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- DORAN
- (c)1994 by Guido Hoffmann
-
- This is just another DOOM randomizer but this one allows very precise
- fine-tuning to make a level just a bit harder or easier without too much
- affecting the overall layout of the objects and monsters.
-
- DORAN ist interactive and very easy to use. After starting the program
- you are presented with a grid. This is where you make your entries.
- In the first row (TYP1) you can enter the code for the object that you want
- to change (the numbers are the original ones that the DOOM designers used.
- You can access a list that shows what these numbers mean by pressing F6.
- The list is not fully complete so numbers that are not on the list are also
- allowed. Just experiment).
- In the second row (TYP2) enter the code for the object you want to replace
- TYP1 with.
- The third and fourth row (EPISODE LEVEL) hold the episode- and levelnumber
- of the first area in which your changes will take affect. The fifth and
- sixth row (EPISODE LEVEL) describe the last area. EPISODE allows
- entries between 1 and 3, LEVEL can be between 1 and 9.
- The next row (PROB.) awaits an entry between 0 and 100 and tells the
- program how likely it is that a given object will be replaced.
- Zero means that no changes will be made as opposed to 100% which means that
- all occurrences of TYP1 will be changed with TYP2.
- The last row titled REPLACE gives an information on how the changes will
- be done. Normally the program replaces (with a certain probability) TYP1
- with TYP2. But if you enter 'y' in that row TYP1 will be changed to TYP2
- and TYP2 will be changed to TYP1 (with PROB. probability).
-
- EXAMPLE:
- The grid could look like this:
-
- TYP1 TYP2 Episode Level Episode Level Prob. Exchange
- 3001 3003 1 1 2 4 10 n
- 3004 9 1 1 1 1 100 y
- 2015 3006 n
-
- The folling will happen:
- 1) The fireball daemon (3001) will be replaced with the big boss daemon (3003)
- in the whole first episode and the first two levels of the second episode.
- The probability that this happens is 10percent.
- 2) The trooper (3004), the guy with the pistol, will be exchanged with the
- shotgun fellow (9) only in the first level of the first episode. This will
- happen always (Prob 100%).
- 3) The last row presents a way to make input a little faster. If you leave
- things open (like episode, level and prob. in this example) the values will
- be taken from the row above. So on row three all the helmets will be
- replaced with the cacodemons on level 1 in episode 1.
- However you must type in values for TYP1 and TYP2.
-
- To apply the changes to your WAD file (PLEASE MAKE A BACKUP COPY) just
- press F1. DORAN must be in your DOOM folder and you must have the registered
- version of DOOM. After the changes have been done the program tells you
- how much objects of TYP1 (or TYP1 and TYP2 if exchange is 'y') it has found
- and how much actually have been changed. You can undo your LAST changes
- by pressing F4.
- To save your entries press F2, to load press F3. You will be asked
- for a file-name.
- F5 clears the grid.
- F6 shows the objects and their corresponding code.
- F7 allows you to enter a random seed number between 0 and 65535.
- This way you can make sure that as long as the random seed number stays
- the same a given set of entries will always produce the same WAD file
- changes. The random seed number will be saved along with the grid. If you
- enter 0 (the default value) the computer will generate a new random seed
- every time.
- F8 leaves the program.
-
- Much thanks to the guy who did the unofficial specs.
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