SeHackEd v0.4 Modified By Gokuma http://doomworld.com/sehacked Find me on Doomworld forums based on DeHackEd v3.0a By Greg Lewis (Tree) gregl@umich.edu http://www.yossman.net/~tree/_doom.html This document was originally written by Greg Lewis. It has been edited to apply appropriately to SeHackEd by Gokuma SeHackEd is capable of heavily restructuring the way Strife works. It allows you to modify a number of data tables from the Strife exe file. Give the Bishop 5000 hit points, make shop keepers portable, have teleport beacons call in templars to fight for you, make bosses appear in multiplayer, or make weapons of mass destruction such as reusuable rat buddy bombs! Give your struggling rebel a grappling hook, change the cheats to something easier to remember, or edit the Frame data to create new looking items or extra-fast shooting weapons. Save your changes in patch files to distribute to your friends, or to the world. Create new types of deathmatches, with energy "mines" and super-fast wimpy rockets. Wad developers can modify enemy types to distribute with their levels... great possibilities! [ sales mode off :-] Several SEH patch files have been included. A complete list is included below. You can actually load grapple.seh, multi.seh, rainfire.seh, and color.seh one after another without reloading original data to combine effects if you want. Files in this release: SEHACKED.EXE - The executable file, version 0.4 SEHACKED.INI - The preferences file, should be in the same directory as sehacked.exe SEHACKED.TXT - This file, mostly product information S0HACK.EXE - Alternate Sehacked.exe for editing alternate v1.0 S0HACK.INI - S0Hack's ini file S1HACK.EXE - Alternate Sehacked.exe for editing v1.1 S1HACK.INI - S1Hack's ini file README.TXT - Important start-up information SHEHELP.TXT - A reference guide on using SeHackEd, with descriptions of the editing screens, help on all the commands, Frequently Asked Questions, and more SHELOGO.PCX - The new logo file for SeHackEd SAMPLE.SEH - Demonstration/description of the text format patch files, NOT meant to play Strife with GRAPPLE.SEH - Changes the electric crossbow into a grappling hook MULTI.SEH - Makes everything including bosses appear in multiplayer RAINFIRE.SEH - Make Sigils B and especially E spawn lots of fire. OVERLOAD.SEH - Version of rainfire that results in so much fire from a single Sigil E blast that you get sprite overload (the game only displays so many of the sprites). COLOR.SEH - Changes colors of players 1,2,3,4 & their summoned rebels to those of players 5,6,7,8. Does not affect gameplay or interfere with demo playback. V11FIX.SEH - Should elimnate unknown map ID or sprite problems when using Strife v1.1 with a full iwad. Look in the file for comments. Disclaimer: the author(s) are NOT responsible for any damage, corrupting, or trashing of any exe file or any other damage that these programs cause, and assumes no responsibility in the case of any legal action. The following warning is kind of moot since id released the source code to Doom years ago, Raven did the same with Heretic and Hexen, and former Rogue employees want to release the Strife source if they can find it. There was a stir about DeHackEd years ago in several Doom forums, news- groups, and the like. If you plan on creating any large masterpieces that use DeHackEd patches and which you wish to distribute, keep in mind that Id's legal department considers such patches illegal, and a breach of their software license and copyright. Further conversations show that Id does not mind if you DO distribute them, but just remember that if any legal action should arise the law is on Id's side (Or rather Rogue or Velocity's side if they were still in business). Where to find this file: The SeHackEd Homepage: http://doomworld.com/sehacked SeHackEd credits: Much thanks to the following people for their contributions and help. Id (idsoftware.com) For writing the Doom engine, so I could blow the last decade on it. Rogue and Velocity For writing Strife, so I could blow the last half year on it. Janiz Legzdinsh (http://www.vavoom-engine.com) For many important offsets plus other info concerning data fields. Randy Heit (http://zdoom.org) For v1.31 cheat code offsets which also enabled me to find the main cheat offset in all other versions. Frans P. de Vries (http://www.3dgamers.com) For recovering the Strife v1.0 demo on some old floppy disks and getting it to me so I could make Sehacked work with every released strife.exe (but Sehacked still always requires a full retail iwad) Greg Lewis and everyone listed in the DeHackEd credits For DeHackEd DeHackEd credits: Special thanks also go out to the following people, without whose help DeHackEd would not exist. Thanks a lot for your help, and if I've missed you on this list, just let me know and I'll fix it immediately. Id (idsoftware.com) For writing Doom, so I could blow the last year on it. Matt Fell, (msfell@aol.com) Many thanks for the great Doom exe specs, from which DeHackEd was born! Elias "Caveman" Papavassilopoulos (ep104@cus.cam.ac.uk) For some down-n-dirty messing with the Doom exe file, to find a few of the more technical details. This man is assembler god. Solely responsible for all Misc data. Lee Gaiteri, LummoxJR (LummoxJR@aol.com) Responsible for finding/deciphering the Code Pointer data. Official Opinion Person. Designed the really cool DHE logo too. Bill Neisius (bill@solaria.hac.com) Gave invaluable help with the sound code, which just plain wouldn't work without his help (still iffy for that matter). Olivier Montanuy (montanuy@dmi.ens.fr) Gave suggestions on program updates, encouraged versions 2.4 and 3.0. Dan Lottero (dlottero@acs.bu.edu) For writing the "Fun with DeHackEd" text file, and helping in finding additional unknowns. Jason Gorski (al700@freenet.carleton.ca) For some great help in finding new information when there were many "unknowns". Robert Mikel (robmikel@aol.com) Has taken over as author of the "Fun with DeHackEd" text file. Also provided valuable user feedback. Adrian Cable, "MeGALiTH" (acable@sound.demon.co.uk) Finally found out what the last three unknown bits were. Fletcher (fletcher@cqi.com) Some new info on the Sound fields. Keenan Wilkie (darkstar@iglou.com) For finding more info I didn't know. Tomasz Kozera (jakfrost@pipeline.com) For finding bit #5 for me. Version 0.4: SeHackEd now supports full Strife versions v1.0, 1.2, 1.3, and 1.31. Versions 1.0, 1.2, and 1.31 can be autodetected. You have to edit sehacked.ini to edit Strife v1.3 because it has the same file size as v1.31. S1Hack.exe (its ini file is S1Hack.ini) is for modifying the Strife v1.1 exe from the demo but still requires a full retail iwad. You should buy the full Strife and the demo iwad doesn't have many resources to play with anyway. Strife v1.1 exe is almost like a strange alpha version. The retail v1.0 is actually more up to date than it. With less and different things, more frames, different cheat codes, one less sound, and less text I had make the separate S1Hack.exe to properly support it. S1Hack.exe is generally unsupported and while patches can be loaded between SeHackEd and S1Hack, they will not match up very well without fixing them up in a text editor first. S0Hack.exe (its ini file is S0Hack.ini) is for the Strife exe from the v1.0 demo, but still requires a full iwad to run. You will need to do some work to run that Strife exe with a full iwad though. New Features: -Strings pointed to by Name Pointers are now displayed in Things mode. Bugs fixed: -Can edit all those unknown things now (and a few are no longer unknown). This was fixed by adding more clipboard things. The tradeoff is there is one thing called "Do not edit" (usually 345, but 317 in v1.1) that you should not edit. With normal versions of Strife only changes to its map ID# can be saved and since it's zeroed to start with and it seems to be harmless, but there's still no reason to mess with it. I really suggest leaving it the hell alone in v1.1 though since some other data from the exe shows up there. That means if you have a patch from normal SeHackEd that for some reason modifies thing 317 Quest5, change 317 to a different number before trying to load it in S1Hack. -Can change the whole pumpupp cheat now. -Not a bug but the program is a little cleaner. I commented out more code that wasn't being used (since I don't know the offsets to edit some data sections Dehacked could edit in Doom). Bugs that should be gone: -I haven't seen that one sprite offset changing bug since a while before I released Sehacked v0.3. It was probably fixed before then but I don't know for sure. Remaining issues: -the minor tradeoff mentioned above -ammo per item settings always being saved to patches even when unchanged -sound playback Version 0.3: Supports Strife v1.31 Being the first really usuable release, there are a few known issues... Because of a limit with a memset command, SeHackEd can read, write, and save data for things up to partway through thing 330 (Unknown 18). These last unknown things are dummy things anyway. 17 of the unknown dummy things can still be fully edited to add things to maps with new map ID #'s You can't change the last three characters of the backpack cheat. It always changes back to upp (of pumpupp). The ammo per item settings are always detected as changed even though they stay correct. This results in them always being in a SEH patch you save. I'm not sure if this problem is still around but Sprite 1's offset (for PNCH) may get changed every once in a while. Simply change its value back to -111112 to fix it. Or delete the change from a patch. Sound playback doesn't work right. I suspect it's something to do with the compiler I'm using. I had the same problem when I compiled the unmodified DeHackEd v3.0a source. But when I use the released version of DeHackEd v3.0a or any released version of DeHackEd the sound plays fine.