			     DeHackEd v. 2.0 BETA
			     By Greg Lewis (Tree)
			   gregory.lewis@umich.edu
		      The premiere Doom.exe hack editor!

  Note:  This is a beta version.  Any and every function may be expected
to malfunction at will.  Your doom.exe file may be trashed, crashed, and
totally mangled, and I take no responsibility for it.  Have fun!  And,
while you're at it, let me know what I should add/change/fix for the
real thing.

  DeHackEd is capable of totally restructuring the way Doom works.  Peruse
the Thing tables in the Doom.exe file, and modify them at will.  Make
fireballs invisible!  Make missiles do 2000 points of damage!  Make demons
float!  Also, edit the Ammo tables to help your struggling Marine with more
ammo.  Edit the Frame tables, and create new looking items, or extra-fast
shooting weapons!  And, save your changes in patch files.  Create new types
of deathmatches, with plasma "mines" and super-fast wimpy rockets.  Wad
developers can create new types of monsters to distribute with their
levels...  great new possibilities!

  Two patch files have been included, an updated patch for super-rapid-fire
weapons (thanks for the idea Chris!), and the already distributed patch for
morfing monsters.  Load 'em and have at it!  (Note:  Those patches are for
Doom 1.2 only!)  And the most recent version of "Fun with DeHackEd," written 
by Dan Lottero, is included.  It lists tons of fun things you can do with 
DeHackEd... thanks Dan!


  Disclaimer:  the author is NOT responsible for any damage, corrupting,
or trashing of the doom.exe file that this program causes.

  Hint:  Make a backup of the doom.exe before you begin!  You can use the
command 'dehacked -save normal.deh' to save a backup patch file that you
can reload, to undo any changes made by DeHackEd.  However the official
patches from Id (1.2 -> 1.666) require the correct date and time on the
doom.exe file, so it's a wise idea to keep a pristine copy of the doom.exe
file zipped up somewhere.


  Many thanks to Matt Fell (matt.burnett@acebbs.com) for the specs
that made this possible.  Also, to Id for the great game!  It is a
good idea to pick up a copy of the doom.exe hack specs, available
at infant2.sphs.indiana.edu.  For general help, read the file DEHACKED.HLP.

  Look for a new version of DeHackEd after Doom 1.666 is released, which will
(hopefully!) be able to work with both popular versions of Doom (1.2
and 1.5).  It should be available soon after the 1.5 release (14 days?).
The new version should still be able to read 1.2 patch files, too.


  NOTE:  If anyone finds new information about any of the unknown
information, please inform me about it, so I can include it in the next
version of the editor.  I will also relay the information to Matt Fell.


  I'm interested in some feedback on the following question:  should I
include the ability to edit the sound or sprite tables?  Let me know if
anyone considers this to be very useful (and why?!), and I may include it
in the next version.  Until then, what you've got is what you get.

  Or, if anyone is interested in adding code to this program, email me
and I can give you the stuff I've got now to look at.  Or, if someone
wants to take care of DeHackEd altogether, let me know.


  Future versions may or may not include:

  Text data editing
  Allow "add-on" byte changes
  Multiple patch loading
  ??? (your suggestions here)

  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 my whole summer on it.
  Matt Fell, (matt.burnett@acebbs.com)
      For those 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.
  Dan Lottero (dlottero@acs.bu.edu)
      For writing the "Fun with DeHackEd" text file, and helping in
      finding additional unknowns.
  Jason Gorski (bgorski@emr.ca)
      For some great help in finding new information when there were
      many "unknowns".
  Keenan Wilkie (???)
      For finding more info I didn't know.



Version 2.0:
	More robust input functions.  ESC will get out of entering basically
		any input.
	Cool windows, arrow keys to move around the fields.
	.ini file for paths and filenames.
	New 'j'ump command, to jump to the current information in another
		table.
	New patch file format, incompatible with old format.
	Allows sound/sprite editing.

Version 1.3:
	Added new Thing information, to replace '?'s and unknowns
		(thanks to Dan Lottero, Keenan Wilkie, Matt Fell, Id)
	Command line options for patching (batch files!)
	Frame editing (not all fields, only the "important" ones...)
	Copy command, with "Clipboard"
	Sprite table viewer (whoopie.)
	Slight redesign of keys, display, etc.
	Less buggy in general than 1.2

Version 1.2:
	Patch files now available
	New Ammo editor
	Fixed the 'e' thing on the help screen (Thanks to the 2,000,000
		people who pointed it out!)
	Added new bit information, bits 12, 15, 26, and 27 (thanks to
		Jason Gorski)
	Fixed "bit" bugs *again*
	New Frame table viewer
	New Sound table viewer
	New Thing (list-type) table viewer

Version 1.1:
	New Bit Editor.
	Width/height bugs fixed.

Version 1.0:
	The first thing!
