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DooM - xFAQ

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Basics

By Matthew S. Fell.

 


 WADs

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The starting point is the concept of WAD. It is not an acronym, just meaning a collection of data. Throughout these pages, "WAD" will mean a file with a .WAD extension that contains data for the DOOM engine to use.

 

A WAD file has three parts:

  • i a twelve-byte header
  • ii a directory or "info table" that contains the names, offsets, and sizes of all the lumps in the WAD
  • iii one or more "lumps"

Header

The header consists of three four-byte parts:
  • i an ASCII string which must be either IWAD or PWAD
  • ii a 4-byte (long) integer which is the number of lumps in the WAD
  • iii a long integer which is the file offset to the start of the directory

The Directory

A WAD's directory has one 16-byte entry for every lump. Each entry consists of three parts:
  • i a long integer, the file offset to the start of the lump
  • ii a long integer, the size of the lump in bytes
  • iii an 8-byte ASCII string, the name of the lump, padded with zeros. For example, the DEMO1 entry in hexadecimal would be (44 45 4D 4F 31 00 00 00)

Lumps

A "lump" is just data, in one of several different formats. Some contain sound data, some contain graphics data, some contain level structure data, etc. These specs are mostly concerned with delineating the formats of the various lump types. There are 10 different types of map/level lump formats:


There are 13 other types of lump formats, listed below with actual lump names in parentheses.

The "marker" and "label" lump names like S_START and E1M1 (or MAP01) do not actually refer to lumps - they have zero length. They merely serve to mark the beginning or end of a set of related lumps.

It is possible to include other directory entries and lumps in a wad file, e.g. an entry called CLOWNS could point to a lump that includes the level creator's name, date of completion, and the latitude and longitude of the Holy Grail. None of these non-standard entries will be used by DOOM, but neither will they cause it problems.

 


 PWADs

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There are two types of WAD files. The original DOOM.WAD and DOOM2.WAD files are IWADs, or "Internal WADS", meaning they contain all of the data necessary to play. The other type is the PWAD file, or "Patch WAD", an external file which has the same structure, but with far fewer entries in the directory. The data in a PWAD is substituted for the original data in the DOOM.WAD, thus allowing for much easier distribution of new levels. Only those resources listed in the PWAD's directory are changed, everything else is loaded from the IWAD. All external WADs should have the PWAD indicator within them, as id Software has requested.

A typical PWAD might contain new data for a single level, in which case it would contain the 10 lumps and 11 directory entries necessary to define the level.

A PWAD file may contain more than one level or parts of levels, in addition to replacement graphics, sounds, etc. (as of version 1.666, sprites and flats do not work from PWADs). In fact, there is apparently no limit to how many entries may be in a PWAD. The original DOOM levels are pretty complicated, and they are from 50-200 kilobytes each in size, uncompressed.

PWAD files need to have the extension .WAD to work. Many of them have descriptive names, e.g. if J.R.R. Tolkien made a new level, he might call it GONDOLIN.WAD - to use this level, a player would type:

    DOOM -FILE GONDOLIN.WAD

at the command line, along with any other parameters. More than one external file can be added, thus in general:

    DOOM -FILE [pwad_filename] [pwad_filename] [pwad_filename] ...

If there are duplicate entries amongst the directories of all the WADs being "added", the PWADs listed last take precedence.

When the game loads, a "modified game" message will appear if there are any PWADs involved, reminding the player that id Software will not give technical support or answer questions regarding modified levels.

With DOOM version 1.666, there is also the @responsefile option for listing command line parameters and -file specifications. See the DOOM README or the latest FAQ for more information. Also, there are numerous "front-end" utilities that make it easier to play PWADs, e.g. load several external files at once, -warp to certain levels, specify options, etc.

 


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