ROM (one hundred
- programs minimum). To ensure the CD ROM will include
- the latest shareware version of D-Day, it must be
- ordered in the same manner as the registered version
- to obtain distribution rights. With the order
- include the indicated funds and a cover letter
- stating the order is for CD ROM distribution.
-
- Registered version:
- No rights are granted for distribution of the
- registered version of D-Day. Any organization
- wishing to distribute the registered version of
- D-Day should contact John Ray or Fairfield
- Distributing in writing for details.
-
- Modified software:
- Modified versions of the shareware, or registered
- versions of D-Day, any associated files, or any
- program containing copyright protected source, or
- binary, code derived from said files may not be
- distributed without express written permission from
- John Ray or Fairfield Distributing.
-
-
-
- Copyright (c) 1994, John Ray - All Rights Reserved
-