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6. Lumps

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.

6.1 Embedded Dehacked Support

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.

6.2 Animation Definitions

SWITCHES

Definition of switch textures recognized

ANIMATED

Definition of animated textures and flats recognized

Switches format

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
  • 0 = terminates list of known switches
  • 1 = shareware
  • 2 = registered/retail DOOM or shareware
  • 3 = DOOM II, registered/retail DOOM, or shareware

ANIMATED format

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

6.3 Colour translation tables

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.

CRBRICK

Translates red range to brick red

CRTAN

Translates red range to tan

CRGRAY

Translates red range to gray

CRGREEN

Translates red range to green

CRBROWN

Translates red range to brown

CRGOLD

Translates red range to dark yellow

CRRED

Translates red range to red range (no change)

CRBLUE

Translates red range to light blue

CRBLUE2

Translates red range to dark blue (status bar numerals)

CRORANGE

Translates red range to orange

CRYELLOW

Translates red range to light yellow

6.4 New graphics used by PrBoom

Menu graphics

All in standard Doom patch format

M_HORSEN

Mouse horizontal sensitivity menu

M_VERSEN

Mouse vertical sensitivity menu

M_SETUP

Setup menu entry in main menu

M_KEYBND

Key Bindings entry in setup menu

M_AUTO

Automap entry in setup menu

M_CHAT

Chat string entry in setup menu

M_ENEM

Enemies options entry in setup menu

M_STAT

Status bar and Hud entry in setup menu

M_WEAP

Weapons entry in setup menu

M_MESS

Message option entry in setup menu

M_COLORS

Palette color picker diagram

M_PALNO

Xed-out symbol for unused automap features

M_BUTT1

Setup reset button off state

M_BUTT2

Setup reset button on state

Fonts

All in standard Doom patch format

STCFN096

` character for standard DOOM font

STBR123

HUD font bargraph char, full, 4 vertical bars

STBR124

HUD font bargraph char, partial, 3 vertical bars

STBR125

HUD font bargraph char, partial, 2 vertical bars

STBR126

HUD font bargraph char, partial, 1 vertical bars

STBR127

HUD font bargraph char, empty, 0 vertical bars

DIG0

HUD font 0 char

DIG1

HUD font 1 char

DIG2

HUD font 2 char

DIG3

HUD font 3 char

DIG4

HUD font 4 char

DIG5

HUD font 5 char

DIG6

HUD font 6 char

DIG7

HUD font 7 char

DIG8

HUD font 8 char

DIG9

HUD font 9 char

DIGA

HUD font A char

DIGB

HUD font B char

DIGC

HUD font C char

DIGD

HUD font D char

DIGE

HUD font E char

DIGF

HUD font F char

DIGG

HUD font G char

DIGH

HUD font H char

DIGI

HUD font I char

DIGJ

HUD font J char

DIGK

HUD font K char

DIGL

HUD font L char

DIGM

HUD font M char

DIGN

HUD font N char

DIGO

HUD font O char

DIGP

HUD font P char

DIGQ

HUD font Q char

DIGR

HUD font R char

DIGS

HUD font S char

DIGT

HUD font T char

DIGU

HUD font U char

DIGV

HUD font V char

DIGW

HUD font W char

DIGX

HUD font X char

DIGY

HUD font Y char

DIGZ

HUD font Z char

DIG45

HUD font - char

DIG47

HUD font / char

DIG58

HUD font : char

DIG91

HUD font [ char

DIG93

HUD font ] char

New key graphics for status bar

All in standard Doom patch format

STKEYS6

Both blue keys graphic

STKEYS7

Both yellow keys graphic

STKEYS8

Both red keys graphic

Box graphics

All in standard Doom patch format

BOXUL

Upper left corner of box

BOXUC

Center of upper border of box

BOXUR

Upper right corner of box

BOXCL

Center of left border of box

BOXCC

Center of box

BOXCR

Center of right border of box

BOXLL

Lower left corner of box

BOXLC

Center of lower border of box

BOXLR

Lower right corner of box

6.5 Lumps not present in Doom v1.1

All in standard Doom patch/sound format respectively

STTMINUS

minus sign for neg frags in status bar

WIMINUS

minus sign for neg frags on end screen

M_NMARE

nightmare skill menu string

STBAR

status bar background

DSGETPOW

sound for obtaining power-up

6.6 Misc

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.

ENDBOOM

Text displayed at end of game, 80X25 with attributes

TNT1A0

Invisible sprite for push/pull controller things

WATERMAP

Custom greenish colormap for underwater use


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