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Add README files for most directories.
Let's make the project easier to explore and understand.
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10 changed files with 107 additions and 11 deletions
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bootstrap/README
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bootstrap/README
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This is the bootstrap WAD builder.
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Deutex requires an IWAD to build wads and will refuse to build a WAD if
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an IWAD is not provided. The script here creates a minimal IWAD file that
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contains all the lumps deutex needs: PLAYPAL (the freedoom PLAYPAL),
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an empty TEXTURE1 lump and a PNAMES lump with one lump in (deutex needs
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PNAMES lumps to have at least one entry)
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Because deutex includes all textures from the parent iwad when building
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WADs, it is important that the bootstrap wad has as few textures as
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possible.
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This is the bootstrap wad builder.
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Deutex requires an IWAD to build wads. This creates the wad that
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contains all the lumps deutex needs: PLAYPAL (the freedoom PLAYPAL),
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an empty TEXTURE1 lump and a PNAMES lump with one lump in (deutex needs
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PNAMES lumps to have at least one entry)
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deutex includes all textures from the parent iwad when building wads so
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it is important the bootstrap wad has as few textures as possible.
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flats/README
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flats/README
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This directory contains the flats (floor and ceiling textures). More
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information about flats can be found on the Doom wiki:
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<http://doomwiki.org/wiki/Flat>
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GIF files placed in this directory will not be automatically included
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in the build; the lump name must also be added into buildcfg.txt in
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the top-level directory in the section named [flats].
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graphics/README
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graphics/README
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This directory contains "miscellaneous" graphics that are not textures
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or sprites. For the most part these are elements of the user interface,
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but it also includes full-screen artwork images such as the title
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screen (TITLEPIC), intermission screen background (INTERPIC) and story
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screens.
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Many of the files for this directory are automatically generated by the
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textgen script (see the textgen/ subdirectory).
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In general, here's a simple guide to most of the contents of this
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directory, based on filename:
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* m_*.gif - Elements of the main menu
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* stcfn*.gif - Characters used for displaying on-screen messages
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seen during gameplay
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* st*.gif - Elements of the status bar
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* wi*.gif - Elements of the intermission screens
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graphics/titlepic/README
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graphics/titlepic/README
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This directory contains a shell script that uses ImageMagick to layer
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some text information about the build version onto the game's title
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screen. The same is performed for each of the three IWADs.
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levels/README
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levels/README
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This directory contains the game levels. The files are named by the IWAD
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into which they are included:
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* cXmY.wad - Freedoom: Phase 1
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* mapXY.wad - Freedoom: Phase 2
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* dmXY.wad - FreeDM
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musics/README
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musics/README
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This directory contains the background music heard during play. The
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files are in General MIDI (.mid) format, but are renamed to .mus because
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of the limitations of the deutex tool.
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In general, most files are per-level music files:
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* d_eXmY.mus - Freedoom: Phase 1 music for cXmY.
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* d_mapXY.mus - Freedoom: Phase 2 music for mapXY.
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* d_dmXY.mus - FreeDM music for level XY.
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There are a few other MIDI files:
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* d_intro.mus / d_introa.mus - Freedoom: Phase 1 title music
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* d_inter.mus - Freedoom: Phase 1 intermission music
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* d_bunny.mus - Freedoom: Phase 1 Chapter 3 end music
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* d_victor.mus - Freedoom: Phase 1 victory screen music
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* d_dm2ttl.mus - Freedoom: Phase 2 / FreeDM title music
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* d_dm2int.mus - Freedoom: Phase 2 / FreeDM intermission music
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* d_read_m.mus - Freedoom: Phase 2 / FreeDM text screen music
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patches/README
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patches/README
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This directory contains patch textures. These are composited together to
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make up the in-game wall textures. More information can be found in the
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Doom wiki:
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<http://doomwiki.org/wiki/Patch>
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Placing a GIF file in this directory will not cause it to be included in
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the built IWADs; the name of the new patch must be used in at least one
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texture in the configuration file `lumps/textures/textures.cfg'. Patches
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are automatically included in the IWADs based on the texture lump
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configuration.
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sounds/README
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sounds/README
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This directory contains the in-game sound effects. There are two types
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of sound effect found here:
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* ds*.wav files are digital (PCM) sound effects, the sound effects
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usually heard when playing the game.
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* dp*.txt files are PC speaker sound effects, heard when playing with a
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source port that support PC speaker effects and configured to do so.
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Because of the limitations of deutex it is important that sound effects
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should be in 8-bit PCM format and not anything more elaborate. Some more
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information about Doom's sound effect support can be found on the Doom
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wiki:
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<http://doomwiki.org/wiki/Sound>
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sprites/README
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sprites/README
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This directory contains the sprites used to represent the in-game
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monsters and other objects encountered within the game ("things"). There
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are a lot of of sprites because a lot of objects, particularly monsters,
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can be viewed from up to 8 different angles. The filenames follow very
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a specific naming convention. For more information, see the Doom wiki:
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<http://doomwiki.org/wiki/Sprite>
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