Help file for Acorn DeHackEd Port - Version 0.25 Beta
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

What is it?
~~~~~~~~~~~

This is an semi tidy port of DeHackEd, the Doom engine 
editor.  It allows the easy (?) editing of loads of 
constants in the Doom Engine.  This allows you to modify 
Doom so that the baddies behave differently, look different
etc.

The original DeHackEd was designed, conceived, and written
by Greg Lewis, and most of the credit should go to him.

More info on using DeHackEd avaliable in the Docs 
directory inside DeHackEd.


What's it support?
~~~~~~~~~~~~~~~~~~

Versions 1.00 and 1.01 of Doom8, Doom8HR, Doom24, Doom24HR
are supported by this release.  1.02 is also supported, but
as 1.01 as it was only the front end that changed.

Hopefully all versions of Doom+ (from 2.01B onwards) should
be supported generically.  Many thanks to Gerph for all his
hard work to make my life easier :-)

ONLY the commerical R-Comp Interactive Releases of Doom are 
supported. The reason for this is that RCI spent time and 
money to develop the Acorn games market and deserve your
support - if you want to edit Doom then BUY IT FIRST.


What's it do?
~~~~~~~~~~~~~

There is full support for editing things, frames, cheats,
weapon tables, misc values, additional misc values, sounds,
sprites and text.
You can load text style DeHackEd patches and the relevent
data will be read in (sound and sprite pointers can not yet
be converted)
Patches can be saved in text format, and should be fully
compatible with DOS DeHackEd.
It should also cope with loading most of the data from old
style binary DOS patch files as well as old style Acorn 
binary patches.


What needs adding?
~~~~~~~~~~~~~~~~~~

Copying of data from one object to another
Proper manual (try the original ones in the DOCS dir)

Future version will be posted to the RCI Doom download site
and the Kiwi Software webpages (URL below).

Setting it up
~~~~~~~~~~~~~

First make a BACKUP copy of !Doom - I usually place it in
a directory called Hack to remind me what it is.

Copy DeHackEd to a convenient place and then run it. It will
complain that 'Initialisation was not able to successfully
complete.." etc. 

Click OK and then click the middle button
over the DeHackEd icon on the iconbar and select Setup...

Drag the !Doom application that you wish to edit (backed up
of course!) to the white arrow in the '!Doom application
location:' section. Then select the appropriate Doom engine
from the radio icons to the right.

Now drag your 'Ultimate' WAD to the white arrow next to
Doom I, and your Doom2 WAD to the white arrow next to
Doom II. The WADS will not be changed but are needed for 2
reasons. The first is a legal requirement of id that users
must have a full commercial WAD. The second reason is that
they will be used when playing soundfx.

Finally click on the 'Save' button.  There will be some disc
activity, and a message box stating that 'Engine is crunched
- uncrunching...', followed by 'Done.' The message box will
the disappear  - you are now ready to start editing Doom!

If you look in the setup window again you will hopefully see
that the 'Version:' field has been filled in automagically.

The last thing you may wish to change is the command that is
used to run Doom, when you choose 'Run Patched' from the
menu.  This line can be changed from the file 'Choices'
inside DeHackEd.

Simply load the choices file and scroll down until you find
a line starting 'Run String=' you can then change this to
the appropriate string.

The default value is <doom$dir>.^.doom2
DeHackEd will automatically run the Doom engine you are
currently editing, and will add this string to the command
it passes.

The <doom$dir>.^.doom2 specifies that the doom engine should
use the doom2 WAD in the same directory as the currently
booted !Doom application.

You may also wish to add parameters for the HR version ie.
<doom$dir>.^.doom2 -x 640 -y 480


Boring Legal bit
~~~~~~~~~~~~~~~~

DeHackEd is fully supported by RCI who have been most
helpful. Patching the Doom Engine in the comfort of your
own home is legal.

Patching 'free-doom' engines that are not part of the RCI
release is /expressly/ forbidden. The program won't work,
and will in fact try to stop you. Anyone doing so IS going
to go to Hell...

All code in DeHackEd is FREEWARE. You may freely copy it,
but may not alter or make profit from it. Original version
copyright Greg Lewis.

You may NOT distribute patched versions of the Doom Engine.
Instead you may distribute Patch files as saved by DeHackEd.

Future projects
~~~~~~~~~~~~~~~

Currently my main project is a really nice virus killer,
with more features and faster than Killer. It's getting 
near to releasable and is currently being BETA'd.

We're also considering writing batch language for Risc OS,
and a number of other games related utilities.

After that we're looking for a new big(ish) project...

If you have any suggestions for programs let us know.


Contacting me
~~~~~~~~~~~~~

If you have any comments, suggestions, bug-reports etc then
please contact me via e-mail at;

lgraham@argonet.co.uk


Cheers,
Luke Graham
Kiwi Software
http://www.kiwisoftware.demon.co.uk/

____________________________________________________________

Credits must go to:

id Software, for bringing Doom to the world
R-Comp Interactive and Eddie Edwards for bringing Doom to
  the Acorn.
Gerph for all his hard work on Doom+, and putting up with
  my stupid questions :-)
Greg Lewis for writing the original DeHackEd, and allowing
  me to port it.
Rob Kendrick for testing and critiscm (as well as the icon)

All trademarks acknowledged.
