			Fun with DeHackEd! v1.1

		Maintained by Dan Lottero, dlottero@bu.edu

	I really don't like long intros, so the stuff that would
	normally go here is in the OUTRO section at the end of the
	file.  "Fun with DeHackEd" is an attempt to collect everyone's
	ideas on how to tweak the .exe to make neat effects, or to
	make game play more interesting.  Also, the sections UNKNOWN
	will hopefully be useful in finding out what the "unknowns" are.
	Other helpful references are Matt Fell's doom.exe specs, and
	the text files which come with dehacked.  Look in the directory
	/pub/doom/wad_edit/doomhack at infant2.sphs.indiana.edu.

	Two stars means it's new or different in this version...
	
			[TABLE OF CONTENTS]

[0.0]** FORMAT  
[0.1]** WHAT'S NEW      
[---]   "NEW" MONSTERS
[1.0]**         Monsters from inanimate things  (lamp2imp)
[1.1]           Morphing monsters (morfmons)
[1.2]**         Rejuvinating Troopers
[1.3]**         Kamikaze bombers
[1.4]**         Turn monsters into an army of marines!
[1.5]**         Rejuvinating Imps with a twist of lemon
[1.6]**         Stalking Barrels
[1.7]**         Imps shooting "Lost Souls"
[---]   "NEW" WEAPONS
[2.0]           Controled blast Rockets
[2.1]           Moving Barrels
[2.2]           Mine fields via slow projectiles
[2.3]**         Rapid Fire Shotgun
[2.4]**         "fireworks" (fireworks)
[2.5]**         Negative damage rockets!
[2.6]**         Super Shotgun II (shoot all ammo in one shot)
[---]**	EXPLOSIONS
[3.0]           Exploding things 
[3.1]           Exploding Cadavers
[3.2]           Exploding teleports
[3.3]**         Player's exploding death
[---]** MISC
[x.0]           Non-flashing teleports
[x.1]           Red Ooze barrels that bleed
[x.2]**         Anti-grav jousting
[x.3]**         Preserving / Juggling thing ID#'s (ex. Troopers, [1.2])
[---]   UNDESIRED EFFECTS
[y.0]           Player bit#2=N  (can be hurt = No)
[y.1]           High speed rockets
[y.2]           Using player frame #'s for monsters
[y.3]           Small height 
[y.4]**         Monsters shooting lost souls, etc
[y.5]**         Projectiles with bit#4=N
[y.6]**         Death frame = First Moving frame
[y.7]**         Setting gettable things to be explodable
[y.8]**         High missile damages
[y.9]**         Negative damage (see also [2.5])

[---]
[z.0]** WISH LIST
[z.1]** UNKNOWNS
[z.2]** KNOWNS
[z.3]** PATCHES
[z.z]** OUTRO


-------------------------------------------------------------------------
[0.0]   FORMAT
	When I mention a number, say #3, this refers to a thing's
	field number  (ex, #3 is speed).  If I refer to a bit#, it's
	under #22, where the bit table is (ex, bit#2 is can be hurt).
	If I refer to a patch, unless otherwise noted, it can be found
	on infant2.  If you see 'I' or 'me', that refers to me, Dan Lottero
	and not the person who came up with the idea.

[0.1]** WHAT'S NEW
	A bunch of new stuff, corrected some mistakes.  Since half of the
	ideas in MISC incorperate barrel explosions, I made a new group
	called EXPLOSIONS.  Added a "PATCHES" section, which is an attempt 
	to keep track of patches available.  Included patch files for 
	ideas mentioned here in zip on infant2  (dhefun11.zip)

[---]  "NEW" MONSTERS
	A thing's behavior seems to be determined by the values of the
	frame numbers (#15-21).  The easiest way to change a thing's 
	behavior is to change the frame #'s.  Of course it will *look* like
	the thing it's behaving like, too.  Changing Column 1 in the frame
	table, however, will only change what the monster looks like.  It
	will still act like the original monster.
[1.0]** Check out Jason Gorski's lamp2imp.zip patch.  It turns lamps into
	imps.  This concept can be used to turn any inanimate thing into a
	monster.  Using Dehacked v1.3 or higher...
	 c, 2, 58       (copy imp info to lamp)
	 g, 58          (goto lamp)
	 e, 1, 2028     (reset ID# to lamp's original ID#)
	...Jason Gorski
[1.1]   Check out Tree's morfmons.zip patch.  By mix & matching frame #'s,
	monsters will "morph" depending on if they're attacking, dying, etc.
	To give a trooper more punch, change #17,19 to something a bit
	tougher, like the spider boss.  
	 #17=320 #19=316    
	The patch has more examples.
	...Tree
[1.2]** Make troopers come back from the dead by turning ammo clips into
	troopers!  The same concept as [1.0].  Change all of the clip's
	fields & bits to be the same as a trooper *except* the ID# (#1).
	OPTIONAL:  increase trooper's #2 so you don't kill both in one shot
	NOTE:  see [x.3]
	...Keenan Clay Wilkie
	A cool variation on this is to make them come back as ghosts:  make
	the clip be a trooper, but with partial invis, faster, less mass
	and the ability to go thru walls.  So for the ammo clip, same as
	above, but 
	 #3=higher #9=smaller bit#12,18=Y 
	...Chris Gillespie   
[1.3]** Turn troopers into kamikaze bombers!  Far attack = 0, and close
	attack = barrel explosion.
	 #19=0 #19=378
	Or to make troopers explode when they look at you, use far attack
	 #19=378
	NOTE: this is the basis for [1.6], the only difference is in [1.6]
	the monster's motion frames are made to *look* like a barrel.
	...Matt Fell, Jason Gorski
[1.4]**   To make an army of marines, and to illustrate the reason for
	bit#26,27, change all POSS, SPOS, TROO, SARG sprite numbers to 26
	in the frame table.  (column 1)  Next change bit#26,27 in the bit
	editor to 0,0 0,1 1,0 1,1 so each monster is a different color.
	I won't get any more specific that this, since it'd take up too 
	much room.  NOTE: they will still act like the original monsters!
	If you just change the frame numbers (in the thing editor) to that
	of the player, the monsters will be immobile.
	...Matt Fell
[1.5]** If you have extra frames lying around, you can use them for other
	stuff by fooling with columns 1,2 and 3 in the frame table.  Chris
	Gillespie used extra frames to make an imp rise from the dead, 
	showing the death frames in reverse, back to the first moving frame.  
	This brings on the dilemna in [y.6].  In the patch FUN_1.DEH, included
	in DHEFUN11.ZIP on infant2, I used some extra sargeant death frames
	to make the imp's exploding death a little more interesting, although
	still making him dead.  (avoiding problem mentioned in [y.6])  I 
	can't think of a way to explain it easily, so just look at the frame
	table below.  Notice the second-to-last exploding death frame for 
	the imp (frame 227) points up to 187, the start of the extra frames.
	All the extra frames must have columns 1,2,4 the same as the 
	originals, but adjust column 3 as appropriate.  The last extra
	frame (200) points to 228, the last imp death frame, to make the
	detour complete.  IMPORTANT:  In the extra frames, the code 
	pointers (col#5) *MUST* be set to zero, otherwise Doom crashes.  
	I have no idea why, but without the zeros, it doesn't work.

       Frame       Sprite             3.Next                  5.Code
       Number    1.# 2.sub#   Name    Frame #   4. Duration   Pointer
	187        0     18   TROOS     188           5            0
	188        0     17   TROOR     189           5            0
	189        0     16   TROOQ     190           5            0
	190        0     15   TROOP     191           5            0
	191        0     14   TROOO     192           5            0
	192        0     15   TROOP     193           5            0
	193        0     16   TROOQ     194           5            0
	194        0     17   TROOR     195           5            0
	195        0     16   TROOQ     196           5            0
	196        0     15   TROOP     197           5            0
	197        0     16   TROOQ     198           5            0
	198        0     17   TROOR     199           5            0
	199        0     18   TROOS     200           5            0
	200        0     19   TROOT     228           5            0
	...             
	227        0     19   TROOT     187           5            0
	228        0     20   TROOU       0          -1            0

	This is just my example.  It's an adaptation of an idea from...
	...Chris Gillespie
[1.6]** Stalking barrels will turn any monster into a barrel, that can
	roam around and blow up.  It is also an excellent illustration of
	using the frame table.  In the frame table, editing column 1 will
	change what a thing *looks* like, but it will still act as it always
	did.  You will notice that when you change column 1, the description
	changes.  When you change column 2, the  A,B,C,etc changes.  So, in
	this case, we want sargeants to look like barrels.  The barrel has
	only 2 frames, BAR1A and BAR1B, where the A and B correspond to the
	subnumbers 0 and 1.  So, we'll have to change sub-numbers to reflect
	this.  Enough theory, on with the details:
		In the frame table (F3):                          
	 Change frames 172-181 & 185,186 to have Col1=38, and make Col2 
	 alternate between 0 and 1.  Now the moving, injured, and still  
	 sargeants will look like barrels, but act like sargeants.  Now, go
	 back to the thing editor (q), for sargeants:
	   #10=0 #11=0 #12=0 #13=58 #14=0 #18=378 #19=0 #20=378 #21=378 
	 This sets the sounds to be like a barrel, and gives the trooper
	 a barrel death, and a close attack of exploding.
	Although I made some slight changes, this idea came from ...
	...Morgan Schweers
[1.7]** The same concept as [1.6].  Make the moving fireballs *look* like
	lost souls (ala Frame Table).  They still however, act like 
	fireballs.  
	 frame table: Frames 80-84  set col1=32     
		      Frames 82-84  set col2=32773,32775,9 respectively
			     (skips a few frames but gives same effect)
	 Thing editor, for imp fireballs:  #10=39
	...Chris Frederick
[---]   "NEW" WEAPONS
[2.0]   After the rocket's in flight, shoot at it and make it explode.
	 #3=4, #2=10   (try #3= -1  ...Scott Bessler)
	 bit#2,9,10,16=Y  all others must = N
	WARNING: sometimes locks game up.  Solutions/ideas, anyone?
	...Ron Goff
[2.1]   set a barrel in motion, then detonate with another shot!  For barrel, 
	 #3=25  #8=170  #10=12 #11=12
	 #12=22 #13=58 #14=54 #15-19=376 #20,21=378   
	 bit#1,2,9,14,15,16,22=Y  all others must = N
	WARNING:  Watch out, the barrel will explode "twice" !!
	...Mike Brashars
[2.2]   Turn projectiles into "mines".
	 #3=slow!  ...dave
	 #3= -1    ...Scott Bessler
	NOTE:  I've noticed that I can't be harmed by my own rockets, that
	is, they will fly right through me without detonating.
[2.3]** There are two ways to make a rapid-fire shotgun.  The first was
	to use Chris Gillespie's utility called dmframe.  You'd have to
	use this if you're using a version of dehacked less that v1.3.  If
	you have v1.3 or higher, you can use dehacked, and edit the frame
	table.  I swiped this explaination almost verbatim from Tom Neff:
	 In the Frame List (F3):
	  - Set the Duration (col 4) of Frames 21, 22, and 29 to 1.
	  - Set the Next Frame # (col 3) of Frame 22 to 29.
	 In the Ammo Editor (a):
	  - Increase the Shotgun's max cap and ammo-per-item, since you'll
	    be moving a lot of lead.  
	...Chris Gillespie
[2.4]** Check out Chris Gillespie's patch (firework.zip)  It changes
	the puff from weapons hitting walls to a BFG blast.  Blood splats
	become rockets.  Quite deadly.  Keep your distance!
	...Chris Gillespie
[2.5]** Setting missle damage to a negative number gives some pretty
	wacky results.  Until more is found out about it, refer to [y.9]
	for its effects.
	...Keenan Clay Wilkie
[2.6]** To use all of your available ammo in one shot, get into the ammo
	table (a), and for the shotgun, change #7 from 21 to 22, and change
	#8 from 30 to 29.
	NOTE: I fooled with this a bit and got some interesting results.
	I made similar changes on the pistol, chaingun and shotgun.
	Changing just #8 will make the pistol "rapid fire".  You hold down
	on the fire key, nothing happens.  Release and then repress quickly
	and you've got a rapid fire pistol!  Just setting #7 doesn't change
	performance, but it does leave the weapon still on the screen after
	you've changed to a new one.  The only way to get rid of it is to
	fire a projectile weapon.  I haven't looked too much into this, but
	I'll bet you can get the same results more elegantly by fiddling with
	the frame table.  Perhaps changing the ammo table gets the weapon
	caught in an endless loop of firing, until the ammo is used up, then
	it switches you to the next weapon, as normal.
	...BonesBro 
			
[---]	EXPLOSIONS
	Due to all the ideas incorperating explosions, I made a new catagory.
	One problem with making things explodable is mentioned in [y.7].
	Other barrel-related entries are [1.3] and [1.6].
[3.0]   Make any thing explode like a barrel by setting 
	 #20=378 #2=reasonable, bit#2=Y.
	OPTIONAL: edit bexp?0 graphics to look more generic, set #13=58, or
	use the same death graphics as a rocket.
[3.1]   For the twitching bodies, 
	 #20=163,192,221 (to taste) #20=24,42 (to taste)
	NOTE:  using the rocket death frame may look better than the barrel's
	...RPM
[3.2]   Change thing 21's first frame to barrel explosion, and teleport
	squares become land mines!
	 #15=378
	If you're playing with -respawn, step carefully around those
	corpses, they could go off at any minute!
	...Keenan Clay Wilkie
[3.3]** Yet another twist on exploding deaths.  If the player's death is
	exploding (see [3.0]) it can make deathmatch more interesting...
	"If you're weak and manage to stay on the other guy's tail, 
	he may not want to finish you off..."
	...Tom Neff

[---]** MISC
	Stuff that doesn't fit into other catagories.  ('x' leaves room
	in the middle for new catagories)
[x.0]   For thing 21  (Teleport Flash)
	 bit#3=Y
	The flash will *not* appear when you teleport.  This could make
	for some very convincing illusions!
	...Tree
[x.1]   A neat trick you can do with the color bits ... make the barrel
	ooze red, and make it bleed rather than puff so it looks like you've
	punctured it.
	 bit#26,27=Y bit#19=N  all other bits stay the same
	...RPM
[x.2]** Set the player bit#9=Y.  Try it with god mode, and use rockets for
	propulsion.  Mr X created an arena for jousting via DEU.  All that's
	left is to figure out how survive propulsion without god-mode,
	and you've got a multiplayer jousting match!  
	...Mr X  (I lost the name for this one!)
[x.3]** When you make rejuvinating troopers ([1.2]), the ammo clip retains 
	its ID# of 2007.  However, when there's an ammo clip just lying 
	around, it is also a ghost trooper.  You can avoid this problem by 
	replacing a less-used thing with the ammo clip (ID# and all).  Then, 
	since Doom needs all the ID#'s accounted for, you make the ammo clip
	entry have the characteristics of a trooper ghost, but have the ID#
	of the less-used thing.  An example would be to use the floating eye.
	(thing #65, ID#41) to hold the ammo clip (thing #43, ID#2007).  Then
	use the ammo clip to hold the trooper ghost, using the eye's
	ID#.  So, you'd take the following steps, using the "copy" command
	in dehacked:    c, 43, 65  (move ammo clip info to eye)
			c, 3, 43   (move trooper info to ammo clip)
			g, 43      (go to the ammo clip)
			e, 1, 41   (give ammo clip eye's old ID#)
	Now, all the ID#'s are still accounted for, troopers still spawn
	a new trooper when they die, and ammo clips that were otherwise just
	lying around, still lie around.  
	...Chris Gillespie (his idea, my example wasn't exactly what he had
			    originally posted to a.g.d, though)

[---]   UNDESIRED EFFECTS
	Changes you can make to Doom that make "undesired" effects occur.
	For instance if you find a way to make Doom crash, I'll put it here
	so we can all avoid doing it.
[y.0]   For player, if bit#2=N, no monsters will attack you
[y.1]   High speed projectiles are very inaccurate
[y.2]   Monsters will not move if you give them the player's frame #'s
[y.3]   Giving the player a small height makes you harder to hit, but also
	means you can't shoot at monsters on higher sectors.  With a height
	of 2, I couldn't even shoot at monsters 1 step above me!
[y.4]** If you make a monster shoot lost souls or barrels, and if it  
	explodes in its face, it will attack whatever injured it, (itself)
	and end up commiting suicide. 
	...Keenan Clay Wilkie
[y.5]** It was noted that the exploding rockets trick sometimes caused 
	doom to lock up.  Note that bit#4 must be No.  I set my plasma
	bullets' bit#4=N, and doom hung up on me.  Could this be a coincidence
	or the culprit ??  Perhaps the explosion and puff overlap & lock
	up ??
[y.6]** Setting the death frame to be the first moving frame will make
	a monster instantly come back from the dead.  It sounds keen, but
	the "undead" monster will be completely invulnerable to attacks,
	but still be able to attack you.
[y.7]** If you make a gettable thing also have an exploding death (same
	concept as [3.0]) if the explosion "touches" you, doom quits with
	an error "unknown gettable thing".
	...Keenan Clay Wilkie (and I think a few other people)
[y.8]** Setting rocket damage to something high, like 4000 will kill you
	even if you've got god-mode on.
	...Eugen Woiwod
[y.9]** Setting missile damage to a negative number:  Sometimes it appears
	to have a "healing effect", but it will still kill a monster.  The
	monsters sometimes fly forward when hit.  Try this and play e2m8,
	for some really trippy side effects.

[z.0]   WISH LIST
	Cool ideas not yet implemented.  I think some of these can
	be accomplished by changing graphics ala dmgraph, but a quick
	dehacked patch would be much neater!

**  Is there any way to alter how much armor the armor bonuses give out
    Howabout the other stuff, like health, light goggles, etc etc etc?
	...RPM

    Make barrels into monsters?  Make them move around and explode on 
    contact?  ANSWER:  see [1.6]
    Make any monster shoot fireballs?  
	...Night Child 

    Make plasma bullets / bfg blast light up a dark sector so you can see
    what's there.  IDEA: somehow mix lamp's behavior with plasma bullets?
**  BUMMER:  mucking around with the code pointers (frame table column 5) 
    only seems to crash things...Alden Bates 
    ANSWER:  see [1.7]
	...Evan Bynum
  
    How to get the Caco to shoot Lost Souls without crashing the machine
    NOTE: I've tried a few patches, but they've all made Doom crash. For a
    semi-solution, see [1.7]
	...Steve Chaney

    Using the bfg blast as a mine/shield.  Setting it as an obstacle doesn't
    seem to make it block shots.  Anyone have any luck on this one?
	...Steve Chaney

    Is there a bit which controls what weapon a monster leaves behind when
    it dies?  
	...Scott Adams  
  
[z.1]** UNKNOWNS
	To my knowledge, the following are still unknown:
	 bit#5,6,7,13,17,20,21,28-31.  
	 
	Any info on bit#4 would be appreciated.
	
	Anyone successfully changed the "code pointers" ?? (in the frame 
	table or elsewhere in the .exe)

[z.2]** KNOWNS
	Things which have recently become known, but who's descriptions
	are not yet in the current DeHackEd version  (1.3)

	NOTE:  A typo in the description of bit#26,27: below 01 and 10
	       are mixed up.  It is correct below:
		     00   green->green        01   green->brown
		     10   green->dark grey    11   green->dark red

	In the Frame Table, Column 2: if value is 32768, etc., then that 
	frame gets displayed at full brightness even in a dark room (It uses 
	colormap 0).  NOTE:  I changed the pung* frames & they are invis!
	Perhaps I just screwed up.
		...Matt Fell

[z.3]** PATCHES
	Here are patches that I know about...some of the ideas are covered
	in this text, but they often contain other neat stuff I've missed.
	Also, most patches do not tell what they've changed, so what I list 
	here may not be all the changes, just what I noticed.  The 
	explanations are breif, since I don't have a lot of time to devote to
	detective work.  If it looks interesting, download it from infant2;
	you can see for yourself how the changes were made, and who made them.
	If you are the creator of one of these patches, and wish to see a
	better description of your work here, please e-mail it to me!

	 FUN_1.DEH      included in the DHEFUN11.ZIP, this has
			almost all of the ideas mentioned in this
			text squished into it.
	 firework.zip   blood splats & puffs changed to bfe's and rockets
	 reality1.pat   ?? (only avail on a.g.d.binaries?)
	 r12-1.zip      barrels hang from ceiling and are semi-invis
			imps f-ball slow, killable, imp is tougher
			sargeant faster, caco f-ball faster
			plasma bullets semi-invis, slow, more damage
			BFG uses a purple blast
	 r12-11b.zip    blood splats -> pool of blood.  puffs -> blood splat
			imp invis.  lots of things explodable.  a lot of same
			stuff as r12-1.zip.  chaingun unlimited ammo, fist 
			uses up rockets  WARNING: locked up DOOM!  
	 r12-21b.zip    lamp->trooper  sargeants are players (& can't move)
			imps shoot potions  fast shotgun  lots of things
			explode  barrels explode & regenerate  cacos shoot 
			lost souls  WARNING: locked up DOOM! (cacos, I think)
	 r12-2b.zip     dead bodies can be shot & turn into blown up dead
			bodies,  fast weapons, cacos shoot medikits
			WARNING: locked up DOOM! (cacos again)
	 rckt_hak.zip   rocket explosion as it launches, then when the
			rocket explodes, about 3 other explosions go off.
			don't do it unless you iddqd.

[z.z]   OUTRO
	If you've got a good idea, e-mail it to me.  But please
	post it on a.g.d, too, since a lot of good ideas are generated
	from other ideas.  However, I probably won't catch it if you
	only post it to a.g.d, due to the high traffic.  

	I try to give credit to the person(s) who supplied an
	idea, and how to implement it.  If I mess up, drop me a line.
	If two people had the same idea, I'll list both.    

	If any of the ideas listed here don't work, drop me a line.  I've
	tried almost all of them, so most likely, I just made a typo.

	All the ideas here will be put in patches, zipped and uploaded
	to infant2.  Some stuff may duplicate things in other patches.
	I recommend downloading some of the other patches mentioned, too.
	This file will be on infant2 as DHEFUN11.ZIP in either the 
	/pub/doom/incoming or /pub/doom/wad_edit/doomhack directory.
	You will need DeHackEd v1.3 or higher to use the patches.

	Any comments about this should be directed to me (dlottero@bu.edu).
	Any juicy bits about unknowns should go to Matt Fell (author of
	the Unofficial Doom Specs), Tree (author of DeHackEd), and
	I wouldn't mind knowing, too!

	Share and Enjoy!     Happy hacking,

Dan Lottero
dlottero@bu.edu

