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- Doom Picture Viewer
- (and eventually extractor/replacer/editor)
- Revision History
-
-
- *******
- 1/12/94
- *******
-
-
- v.001
-
- Loads first wall and displays it with default system palette.
- Waits for keypress and exits.
-
-
- v.002
-
- Loads walls one at a time every time you press a key.
- Still had default system palette.
- ESC exits. (Doesn't check to see if you are through with
- pictures! Oops!)
-
-
- v.003
- Loads first PLAYPAL palette first.
- P and O can change between the 14 PLAYPAL palettes.
- Obviously, this isn't going to work. Either the palettes aren't
- loaded in a standard way or they are entirely somewhere else.
- (Still doesn't check for last picture)
-
-
- *******
- 1/14/94
- *******
-
- v.004
- T for toggle now works. This will copy the piece across the
- entire screen. 5x3.
-
-
- v.005
- Q and A move forward and back one picture. It >STILL< doesn't
- check to see if there's really a picture or not, so go and look
- at random data. See if I care! Also reduced some clock cycles
- on my keyboard input. :)
-
-
- v.006
- Now that we can see (haphazardly) the floors and ceilings - lets
- move on to ALL the rest of the graphics. A first attempt. You
- can clearly see bottom square panels like the 'Ammo' box but the
- rest are jumbled. This uses only about 1/2 of the same code as
- v.005 and doesn't view the floor and ceilings anymore. When I
- finish this part, I will re-incorporate that back into the code.
-
-
- *******
- 1/18/94
- *******
-
- Since The Pilferer has told the world that my BBS is "Doom
- Utility HQ" and I got 4 new users yesterday looking for Doom
- stuff, I better work a little faster on this! :)
-
- v.007
- The graphics are sideways! Those goofy iD people! The program
- is at the point where you can tell what some of the pictures are
- supposed to be, but most are still screwy. The first graphics
- says "THE END" (END0). How ironic. :-0
-
-
- v.008
- Sweet jesus! It works! Most of the graphics are now completely
- viewable. Unfortunately, the palette is still screwed so most
- things look like crap, but everything seems to be there: all the
- monsters, all your guns. Between 95-99% of the graphics view
- properly, the rest are screwed up for some reason.
- Also.....THIS PROGRAM WILL CRASH!!! v.005 was nice and stable
- but this one isn't. I have no idea why, but I wouldn't suggest
- running important things in the background (You are running
- OS/2, aren't you? You are an intelligent computer user, aren't
- you?) cause the first time I ran this, after looking at a few
- hundred graphics, it hung REAL GOOD. But since I probably won't
- have time to fix it tonight, I'll just release it and you can
- use it at your own risk.
-
-
- v.009
- Never mind! Fixed the major crashing bug. Also, I finally
- added checking so it won't go past the first and last pictures.
-
- Oops. Those tricky file pointers! One of the reason why the
- palettes were screwed was because...I wasn't loading them
- correctly! They are still wrong, but the first one makes a lot
- of pictures look a lot better than before...and still others are
- junk! But that gives me encouragement that I can fix it!
-
-
- *******
- 1/20/94
- *******
-
- v.010 (or should it be v.00a HEX! nahhhh)
- Another two lines of code and all the screwed up pictures are
- fixed. Now only the 10 or so huge pictures don't display
- properly. And that's low on my priority list for this program.
-
-
- v.011
- Cleaned up some code. (Well, barely, but that's a good Revision
- History kinda thing to say!) Started messing with the palette
- again.
-
-
- v.012
- YOWZA! This is it! It's not cause I'm so good, I should have
- had it to begin with. The palette was there all along. I
- wasn't loading it right. SMACK! Ooo, I deserved that. All the
- pictures use just one palette. No need for the goofy "switch
- palette" keys. I think the COLORMAP part is for the "light
- effect" of Doom, where things get darker as you move away.
- Maybe. Maybe not. That's not my concern. Let's spruce things
- up a bit and put the floors/ceilings back in.
-
-
- v.90
- Got rid of all that palette changing code.
-
-
- v.91
- Put the floors/ceilings back into the main code. Same as before
- - T toggles the 3x5 tiling on. This only works when you are in
- the floors section.
-
-
- v.92
- Changed keys - people (The Pilferer) complained that they were
- too confusing. Hey, I thought Q and A were naturals for up and
- down. Didn't you ever play Apple II games on the keyboard? So
- now it's up and down arrow, with HOME and END for first and last
- picture.
-
- v.93
- Hack, hack, debug, debug. Trying to get those big pictures to
- load.
-
-
- *******
- 1/21/94
- *******
-
- v.94
- Groovy. Got the big pictures to load. And it shows everything.
- I thought the pictures were larger than 320x200 but they're not.
- So that's everything. I just have to put a opening text screen
- on this and then it's 1.0
-
-
- *******
- 1/28/94
- *******
-
- v.95
- Wait a minute! Wasn't 1.0 supposed to be a week ago? Oh well.
- What do numbers mean anyway. Thanks to Jeff Miller (WAD Tools)
- and the guys at "The Unofficial DOOM specs" for showing me the
- errors in my program. Now all the pictures display properly
- (but that's what I thought before so....). You couldn't tell if
- you weren't looking for errors in the medium and big pictures.
- The small numbers were obviously screwed. And a thumbs down to
- the arrogance of the "Unofficial WAD specs" guys, laying down
- all the rules and regulations and ways you can use THEIR
- specs?!?! Hey guys, iD made the game, not you. Get off your
- high horse.
-
-
- v.96
- Ok, just one more. I forgot I had to make those changes in two
- spots.
-
-
-
- ********
- ********
- DOOMEdit
- ********
- ********
-
-
-
- *******
- 1/31/94
- *******
-
- v.10
- Attempt at export to BMP. It exported something, but it aint' a
- BMP! :(
-
-
- v.11
- Finally got an exported BMP. The picture is crooked and the
- palette is goofy.
-
-
- v.12
- Nope
-
-
- v.13
- Argh!
-
-
- v.14
- Sheist!!!
-
- I give up. I don't know the BMP header format and I can't
- figure it out myself. I've just looked over the PCX format and
- it's a lot easier than I thought it would be. I'll start over
- with that tomorrow.
-
-
- *******
- 2/01/94
- *******
-
- v.15
- Trying it with PCX export now. I don't think I've quite got
- it...but I'll give it a run anyway!
- Hmmmm, not bad. CShow recognizes it as a PCX, so the header is
- fine. It seems the palette is there, except everything else is
- the number 12. Maybe I'm sending a message back through a time
- vortex to myself! Either that or I *&^$ed up.
-
- v.16
- Better. (?!?) CShow views it, but it's black and white garbage.
- Right size though! It says its a PCX type 5 instead of 5i.
- Maybe that header info I left out was more important than I
- thought. (I do so love my slop programming. Be glad I haven't
- released any of these DoomEdit betas! ;) )
-
-
- v.17
- Added all the header info. Now CShow won't view it. But I
- thought of something I forgot....
-
-
- v.18
- Hack hack slash slash.
-
- v.19
- argh
-
- v.20
- I guess it would help if I actually read ALL of the PCX specs.
-
-
- *******
- 2/02/94
- *******
-
- v.21
- Redid PCX storing code.
- After some debugging, CShow views the picture nicely, except it
- gets a little skewed at the end. Also, it's in black and white.
- This book I have is worthless!
-
-
- v.22
- Most pictures export fairly well, there is obviously still a bug
- somewhere cause some pictures are fine, others are just a teeny
- bit messed up, and some just a little more messed up.
- The palette isn't exporting properly.
-
-
- *******
- 2/03/94
- *******
-
- v.30
- Went back to BMP again.
-
-
- *******
- 2/08/94
- *******
-
- v.31
- What I thought affected (affected? effected? Where's my
- dictionary?!?!) all pictures just affected certain ones. The
- others are fine. This is finally a releasable beta.
-
-
- v.32
- Added floor/ceiling export.
-
-
- *******
- 2/09/94
- *******
-
- v.33
- Fixed floor/ceiling export.
-
-
- *******
- 2/10/93
- *******
-
- v.34
- As the program gets larger, my spaghetti code was getting
- unruly. I cleaned a few things up.
-
-
- v.35
- Added the EXTREMELY DANGEROUS function of "Export ALL pictures!"
- This sadistic little feature (on its first test run) exported
- 1596 files for a total of just under 9 megs. "But SKI, the
- graphics in the DOOM.WAD only take up about 6-7 megs." Right,
- but they are compressed in the WAD. The exported files are not
- compressed and contain the palette in every single file -
- that's 1.6 megs right there. I still won't release this yet. I
- have to finally include the instructions in a startup screen and
- add a "Are you sure??!?!" to the "export all" function. Oh
- yeah, and it doesn't seem to work right either. It started
- beeping at one point, but then it stopped and continued.
-
-
- *******
- 2/14/94
- *******
-
- v.36
- I now have the greatest amount of respect for the programmers of
- programs like CShow, Graphics Workshop, HiJaak, etc. The specs
- for something as simple as a BMP seem to be different for every
- single program that reads them. At this point, my exported BMPs
- are read fine by Graphics Workshop and Windows Paintbrush, but
- CShow doesn't recognize them (an older version of CShow - maybe
- CShow 2000 will give me less grief).
-
-
- v.37
- Added .BMP extension to end of file instead of just being blank.
- Endless hacking to get all pictures to export properly.
-
-
- v.38
- Why do I get the feeling that I could have been saved a week or
- two of trouble if I had a book that gave some GOOD info. Well,
- to finally fix my export problem, the length and width of the
- exported BMPs are evenly divisible by 4. Is this the way BMPs
- are supposed to work? Is this common knowledge? Hell if I
- know, I just know it fixed my problems. I wanted to keep the
- exported BMPs the exact size that they are in the game, but
- since the actual size is still in the WAD, it shouldn't be a
- problem when I get to the "Import" part of DoomEdit. The only
- real drawback to this fix is that it increases the size of a lot
- of BMPs which makes the "Export All" function that much more
- sadistic.
-
-
- v.40
- Finally added some user-friendliness to this program. Why do
- programs always have such poor documentation? Cause when we
- program, we already know everything. We don't have to document
- it! :)
- Also added 'Are you sure?' feature for Export All and the
- ability to stop it in the middle of its mayhem.
- Despite having a 'releaseable' version for 6 days, this is the
- first released one since DoomView .96
-
-
- v.41
- Checks to see if DOOM.WAD is actually there. (This should have
- been included in DoomView .001. Oh well, I assume people read
- instructions.)
-
-
- *******
- 2/15/94
- *******
- Payday! Oh, you were expecting more revision stuff....ok.
-
-
- Ok, exporting is cool. You can throw a Cacodemon up as
- wallpaper or print it out as a late valentine, but how about
- some IMPORTING graphics!! To make this as easy as possible, I
- first need to reconstruct the entire DOOM.WAD file. It will
- become a lot bigger, but it should still work.
- ----------------------------------------------
- I hadn't even come to the point where I can see if changing the
- DOOM.WAD would even work when I thought of something (actually
- something rather obivous). If I change the WAD, then every
- single Doom utility program (including the current version of
- DoomEdit) would no longer work. I'd call that a serious
- drawback. Since the chances of a picture not fitting into the
- space already provided by the WAD file are not that great, I'll
- put this part on the back burner.
-
-
- *******
- 2/16/94
- *******
-
- v.42
- Added menu with the names of the pictures.
- Program can no longer fit in one 64K segment. I hate DOS!! If
- I install OS/2 on my machine at work tomorrow, I'll continue
- work on DoomEdit in 32-bit OS/2 assembler since I've been
- meaning to mess with OS/2's flat memory model for a while. If
- not, I can mess with it in DOS and make it fit.
-
- *******
- 2/18/94
- *******
-
- v.46
- Well, the OS/2 installation at work was a failure. OS/2 itself
- runs fine. It's the Novell Requester that seems to be messing
- everything up. But that's mainly because I don't know how to
- use it and I have no instructions for it. Oh well.
-
- Doom 1.2 is out. Nightmare mode. What a crock. All you people
- making Doom Jumblers and stuff...make something that will
- multiply the number of monsters in a level. Sure, some would
- end up in walls, but it shouldn't be that difficult. It would
- be cool to run around in easy level with 20 cacodemons chasing
- you! I'd do it...but I'm busy. ;)
-
- So...back to the menus. The names menu is in. Now you can
- peruse all those descriptive 8 character names for everything.
- And the 1.2 updates have been added. So this is now only
- compatible with 1.2, no 1.1 support anymore. Why bother?
- (This version released.)
-