Patch File for DeHackEd v2.3

# Note: Use the pound sign ('#') to start comment lines.

Doom version = 19
Patch format = 5


Thing 2 (Trooper)
Hit points = 25
Alert sound = 37
Pain chance = 50
Width = 1048576
Bits = 71303302

Thing 3 (Sargeant)
Hit points = 25
Alert sound = 36
Attack sound = 2
Pain chance = 50
Speed = 5
Width = 1048576

Thing 4 (Archvile)
Hit points = 600
Width = 1048576

Thing 6 (Revenant)
Hit points = 555
Attack sound = 8
Pain chance = 15
Pain sound = 37
Close attack frame = 0
Exploding frame = 462
Death sound = 62
Width = 1048576
Mass = 100
Action sound = 0
Bits = 138412038

Thing 7 (Revenant Fireball)
Initial frame = 112
Alert sound = 92
Death frame = 114
Death sound = 17
Speed = 131072
Width = 327680
Height = 327680
Missile damage = 340
Bits = 329232

Thing 9 (Mancubus)
Width = 1048576
Height = 3670016

Thing 11 (Chaingun Sargeant)
Hit points = 75
Alert sound = 33
Pain sound = 64
Death sound = 62
Width = 1048576
Action sound = 39

Thing 12 (Imp)
Initial frame = 207
Hit points = 35
First moving frame = 209
Alert sound = 36
Attack sound = 4
Injury frame = 220
Pain chance = 55
Close attack frame = 0
Far attack frame = 217
Death frame = 222
Exploding frame = 227
Death sound = 60
Speed = 5
Width = 1048576
Action sound = 6
Bits = 138412038
Respawn frame = 236

Thing 13 (Demon)
Initial frame = 174
Hit points = 45
First moving frame = 176
Alert sound = 38
Injury frame = 187
Pain chance = 50
Pain sound = 27
Close attack frame = 184
Death frame = 189
Exploding frame = 194
Death sound = 61
Speed = 12
Width = 1048576
Mass = 100
Action sound = 34
Bits = 205520902
Respawn frame = 203

Thing 14 (Spectre)
Initial frame = 174
Hit points = 45
First moving frame = 176
Alert sound = 38
Attack sound = 53
Injury frame = 187
Pain chance = 50
Pain sound = 27
Close attack frame = 184
Death frame = 189
Exploding frame = 194
Death sound = 60
Width = 1048576
Mass = 100
Action sound = 34
Respawn frame = 203

Thing 16 (Baron of Hell)
Hit points = 250
Alert sound = 37
Pain chance = 120
Pain sound = 64
Close attack frame = 0
Exploding frame = 165
Death sound = 59
Width = 917504
Height = 3670016
Mass = 100
Action sound = 75

Thing 17 (Baron Fireball)
Initial frame = 150
Alert sound = 9
Death frame = 117
Death sound = 15
Speed = 524288
Width = 851968
Missile damage = 120
Bits = 329360

Thing 18 (Hell Knight)
Hit points = 150
Alert sound = 38
Pain sound = 27
Close attack frame = 0
Far attack frame = 647
Exploding frame = 462
Death sound = 62
Width = 1048576
Height = 3670016
Mass = 150
Action sound = 75
Bits = 138412166
Respawn frame = 587

Thing 20 (Spiderdemon)
Speed = 10

Thing 21 (Arachnotron)
Hit points = 555
Alert sound = 26
Pain chance = 15
Pain sound = 62
Exploding frame = 165
Death sound = 61
Speed = 8
Width = 1048576
Height = 3670016
Mass = 100
Action sound = 75
Bits = 205520902

Thing 22 (Cyberdemon)
Alert sound = 55
Pain sound = 0
Death sound = 0
Speed = 10
Action sound = 44
Bits = 0

Thing 24 (SS Nazi)
Initial frame = 406
First moving frame = 408
Alert sound = 37
Injury frame = 420
Far attack frame = 416
Death frame = 422
Exploding frame = 429
Death sound = 63
Speed = 10
Width = 1048576
Respawn frame = 435

Thing 25 (Commander Keen)
Width = 327680
Height = 3276800
Bits = 529156

Thing 32 (Imp Fireball)
Missile damage = 1

Thing 34 (Rocket (in air))
Initial frame = 112
Alert sound = 92
Death frame = 114
Death sound = 17
Speed = 131072
Width = 327680
Height = 327680
Missile damage = 340
Bits = 329264

Thing 35 (Plasma Bullet)
Alert sound = 91
Death sound = 91
Width = 524288
Mass = 1
Missile damage = 1

Thing 36 (BFG Shot)
Initial frame = 150
Hit points = 1
Speed = 524288
Width = 983040
Height = 655360
Mass = 1
Bits = 329236

Thing 37 (Arach. Fireball)
Initial frame = 107
Alert sound = 91
Pain chance = 45
Death frame = 109
Death sound = 91
Speed = 1310720
Width = 983040
Height = 983040
Missile damage = 1

Thing 43 (BFG Hit)
Width = 65536000
Height = 655360
Missile damage = 4000

Thing 51 (Yellow Skull Key)
Bits = 41943041

Thing 102 (Swaying Body)
Hit points = 555
Bits = 772

Thing 103 (Hanging Arms Out)
Hit points = 555
Bits = 772

Thing 104 (One-legged Body)
Hit points = 555
Bits = 774

Thing 105 (Hanging Torso)
Hit points = 555
Bits = 772

Thing 106 (Hanging Leg)
Hit points = 555
Bits = 772

Thing 107 (Hanging Arms Out2)
Hit points = 555
Bits = 772

Thing 108 (Hanging Torso 2)
Hit points = 555
Bits = 772

Thing 109 (One-legged Body 2)
Hit points = 555
Bits = 772

Thing 110 (Hanging Leg 2)
Hit points = 555
Bits = 772

Thing 111 (Swaying Body 2)
Hit points = 555
Bits = 772

Thing 113 (Dead Marine)
Hit points = 555

Thing 114 (Dead Trooper)
Bits = 67108864

Thing 115 (Dead Demon)
Bits = 134217728

Thing 117 (Dead Imp)
Bits = 201326592

Thing 119 (Guts and Bones)
Hit points = 555
Bits = 67108868

Thing 120 (Guts and Bones 2)
Hit points = 555
Bits = 134217732

Thing 121 (Skewered Heads)
Bits = 6

Thing 122 (Pool of Blood)
Hit points = 200
Bits = 4

Thing 125 (Impaled Body)
Bits = 6

Thing 126 (Twitching Body)
Bits = 6

Thing 128 (Flaming Barrel)
Bits = 6

Thing 129 (Hanging Body 1)
Hit points = 555
Bits = 772

Thing 130 (Hanging Body 2)
Hit points = 555
Bits = 772

Thing 131 (Hanging Body 3)
Hit points = 555
Bits = 772

Thing 132 (Hanging Body 4)
Hit points = 555
Bits = 774

Thing 133 (Hanging Body 5)
Hit points = 555
Bits = 772

Thing 134 (Hanging Body 6)
Hit points = 555
Bits = 772

Thing 135 (Pool Of Blood 1)
Hit points = 222
Bits = 20

Thing 136 (Pool Of Blood 2)
Hit points = 222
Bits = 20

Thing 137 (Brains)
Hit points = 222
Bits = 20

Frame 60
Sprite number = 12
Sprite subnumber = 0

Frame 61
Sprite number = 12

Frame 62
Sprite number = 12
Duration = 10
Next frame = 74

Frame 63
Sprite number = 13
Duration = 10

Frame 64
Sprite number = 13
Sprite subnumber = 32768
Duration = 10

Frame 65
Sprite number = 13
Sprite subnumber = 32769
Duration = 10

Frame 66
Sprite number = 13
Sprite subnumber = 32769
Duration = 10

Frame 73
Duration = 1

Frame 77
Sprite number = 9
Sprite subnumber = 1
Duration = 1

Frame 78
Sprite number = 9
Duration = 1
Next frame = 57

Frame 79
Sprite number = 10
Sprite subnumber = 32769
Duration = 1

Frame 80
Sprite number = 10
Sprite subnumber = 32770
Duration = 1

Frame 97
Duration = 1

Frame 98
Duration = 1

Frame 99
Duration = 1

Frame 100
Duration = 1

Frame 101
Duration = 1

Frame 107
Sprite number = 18
Duration = 3

Frame 108
Sprite number = 18
Duration = 2
Next frame = 109

Frame 109
Sprite number = 18
Sprite subnumber = 32770
Duration = 2

Frame 110
Sprite number = 18
Sprite subnumber = 32771
Duration = 2

Frame 111
Sprite number = 18
Sprite subnumber = 32772
Duration = 3
Next frame = 127

Frame 112
Sprite number = 20
Sprite subnumber = 32768
Duration = 6

Frame 113
Sprite number = 20
Sprite subnumber = 32769
Duration = 6
Next frame = 112

Frame 114
Sprite number = 21
Sprite subnumber = 32769
Duration = 6
Next frame = 128

Frame 115
Duration = 8

Frame 116
Duration = 8

Frame 127
Sprite number = 18
Sprite subnumber = 32772
Duration = 1
Next frame = 0

Frame 128
Sprite number = 21

Frame 129
Sprite number = 21
Duration = 6

Frame 174
Duration = 4

Frame 175
Duration = 4

Frame 176
Duration = 3

Frame 177
Duration = 3

Frame 178
Duration = 3

Frame 179
Duration = 3

Frame 180
Duration = 3

Frame 181
Duration = 3

Frame 182
Duration = 3

Frame 183
Duration = 3

Frame 184
Duration = 5

Frame 185
Duration = 4

Frame 186
Duration = 4

Frame 187
Duration = 4

Frame 188
Duration = 4

Frame 189
Duration = 4

Frame 190
Duration = 4

Frame 191
Duration = 4

Frame 192
Duration = 4

Frame 207
Duration = 1

Frame 208
Duration = 1

Frame 209
Duration = 2

Frame 210
Duration = 2

Frame 211
Duration = 2

Frame 212
Duration = 2

Frame 213
Duration = 2

Frame 214
Duration = 2

Frame 215
Duration = 2

Frame 216
Duration = 2

Frame 217
Duration = 3

Frame 218
Duration = 3

Frame 219
Duration = 3

Frame 220
Duration = 1

Frame 221
Duration = 1

Frame 321
Sprite number = 28
Duration = 4

Frame 322
Sprite number = 28
Sprite subnumber = 0
Duration = 4

Frame 323
Sprite number = 28

Frame 324
Sprite number = 28

Frame 325
Sprite number = 28

Frame 326
Sprite number = 28

Frame 327
Sprite number = 28

Frame 328
Sprite number = 28

Frame 329
Sprite number = 28

Frame 330
Sprite number = 28
Next frame = 323

Frame 331
Sprite number = 28
Sprite subnumber = 0

Frame 332
Sprite number = 28
Sprite subnumber = 0

Frame 333
Sprite number = 28
Sprite subnumber = 0

Frame 334
Sprite number = 28
Sprite subnumber = 0

Frame 335
Sprite number = 28
Sprite subnumber = 0

Frame 336
Sprite number = 28
Sprite subnumber = 0

Frame 337
Sprite number = 28
Sprite subnumber = 0

Frame 338
Sprite number = 28
Sprite subnumber = 0

Frame 339
Sprite number = 28
Sprite subnumber = 32772
Duration = 4

Frame 340
Sprite number = 28
Sprite subnumber = 32772
Duration = 4

Frame 341
Sprite number = 28
Sprite subnumber = 5
Duration = 4

Frame 342
Sprite number = 28
Sprite subnumber = 5
Duration = 4

Frame 343
Sprite number = 28
Sprite subnumber = 6

Frame 344
Sprite number = 28
Sprite subnumber = 6

Frame 345
Sprite number = 28
Sprite subnumber = 7
Duration = 10

Frame 346
Sprite number = 28
Sprite subnumber = 8
Duration = 10

Frame 347
Sprite number = 28
Sprite subnumber = 9
Duration = 10

Frame 348
Sprite number = 28
Sprite subnumber = 10
Duration = 10

Frame 349
Sprite number = 28
Sprite subnumber = 11
Duration = 10

Frame 350
Sprite number = 28
Sprite subnumber = 12

Frame 351
Sprite number = 28
Sprite subnumber = 12

Frame 352
Sprite number = 28
Sprite subnumber = 11

Frame 353
Sprite number = 28
Sprite subnumber = 10

Frame 354
Sprite number = 28
Sprite subnumber = 9

Frame 355
Sprite number = 28
Sprite subnumber = 8

Frame 356
Sprite number = 28
Sprite subnumber = 7

Frame 406
Duration = 4

Frame 407
Duration = 4

Frame 422
Duration = 3

Frame 423
Duration = 3

Frame 424
Duration = 3

Frame 425
Duration = 3

Frame 426
Duration = 3

Frame 427
Duration = 3

Frame 439
Sprite number = 28

Frame 440
Sprite number = 28

Frame 441
Sprite number = 28

Frame 475
Sprite number = 28

Frame 476
Sprite number = 28
Sprite subnumber = 0

Frame 477
Sprite number = 28

Frame 478
Sprite number = 28

Frame 479
Sprite number = 28

Frame 480
Sprite number = 28

Frame 481
Sprite number = 28

Frame 482
Sprite number = 28

Frame 483
Sprite number = 28

Frame 484
Sprite number = 28

Frame 485
Sprite number = 28

Frame 486
Sprite number = 28
Sprite subnumber = 4

Frame 487
Sprite number = 28
Sprite subnumber = 5

Frame 488
Sprite number = 28
Sprite subnumber = 6

Frame 489
Sprite number = 28
Sprite subnumber = 6

Frame 490
Sprite number = 28
Sprite subnumber = 7
Duration = 10

Frame 491
Sprite number = 28
Sprite subnumber = 8
Duration = 10

Frame 492
Sprite number = 28
Sprite subnumber = 9
Duration = 10

Frame 493
Sprite number = 28
Sprite subnumber = 10
Duration = 10

Frame 494
Sprite number = 28
Sprite subnumber = 11
Duration = 10

Frame 495
Sprite number = 28
Sprite subnumber = 12

Frame 496
Sprite number = 28
Sprite subnumber = 12

Frame 497
Sprite number = 28
Sprite subnumber = 11

Frame 498
Sprite number = 28
Sprite subnumber = 10

Frame 499
Sprite number = 28
Sprite subnumber = 9

Frame 500
Sprite number = 28
Sprite subnumber = 8

Frame 501
Sprite number = 28
Sprite subnumber = 7

Frame 527
Sprite number = 28

Frame 528
Sprite number = 28
Sprite subnumber = 0

Frame 529
Sprite number = 28

Frame 530
Sprite number = 28

Frame 531
Sprite number = 28

Frame 532
Sprite number = 28

Frame 533
Sprite number = 28

Frame 534
Sprite number = 28

Frame 535
Sprite number = 28

Frame 536
Sprite number = 28

Frame 537
Sprite number = 28

Frame 538
Sprite number = 28
Sprite subnumber = 32773

Frame 539
Sprite number = 28
Sprite subnumber = 4

Frame 540
Sprite number = 28
Sprite subnumber = 6

Frame 541
Sprite number = 28
Sprite subnumber = 6

Frame 542
Sprite number = 28
Sprite subnumber = 7

Frame 543
Sprite number = 28
Sprite subnumber = 8

Frame 544
Sprite number = 28
Sprite subnumber = 9

Frame 545
Sprite number = 28
Sprite subnumber = 10

Frame 546
Sprite number = 28
Sprite subnumber = 11

Frame 547
Sprite number = 28
Sprite subnumber = 12

Frame 548
Sprite number = 28
Sprite subnumber = 13

Frame 549
Sprite number = 28
Sprite subnumber = 13

Frame 550
Sprite number = 28
Sprite subnumber = 12

Frame 551
Sprite number = 28
Sprite subnumber = 11

Frame 552
Sprite number = 28
Sprite subnumber = 10

Frame 553
Sprite number = 28
Sprite subnumber = 9

Frame 554
Sprite number = 28
Sprite subnumber = 8

Frame 555
Sprite number = 28
Sprite subnumber = 7

Frame 556
Sprite number = 28

Frame 557
Sprite number = 28
Sprite subnumber = 0

Frame 558
Sprite number = 28

Frame 559
Sprite number = 28

Frame 560
Sprite number = 28

Frame 561
Sprite number = 28

Frame 562
Sprite number = 28

Frame 563
Sprite number = 28

Frame 564
Sprite number = 28

Frame 565
Sprite number = 28

Frame 566
Sprite number = 28

Frame 567
Sprite number = 28

Frame 568
Sprite number = 28
Sprite subnumber = 5

Frame 569
Sprite number = 28
Sprite subnumber = 6

Frame 570
Sprite number = 28
Sprite subnumber = 6

Frame 571
Sprite number = 28
Sprite subnumber = 7
Duration = 10

Frame 572
Sprite number = 28
Sprite subnumber = 8
Duration = 10

Frame 573
Sprite number = 28
Sprite subnumber = 9
Duration = 10

Frame 574
Sprite number = 28
Sprite subnumber = 10
Duration = 10

Frame 575
Sprite number = 28
Sprite subnumber = 11
Duration = 10

Frame 576
Sprite number = 28
Sprite subnumber = 12
Duration = 10

Frame 577
Sprite number = 28
Sprite subnumber = 13

Frame 578
Sprite number = 28
Sprite subnumber = 13

Frame 579
Sprite number = 28
Sprite subnumber = 12

Frame 580
Sprite number = 28
Sprite subnumber = 11

Frame 581
Sprite number = 28
Sprite subnumber = 10

Frame 582
Sprite number = 28
Sprite subnumber = 9

Frame 583
Sprite number = 28
Sprite subnumber = 8

Frame 584
Sprite number = 28
Sprite subnumber = 7

Frame 632
Sprite number = 28
Duration = 4

Frame 633
Sprite number = 28
Sprite subnumber = 0
Duration = 4

Frame 634
Sprite number = 28
Duration = 3

Frame 635
Sprite number = 28

Frame 636
Sprite number = 28
Sprite subnumber = 1

Frame 637
Sprite number = 28

Frame 638
Sprite number = 28
Sprite subnumber = 2

Frame 639
Sprite number = 28

Frame 640
Sprite number = 28
Sprite subnumber = 3

Frame 641
Sprite number = 28

Frame 642
Sprite number = 28
Sprite subnumber = 4

Frame 643
Sprite number = 28
Next frame = 635

Frame 644
Sprite number = 28
Sprite subnumber = 0

Frame 645
Sprite number = 28
Sprite subnumber = 0

Frame 646
Sprite number = 28
Sprite subnumber = 0

Frame 647
Sprite number = 28
Sprite subnumber = 32772
Duration = 2

Frame 648
Sprite number = 28
Sprite subnumber = 32773
Duration = 2

Frame 649
Sprite number = 28
Sprite subnumber = 32773
Duration = 2

Frame 650
Sprite number = 28
Sprite subnumber = 32773

Frame 651
Sprite number = 28
Sprite subnumber = 6

Frame 652
Sprite number = 28
Sprite subnumber = 6

Frame 653
Sprite number = 28
Sprite subnumber = 7
Duration = 10

Frame 654
Sprite number = 28
Sprite subnumber = 8
Duration = 10

Frame 655
Sprite number = 28
Sprite subnumber = 9
Duration = 10

Frame 656
Sprite number = 28
Sprite subnumber = 10
Duration = 10

Frame 657
Sprite number = 28
Sprite subnumber = 11
Duration = 10

Frame 658
Sprite number = 28
Sprite subnumber = 12
Duration = 10

Frame 659
Sprite number = 28
Sprite subnumber = 13

Frame 660
Sprite number = 28
Sprite subnumber = 13

Frame 661
Sprite number = 28
Sprite subnumber = 12

Frame 662
Sprite number = 28
Sprite subnumber = 11

Frame 663
Sprite number = 28
Sprite subnumber = 10

Frame 664
Sprite number = 28
Sprite subnumber = 9

Frame 665
Sprite number = 28
Sprite subnumber = 8

Frame 666
Sprite number = 28
Sprite subnumber = 7

Frame 667
Sprite number = 20

Frame 668
Sprite number = 20

Frame 669
Sprite number = 21

Frame 670
Sprite number = 21

Frame 671
Sprite number = 21

Frame 672
Sprite number = 21

Frame 673
Sprite number = 21

Frame 726
Sprite number = 28

Frame 727
Sprite number = 28
Sprite subnumber = 0

Frame 728
Sprite number = 28

Frame 729
Sprite number = 28

Frame 730
Sprite number = 28

Frame 731
Sprite number = 28

Frame 732
Sprite number = 28

Frame 733
Sprite number = 28

Frame 734
Sprite number = 28

Frame 735
Sprite number = 28

Frame 736
Sprite number = 28

Frame 737
Sprite number = 28
Sprite subnumber = 4

Frame 738
Sprite number = 28
Sprite subnumber = 32773

Frame 739
Sprite number = 28
Sprite subnumber = 4

Frame 740
Sprite number = 28
Sprite subnumber = 32773

Frame 741
Sprite number = 28

Frame 742
Sprite number = 28
Sprite subnumber = 6

Frame 743
Sprite number = 28
Sprite subnumber = 6

Frame 744
Sprite number = 28
Sprite subnumber = 7
Duration = 10

Frame 745
Sprite number = 28
Sprite subnumber = 8
Duration = 10

Frame 746
Sprite number = 28
Sprite subnumber = 9
Duration = 10

Frame 747
Sprite number = 28
Sprite subnumber = 10
Duration = 10

Frame 748
Sprite number = 28
Sprite subnumber = 11

Frame 749
Sprite number = 28
Sprite subnumber = 14

Frame 750
Sprite number = 28
Sprite subnumber = 15

Frame 751
Sprite number = 28
Sprite subnumber = 16

Frame 752
Sprite number = 28
Sprite subnumber = 17

Frame 753
Sprite number = 28
Sprite subnumber = 18

Frame 754
Sprite number = 28
Sprite subnumber = 19

Frame 755
Sprite number = 28
Sprite subnumber = 20

Frame 756
Sprite number = 28
Sprite subnumber = 21

Frame 757
Sprite number = 28
Sprite subnumber = 22

Frame 758
Sprite number = 28
Sprite subnumber = 11

Frame 759
Sprite number = 28
Sprite subnumber = 10

Frame 760
Sprite number = 28
Sprite subnumber = 9

Frame 761
Sprite number = 28
Sprite subnumber = 8

Frame 762
Sprite number = 28
Sprite subnumber = 7

Frame 764
Duration = 3

Frame 765
Duration = 3

Frame 766
Duration = 3

Frame 767
Duration = 3

Frame 768
Duration = 3

Frame 769
Duration = 3

Frame 770
Duration = 3

Frame 771
Duration = 3

Frame 772
Duration = 3

Frame 773
Duration = 3

Frame 774
Duration = 3

Frame 839
Sprite subnumber = 1

Ammo 2 (Cells)
Max ammo = 20
Per ammo = 3

Ammo 3 (Rockets)
Max ammo = 255
Per ammo = 15

Weapon 4 (Rocket Launcher)
Shooting frame = 77
Firing frame = 79

Weapon 5 (Plasma Gun)
Shooting frame = 60
Firing frame = 63

Text 20 20
PAS IRQ: %d  DMA:%d
PAS: IRQ%d:DMA%d   


Text 40 40
Pro Audio Spectrum is NOT version 1.01.
PAS: Invalid Version (Req. 1.01)!      


Text 19 17
Mouse: not present
Ball: Undetected


Text 16 18
Mouse: detected
Ball: Initialised


Text 19 16
joystick not found
StickControl:0 


Text 15 15
joystick found
StickControl:1


Text 39 36
CENTER the joystick and press button 1:I_StickContTest: Center & button1  


Text 63 63

Push the joystick to the UPPER LEFT corner and press button 1:                 Push the stick to upper left corner & button1


Text 64 64

Push the joystick to the LOWER RIGHT corner and press button 1:                 Push the stick to the lower right & button1   


Text 14 14
I_StartupDPMI
I_StartupDPMI 

Text 15 14
I_StartupMouse
I_StartupBall 

Text 18 18
I_StartupJoystick
I_StickController 

Text 15 15
I_StartupSound
I_StartupAudio 

Text 17 19
DPMI memory: 0x%xDPMI Memory At:0x%x

Text 26 27
, 0x%x allocated for zone
:0x%x Recorded In Databank


Text 71 71
Insufficient memory!  You need to have at least 3.7 megabytes of total
Insufficient Memory! Missions have been delayed until memory is fixed.


Text 72 72
free memory available for DOOM to execute.  Reconfigure your CONFIG.SYS
Please resolve this memory problem before continuing the critical      


Text 69 68
or AUTOEXEC.BAT to load fewer device drivers or TSR's.  We recommend
missions. Check CONFIG.SYS and AUTOEXEC.BAT to reconfigure.        


Text 73 72
creating a custom boot menu item in your CONFIG.SYS for optimum DOOMing.
If not resolved, please activate the clean boot initialization to      


Text 68 68
Please consult your DOS manual ("Making more memory available") for
continue...                                                        


Text 53 52
information on how to free up more memory for DOOM.






Missions Delayed or Failed. Data recorded.  




Text 14 12
DOOM aborted.
           


Text 17 19
I_StartupTimer()
I_T: Timer Engaged


Text 23 20
cfg p=0x%x, i=%d, d=%d
CFG: P0x%x:I%d:D%d 


Text 42 40
SB isn't responding at p=0x%x, i=%d, d=%d
SB Audio Failed at P0x%x:I%d:D%d.      


Text 36 39
SB_Detect returned p=0x%x,i=%d,d=%d
SB Audio Detected at P0x%x:I%d:d=%d...


Text 35 32
Dude.  The Adlib isn't responding.
Adlib Test: Failed.            


Text 11 11
cfg p=0x%x
CFG: P0x%x


Text 38 36
The MPU-401 isn't reponding @ p=0x%x.
MPU-401: Failed at @ P0x%x         


Text 37 36
I_StartupSound: Hope you hear a pop.
I_StartUpAudio: POP Activated.     


Text 32 32
  Music device #%d & dmxCode=%d
I_StartUpMUS: ON at #%d and %d 


Text 30 28
  Sfx device #%d & dmxCode=%d
I_StartUpAudio2: #%d and %d


Text 19 17
  calling DMX_Init
  DMX Called: OK


Text 25 27
  DMX_Init() returned %d
  DMX_Init. Start: ENGAGED


Text 80 80
                         DOOM 2: Hell on Earth v%i.%i                             DOOM ][ v%i.%i PWAD & DeHackEd v2.4 DEH of "Da Kills" Final Ver. by /³ n t.   

Text 41 40

P_Init: Checking cmd-line parameters...

P_Init: Power Fully Charged And Ready.


Text 21 21
Development mode ON.
Dev. Mode Activated.


Text 31 31
Levels will end after %d minuteThe Hunt (DM) Ends: %d minute.


Text 26 24
V_Init: allocate screens.
V_Init: Done.          


Text 38 36
M_LoadDefaults: Load system defaults.
M_LSD: Long Sensor Data Activated. 


Text 45 46
Z_Init: Init zone memory allocation daemon. 
Z_Init: Zone Memory Area Allocated in Daemon.


Text 23 20
W_Init: Init WADfiles.
W_Init: Starting...


Text 415 412
===========================================================================
ATTENTION:  This version of DOOM has been modified.  If you would like to
get a copy of the original game, call 1-800-IDGAMES or see the readme file.
        You will not receive technical support for modified games.
                      press enter to continue
===========================================================================
]}>=------------------------------------------------------------------=<{[
                             /\___/\                                      
                            / /\ /\ \  External PWAD files will be loaded 
                           | ³.   .³ | after you hit the ENTER key. The   
                              \ _ /    missions will start soon.          
                               ( )  


Text 281 280
===========================================================================
             This version is NOT SHAREWARE, do not distribute!
         Please report software piracy to the SPA: 1-800-388-PIR8
===========================================================================
   []   [[[]]] [[[]]] [[[]]   [] []   [] [[[]]]
   []   [[  ]] [[  ]] [[  ]]  [] []]  [] [[
   []   [[  ]] [[[]]] [[  ]]  [] []]|[[] [[[]]]
   []   [[  ]] [[  ]] [[  ]]  [] []  [[] [[  ]]
   [][] [[[]]] [[  ]] [[[]]   [] []   [] [[[]]] :: :: :: :: ::             
               


Text 21 20
	commercial version.
COMM. Checked......


Text 265 266
===========================================================================
                            Do not distribute!
         Please report software piracy to the SPA: 1-800-388-PIR8
===========================================================================
All system are checked and ready to go. You may continue on with your
critical missions. Please reread your mission goals in the UAC-LOG if
necessary. You are now entering the hazardous area. Good luck and may
God's force be with you!

UAC-LOG Initialization: Done!


Text 33 32
M_Init: Init miscellaneous info.

M_Init: Map Recording Engaged.


Text 35 34
R_Init: Init DOOM refresh daemon - R_Init: Launch to "R" Destination.

Text 30 31

P_Init: Init Playloop state.

P_Init: Power Strength: GOOD.


Text 34 34
I_Init: Setting up machine state.
I_Init: Initiating System Logs...


Text 46 44
D_CheckNetGame: Checking network game status.
D_CheckNET: Checking other players.........


Text 26 27
S_Init: Setting up sound.
S_Init: Audio Detected....


Text 38 37
HU_Init: Setting up heads up display.
HU_Init: Heads Up Display Activated.


Text 26 24
ST_Init: Init status bar.
Status Display Engaged.


Text 22 23
Player 1 left the game* Player #1 has left! *

Text 37 36
Network game synchronization aborted.Missions Failed and Aborted........


Text 36 36
listening for network start info...
Waiting for an OK sign to begin....


Text 47 47
Different DOOM versions cannot play a net game!Missions Failed: Detected different DOOM vers.


Text 30 31
sending network start info...
Contacting other players......


Text 62 60
startskill %i  deathmatch: %i  startmap: %i  startepisode: %i
SS: %i  DM: %i  Mission #: %i  Ep: %i                      


Text 27 27
player %i of %i (%i nodes)
Player #%i of %i. Total:%i


Text 12 12
%s is turbo!%s=Cheater!


Text 37 36
consistency failure (%i should be %i)Missions Failed with %i and %i.....


Text 36 39
Only %i deathmatch spots, 4 required%i Deathmatch Spots. 4 Required. BUGS!


Text 38 36
Demo is from a different game version!Ah come on! INCORRECT VERSIONS!!!!!


Text 71 71
are you sure? this skill level
isn't even remotely fair.

press y or n.Are you quite sure? This mission
is quite impossible. (Y/N)?
good luck!

Text 11 8
Marked SpotTagged. 

Text 17 17
All Marks ClearedAll tags removed.

Text 25 25
Picked up a health bonus.Picked up a water bottle.

Text 25 26
Picked up an armor bonus.Picked up an armor helmet.

Text 12 12
Supercharge!Powersphere!

Text 11 11
MegaSphere!PowerSphere

Text 29 31
Picked up a yellow skull key.Rescued a remaining survivor!!!

Text 17 16
Computer Area MapUAC WDS Area Map

Text 19 19
Picked up a rocket.Picked up a flamer.

Text 27 27
Picked up a box of rockets.Picked up a box of flamers.

Text 27 25
Picked up 4 shotgun shells.Picked up shotgun shells.

Text 34 34
Picked up a backpack full of ammo!Picked up a backpack full of ammo.

Text 30 28
You got the BFG9000!  Oh, yes.Picked up a holoBFG9182.    

Text 21 21
You got the chaingun!Picked up a chaingun.

Text 28 28
A chainsaw!  Find some meat!Picked up a chainsaw.       

Text 28 28
You got the rocket launcher!Picked up a flame thrower.  

Text 23 20
You got the plasma gun!Picked up a S.M.A.W.

Text 20 20
You got the shotgun!Picked up a shotgun.

Text 26 26
You got the super shotgun!Picked up a super shotgun.

Text 1 3
[-->

Text 1 1
.>

Text 15 12
Bad V_DrawPatchCHEATER! :P 

Text 22 20
Degreelessness Mode OnGodModeOn           

Text 23 20
Degreelessness Mode Off                    

Text 20 20
Ammo (no keys) Added                    

Text 21 20
Very Happy Ammo Added                    

Text 20 20
IMPOSSIBLE SELECTION                    

Text 19 16
No Clipping Mode ON                

Text 20 20
No Clipping Mode OFF                    

Text 16 16
Power-up Toggled                

Text 45 44
inVuln, Str, Inviso, Rad, Allmap, or Lite-amp                                            

Text 21 20
... doesn't suck - GM                    

Text 17 19
Changing Level...Warp 9 to new level

Text 7 7
Green: [Green]

Text 8 8
Indigo: [Indigo]

Text 7 7
Brown: [Brown]

Text 5 5
Red: [Red]

Text 17 18
level 1: entrywaymission 1: landing

Text 19 18
level 2: underhallsmission 2: uac wds

Text 20 21
level 3: the gantletMissions Completed. 3

Text 22 23
You mumble to yourselfYou mumble to yourself.

Text 18 19
You scare yourselfYou scare yourself.

Text 17 18
You start to raveYou start to rave.

Text 6 5
sgtatkpunch
