From 05bdf65ee27f7ac9491ee2fd75b7e14aa91573dc Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Thu, 24 Dec 2015 18:19:25 +0100 Subject: [PATCH] Add README files for most directories. Let's make the project easier to explore and understand. --- bootstrap/README | 12 ++++++++++++ bootstrap/README.txt | 11 ----------- flats/README | 9 +++++++++ graphics/README | 18 ++++++++++++++++++ graphics/titlepic/README | 4 ++++ levels/README | 7 +++++++ musics/README | 21 +++++++++++++++++++++ patches/README | 12 ++++++++++++ sounds/README | 16 ++++++++++++++++ sprites/README | 8 ++++++++ 10 files changed, 107 insertions(+), 11 deletions(-) create mode 100644 bootstrap/README delete mode 100644 bootstrap/README.txt create mode 100644 flats/README create mode 100644 graphics/README create mode 100644 graphics/titlepic/README create mode 100644 levels/README create mode 100644 musics/README create mode 100644 patches/README create mode 100644 sounds/README create mode 100644 sprites/README diff --git a/bootstrap/README b/bootstrap/README new file mode 100644 index 00000000..f3a65f23 --- /dev/null +++ b/bootstrap/README @@ -0,0 +1,12 @@ +This is the bootstrap WAD builder. + +Deutex requires an IWAD to build wads and will refuse to build a WAD if +an IWAD is not provided. The script here creates a minimal IWAD file that +contains all the lumps deutex needs: PLAYPAL (the freedoom PLAYPAL), +an empty TEXTURE1 lump and a PNAMES lump with one lump in (deutex needs +PNAMES lumps to have at least one entry) + +Because deutex includes all textures from the parent iwad when building +WADs, it is important that the bootstrap wad has as few textures as +possible. + diff --git a/bootstrap/README.txt b/bootstrap/README.txt deleted file mode 100644 index db0942ea..00000000 --- a/bootstrap/README.txt +++ /dev/null @@ -1,11 +0,0 @@ -This is the bootstrap wad builder. -Deutex requires an IWAD to build wads. This creates the wad that -contains all the lumps deutex needs: PLAYPAL (the freedoom PLAYPAL), -an empty TEXTURE1 lump and a PNAMES lump with one lump in (deutex needs -PNAMES lumps to have at least one entry) - -deutex includes all textures from the parent iwad when building wads so -it is important the bootstrap wad has as few textures as possible. - - - diff --git a/flats/README b/flats/README new file mode 100644 index 00000000..8680bd3e --- /dev/null +++ b/flats/README @@ -0,0 +1,9 @@ +This directory contains the flats (floor and ceiling textures). More +information about flats can be found on the Doom wiki: + + + +GIF files placed in this directory will not be automatically included +in the build; the lump name must also be added into buildcfg.txt in +the top-level directory in the section named [flats]. + diff --git a/graphics/README b/graphics/README new file mode 100644 index 00000000..d81a1e6d --- /dev/null +++ b/graphics/README @@ -0,0 +1,18 @@ +This directory contains "miscellaneous" graphics that are not textures +or sprites. For the most part these are elements of the user interface, +but it also includes full-screen artwork images such as the title +screen (TITLEPIC), intermission screen background (INTERPIC) and story +screens. + +Many of the files for this directory are automatically generated by the +textgen script (see the textgen/ subdirectory). + +In general, here's a simple guide to most of the contents of this +directory, based on filename: + + * m_*.gif - Elements of the main menu + * stcfn*.gif - Characters used for displaying on-screen messages + seen during gameplay + * st*.gif - Elements of the status bar + * wi*.gif - Elements of the intermission screens + diff --git a/graphics/titlepic/README b/graphics/titlepic/README new file mode 100644 index 00000000..bed85007 --- /dev/null +++ b/graphics/titlepic/README @@ -0,0 +1,4 @@ +This directory contains a shell script that uses ImageMagick to layer +some text information about the build version onto the game's title +screen. The same is performed for each of the three IWADs. + diff --git a/levels/README b/levels/README new file mode 100644 index 00000000..1c4d1301 --- /dev/null +++ b/levels/README @@ -0,0 +1,7 @@ +This directory contains the game levels. The files are named by the IWAD +into which they are included: + + * cXmY.wad - Freedoom: Phase 1 + * mapXY.wad - Freedoom: Phase 2 + * dmXY.wad - FreeDM + diff --git a/musics/README b/musics/README new file mode 100644 index 00000000..39f0abf6 --- /dev/null +++ b/musics/README @@ -0,0 +1,21 @@ +This directory contains the background music heard during play. The +files are in General MIDI (.mid) format, but are renamed to .mus because +of the limitations of the deutex tool. + +In general, most files are per-level music files: + + * d_eXmY.mus - Freedoom: Phase 1 music for cXmY. + * d_mapXY.mus - Freedoom: Phase 2 music for mapXY. + * d_dmXY.mus - FreeDM music for level XY. + +There are a few other MIDI files: + + * d_intro.mus / d_introa.mus - Freedoom: Phase 1 title music + * d_inter.mus - Freedoom: Phase 1 intermission music + * d_bunny.mus - Freedoom: Phase 1 Chapter 3 end music + * d_victor.mus - Freedoom: Phase 1 victory screen music + + * d_dm2ttl.mus - Freedoom: Phase 2 / FreeDM title music + * d_dm2int.mus - Freedoom: Phase 2 / FreeDM intermission music + * d_read_m.mus - Freedoom: Phase 2 / FreeDM text screen music + diff --git a/patches/README b/patches/README new file mode 100644 index 00000000..049b8887 --- /dev/null +++ b/patches/README @@ -0,0 +1,12 @@ +This directory contains patch textures. These are composited together to +make up the in-game wall textures. More information can be found in the +Doom wiki: + + + +Placing a GIF file in this directory will not cause it to be included in +the built IWADs; the name of the new patch must be used in at least one +texture in the configuration file `lumps/textures/textures.cfg'. Patches +are automatically included in the IWADs based on the texture lump +configuration. + diff --git a/sounds/README b/sounds/README new file mode 100644 index 00000000..11ecbee2 --- /dev/null +++ b/sounds/README @@ -0,0 +1,16 @@ +This directory contains the in-game sound effects. There are two types +of sound effect found here: + + * ds*.wav files are digital (PCM) sound effects, the sound effects + usually heard when playing the game. + + * dp*.txt files are PC speaker sound effects, heard when playing with a + source port that support PC speaker effects and configured to do so. + +Because of the limitations of deutex it is important that sound effects +should be in 8-bit PCM format and not anything more elaborate. Some more +information about Doom's sound effect support can be found on the Doom +wiki: + + + diff --git a/sprites/README b/sprites/README new file mode 100644 index 00000000..f73a0102 --- /dev/null +++ b/sprites/README @@ -0,0 +1,8 @@ +This directory contains the sprites used to represent the in-game +monsters and other objects encountered within the game ("things"). There +are a lot of of sprites because a lot of objects, particularly monsters, +can be viewed from up to 8 different angles. The filenames follow very +a specific naming convention. For more information, see the Doom wiki: + + +