# KiwiSoft WADMan Choices and Configuration File
# Change this if you like.  All lines beginning with '#' are ignored.
# The real reason for storing the options like this is so that you can
# change the options if WADMan won't start, as it contains nearly no error
# checking / handling currently.
# The resource section can be changed to support games like Heretic and Hexen
# that have different naming conventions.

# Rob.

[General]
Engine=ADFS::HardDisc4.$.Games.idGames.Doom.!DOOM
Doom1=ADFS::HardDisc4.$.Games.idGames.Doom.Doom1
Doom2=ADFS::HardDisc4.$.Games.idGames.Doom.Doom2
Command=-devparm
UseFonts=No

[PWADs]
WAD1=
WAD2=
WAD3=
WAD4=
WAD5=
WAD6=

#This section deals with the descriptions of different lump types.
#For example, and lump beginning with 'DP' will be described as Speaker SFX.
#WADMan has these in the program it's self, but these will override any
#that are in WADMan.
[ResourceTypes]
DP=PC Speaker SFX
DS=Waveform SFX
D_=Music Data
ST=Status GFX
M_=Menu GFX
FLAT=Floor GFX
ADEH=DeHackEd Patch
PLAY=Player
POSS=Trooper
SPOS=Sargeant
VILE=Arch-Vile
SKEL=Revenant
FATT=Mancubus
CPOS=Heavy Weapon Dude
TROO=Imp
SARG=Demon
HEAD=Cacodemon
BOSS=Baron of Hell
BOS2=Hell Knight
SKUL=Lost Soul
SPID=Spiderdemon
CYBR=Cyberdemon
BSPI=Arachnotron
PAIN=Pain Elemental
SSWV=SS Nazi
KEEN=Commander Keen
BBRN=Big Brain
SHTG=Shotgun
PUNG=Fists
PISG=Pistol
SHT2=Super Shotgun
CHGG=Chaingun
MISG=Rocket Launcher
SAWG=Chainsaw
PLSG=Plasma Gun
BFGB=BFG 9000
PLAYPAL=Colour Palettes
COLORMAP=Colour Mapping Data
ENDOOM=Exit to DOS Display
DEMO=Rolling Demo
THINGS=Things positions
LINEDEFS=Line definitions
SIDEDEFS=Side definitions
VERTEXES=Vertexes
SEGS=SEGS information
SSECTORS=Sub-Sectors
NODES=Node information
SECTORS=Sector information
REJECT=Line-Of-Sight data
BLOCKMAP=Collision checking data
PNAMES=Wall Patch List
GENMIDI=General Midi Mapping
DMXGUS=Ultra Sound Mapping
F_START=Flats Start Marker
F1_START=Flats Start Marker
F2_START=Flats Start Marker
F3_START=Flats Start Marker
F_END=Flats End Marker
F1_END=Flats End Marker
F2_END=Flats End Marker
F3_END=Flats End Marker
HELP=Help Display
TITLEPIC=Title Display
CREDIT=Credits Display
VICTORY=Episode 2 Display
PFUB=Episode 3 Display
S_START=Sprite Start Marker
S_END=Sprite End Marker
P_START=Patch Start Marker
PP_START=Patch Start Marker
P1_START=Patch Start Marker
P2_START=Patch Start Marker
P_END=Patch End Marker
PP_END=Patch End Marker
P1_END=Patch End Marker
P2_END=Patch End Marker
TEXTURE=Texture Table
END=The END Animation
INTERPIC=Intermission Display
WI=Font Data
SKY=Parralax Sky
