ACE Engine uses these specialy crafted lumps to achieve code execution:
PNAMES
single link toACE_LDR0
fake patchTEXTURE1
specialy crafted list of fake textures and multiple negative size allocationsACE_LDR0
first stage of loader pretending to be doom graphicsACE_LDR1
seconds stage of loaderACE_CODE
the engine itself
These lumps must not be overidden by any duplicates, otherwise doom2.exe
will read incorrect content instead.
Additionaly, TEXTURE2
lump must not exist!
Refer to textures for workaround.
NOTE: If you have issues with certain map editors you can, for development, split ACE Engine and your stuff into two different WAD files and merge those just before final release.
- good to know
- config
- fonts
- save
- textures
- flats
- sprites
- keyconf
- sndinfo
- sndseq
- trnslate
- zmapinfo
- lockdefs
- animdefs
- terrain
- decorate
- sector specials
- line specials
ACE Engine adds new features that require custom graphics not present in doom2.wad
.
A_LDING
custom loading screen with empty progress bar- if not present,
INTERPIC
is used instead
- if not present,
A_LDBAR
full progress bar of loading screen- width of this patch is used as 100% loading progress
- use X and Y offset to position this patch to overlap progress bar in
A_LDING
- if not present,
TITLEPIC
is used instead
M_PCLASS
menu title for player class selection- if not present,
M_NGAME
is used instead
- if not present,
M_DISPL
menu title for display options- if not present,
M_OPTION
is used instead
- if not present,
M_CNTRL
menu title for customize controls- if not present,
M_OPTION
is used instead
- if not present,
M_MOUSE
menu title for mouse setup- if not present,
M_OPTION
is used instead
- if not present,
M_PLAYER
menu title for player setup- if not present,
M_OPTION
is used instead
- if not present,
WILOADIN
rendered on screen when loading level- optional
WIAUTOSV
rendered on screen when autosaving- optional
ARTIBOX
inventory background- if not present,
STFB1
is used instead
- if not present,
SELECTBO
inventory selection highlight- if not present,
STFB0
is used instead
- if not present,
XHAIR
custom, mod specific, crosshair- optional
- ACE Engine contains a few built-in crosshairs
- this will add one extra crosshair for players to select from
- entire non-transparent area will be replaced with a single color
ACE_RNDR
rendering tables, like transparency- optional but recommended
- ACE Engine can calculate these tables, but calculation takes ages on 486 CPU
- use command line option
-dumptables
to generate these tables to file which you can then import to your WAD - BEWARE: these tables depend on
PLAYPAL
everytime you change palette you must re-generate this lump!
ACE_RNG
list of random numbers- optional, can enhance original randomization
- contains list of 8bit values
- maximum of 8192 bytes
For expected built-in sounds lumps refer to sndinfo.