A lump is an entry in a .wad file, containing data used by Doom/PrBoom.
PrBoom comes with a number of extra lumps which provide data needed by some of its new features which were not present in Doom.
The Linux version of PrBoom comes with these as a separate WAD file, prboom.wad. The Windows version has them embedded in the executable file; thy can be extracted with prboom -dumplumps prboom.wad
PrBoom also looks for a number of new lumps which can control the behaviour of levels and animations in the game.
With BOOM, you could load dehacked patches on the command line. MBF, and now PrBoom, take that one step further, by allowing WAD files to contain a dehacked patch embedded into the wad file. If PrBoom finds a lump called DEHACKED in a WAD file, it parses it as a dehacked/BEX file.
Since dehacked/BEX are horribly messy to work with, they are not discussed in this document. If you need that level of customisation, you don't want PrBoom, you want one of the Doom mods which aim for customisability, like SMMU or DosDoom.
Definition of switch textures recognized
Definition of animated textures and flats recognized
The SWITCHES lump makes the names of the switch textures used in the game known to the engine. It consists of a list of records each 20 bytes long, terminated by an entry (not used) whose last 2 bytes are 0.
9 bytes | Null terminated string naming "off" state texture for switch |
9 bytes | Null terminated string naming "on" state texture for switch |
2 bytes | Short integer for the IWADs switch will work in
|
The ANIMATED lump makes the names of the animated flats and textures known to the engine. It consists of a list of records, each 23 bytes long, terminated by a record (not used) whose first byte is -1 (255).
1 byte | -1 to terminate list, 0 if a flat, 1 if a texture |
9 bytes | Null terminated string naming last texture/flat in animation |
9 bytes | Null terminated string naming first texture/flat in animation |
4 bytes | Animation speed, number of frames between animation changes |
These tables are used to translate the red font characters to other colors. They are made replaceable in order to support custom palettes in TC's better. Note however that the font character graphics must be defined using the palette indices for the standard red range of the palette 176-191.
Translates red range to brick red
Translates red range to tan
Translates red range to gray
Translates red range to green
Translates red range to brown
Translates red range to dark yellow
Translates red range to red range (no change)
Translates red range to light blue
Translates red range to dark blue (status bar numerals)
Translates red range to orange
Translates red range to light yellow
All in standard Doom patch format
Mouse horizontal sensitivity menu
Mouse vertical sensitivity menu
Setup menu entry in main menu
Key Bindings entry in setup menu
Automap entry in setup menu
Chat string entry in setup menu
Enemies options entry in setup menu
Status bar and Hud entry in setup menu
Weapons entry in setup menu
Message option entry in setup menu
Palette color picker diagram
Xed-out symbol for unused automap features
Setup reset button off state
Setup reset button on state
All in standard Doom patch format
` character for standard DOOM font
HUD font bargraph char, full, 4 vertical bars
HUD font bargraph char, partial, 3 vertical bars
HUD font bargraph char, partial, 2 vertical bars
HUD font bargraph char, partial, 1 vertical bars
HUD font bargraph char, empty, 0 vertical bars
HUD font 0 char
HUD font 1 char
HUD font 2 char
HUD font 3 char
HUD font 4 char
HUD font 5 char
HUD font 6 char
HUD font 7 char
HUD font 8 char
HUD font 9 char
HUD font A char
HUD font B char
HUD font C char
HUD font D char
HUD font E char
HUD font F char
HUD font G char
HUD font H char
HUD font I char
HUD font J char
HUD font K char
HUD font L char
HUD font M char
HUD font N char
HUD font O char
HUD font P char
HUD font Q char
HUD font R char
HUD font S char
HUD font T char
HUD font U char
HUD font V char
HUD font W char
HUD font X char
HUD font Y char
HUD font Z char
HUD font - char
HUD font / char
HUD font : char
HUD font [ char
HUD font ] char
All in standard Doom patch format
Both blue keys graphic
Both yellow keys graphic
Both red keys graphic
All in standard Doom patch format
Upper left corner of box
Center of upper border of box
Upper right corner of box
Center of left border of box
Center of box
Center of right border of box
Lower left corner of box
Center of lower border of box
Lower right corner of box
All in standard Doom patch/sound format respectively
minus sign for neg frags in status bar
minus sign for neg frags on end screen
nightmare skill menu string
status bar background
sound for obtaining power-up
The WATERMAP lump has the same format as COLORMAP, 34 tables of 256 bytes each, see the UDS for details. Note that colormaps you add to a PWAD must be between C_START and C_END markers.
Text displayed at end of game, 80X25 with attributes
Invisible sprite for push/pull controller things
Custom greenish colormap for underwater use