by Matthew S. Fell
There are over 2000 entries in the DOOM.WAD directory. Most of them can be easily described in groups, and so are not explicitly mentioned in this list. Those described elsewhere are:
sprite names
sprite lumps
wall patches
flats
sounds and map data lumps.All the others are listed here.
There have been several changes from version to version. The "Ver" column indicates in which DOOM versions the lump exists:
| Version indicators | |
|---|---|
| Ver Entry | Indicates |
| no Ver Entry means it is in every version. Most are like this. | |
| 1.1 | it was in 1.0 and 1.1, but not in 1.2 and later. It is obsolete. |
| 1.2 | it is not in 1.1 and earlier, only in 1.2 and up. |
| 1.6 | it is not in 1.2 and earlier, only in 1.666 and up. |
| r | it is only in the registered version, not the shareware. |
| I | it is only in DOOM, it is not in DOOM II. |
| II | it is only in DOOM II, it is not in DOOM. |
| Lump names | ||
|---|---|---|
| LumpName | Ver | Description |
| PLAYPAL | fourteen 256 color palettes. | |
| COLORMAP | maps colors in the palette down to darker ones. | |
| ENDOOM | text message displayed when you exit to DOS. | |
| DEMOx | x=1-3, are the demos. | |
| ExMy | I | subsequent entries define a single level's data. |
| MAPxy | II | like ExMy, but for DOOM II. |
| TEXTURE1 | list of wall texture names and their composition data, used in the SIDEDEF portion of each level. | |
| TEXTURE2 | r | more wall texture compositions. |
| PNAMES | lists all lump names used as wall patches. | |
| GENMIDI | General MIDI standard instrument data. | |
| DMXGUS | Gravis Ultra Sound instrument patches. | |
| D_ExMy | I | music for a DOOM 1 level. |
| D_INTER | music played on the summary screen between levels. | |
| D_INTRO | music played when the game starts. | |
| D_INTROA | 1.2 | more introductory music. |
| D_VICTOR | music played on the victory text-screen after an episode. | |
| D_BUNNY | r | music for while a certain rabbit has his story told... |
| D_* | II | music for a DOOM II level. |
| DP_* | vary | PC speaker sound effects. |
| DS_* | vary | Soundcard sound effects. |
|
Note: In the lump names, x (and y and e) indicates variable ASCII, where * can be replaced by an ASCII string (up to the 8-byte lumpname limit). All the remaining entries in the directory, except the flats between F_START and F_END, and the "markers" like S_START, refer to lumps which are pictures, in the DOOM WAD graphic format. The flats are also pictures, but in a different format. The next seven are full screen (320 by 200 pixel) pictures. After that, ST* are status-bar pictures, WI* are for the screens between levels, and M_* are for menus. |
||
| Miscellaneous Picture Lumps | ||
| LumpName | Ver | Description |
| HELP1 | Ad-screen says Register!, with some screen shots. | |
| HELP2 | Actual help, all the controls explained. | |
| TITLEPIC | Maybe this is the title screen? Gee, I dunno... | |
| CREDIT | People at id Software who created this great game. | |
| VICTORY2 | r | Screen shown after a victorious end to episode 2. |
| PFUB1 | r | A nice little rabbit minding his own peas and queues... |
| PFUB2 | r | ...a hint of what's waiting in DOOM II. |
| ENDx | r | x=0-6, big red "THE END" that gets shot up. |
| AMMNUMx | x=0-9. Small grey digits for ammo count (15/200 etc). | |
| STxBARy | 1.1 | x=M or A, y= L or R. Status bar used to be in pieces. |
| STCHAT | 1.1 | Status bar used to have a "chat" box. |
| STRSNUMx | 1.1 | x=0-9. Small red digits. |
| STWEAPx | 1.1 | x=0-5. COOL little weapon icons. Why'd they drop them? |
| STFRAGS | 1.1 | Tiny "FRAG" to be placed on top of part of status bar. |
| STBAR | 1.2 | Status Bar as used in deathmatches. |
| STGNUMx | x=0-9. Small grey digits used on the "Arms" panel. | |
| STTNUMx | x=0-9. Big red digits used for Armor, Health, etc. | |
| STTMINUS | 1.6 | Big red "-" used for negative frags. |
| STYSNUMx | x=0-9. Small yellow digits used on the "Arms" panel. | |
| STTPRCNT | Big red % used in Armor and Health. | |
| STKEYSx | x=0-5. Blue/Yellow/Red Keycards and Skullkeys. | |
| STDISK | Disk, used at bottom right corner during disk accesses. | |
| STCDROM | 1.6 | CD, used during CD-ROM accesses. |
| STARMS | "Arms" panel which replaces "Frags" in non-deathmatch. | |
| STCFNxxx | xxx=033-095, also 121. Small red ASCII characters. | |
| STFBx | x=0-3. Green/black/brown/red squares, for ST player faces. | |
| STPBx | x=0-3. Squares with bottoms, for inter-level screens. | |
| STFSTxy | x=0-4, y=0-2. Player face. x=0 is 100% health... x=4 is very low health. y=0 is glancing right, y=2 left. | |
| STFTLx0 | x=0-4. Face looking left, player hurt from that direction. | |
| STFTRx0 | x=0-4. Face looking right. | |
| STFOUCHx | x=0-4. Face looking surprised (hurt bad). | |
| STFEVLx | x=0-4. Face with a grin (when pick up new weapons). | |
| STFKILLx | x=0-4. Face with a grimace (when killing foes). | |
| STFGOD0 | Face with yellow eyes (God Mode). | |
| STFDEAD0 | Dead face. | |
| BRDR_* | Tiny pictures used as a border between a less-than-full screen view and the "outside" marbleized zone. TL is top left, BR bottom right, you can guess the rest. | |
| WIBONUS | 1.1 | Medium sized red text "BONUS" |
| WISCORE | 1.1 | "SCORE" |
| WIMSTPx | 1.1 | x=0-3. Red text "ONE" to "FOUR". |
| WIMSTBx | 1.1 | x=0-3. Grey text "ONE" to "FOUR". |
| WIMINUS | 1.6 | Small red "-" used for negative frags. |
| WIMAPx | x=0-2. 320x200 maps used on inter-level screens for e1, 2, 3. | |
| WIAe0x0y | patches used to animate inter-level maps. | |
| WIURH0 | "YOU ARE HERE" with an arrow pointing left. | |
| WIURH1 | "YOU ARE HERE" with an arrow pointing right. | |
| WISPLAT | Splat mark that indicates a completed level. | |
| WIOSTK | "KILLS" | |
| WIOSTI | "ITEMS" | |
| WIF | "FINISHED" | |
| WIMSTT | "TOTAL" | |
| WIOSTS | "SCRT" | |
| WIOSTF | "F." | |
| WITIME | "TIME" | |
| WIPAR | "PAR" | |
| WIMSTAR | "YOU" | |
| WIPCNT | "%" | |
| WINUMx | x=0-9. Medium sized red digits. | |
| WICOLON | ":" | |
| WISUCKS | "SUCKS" | |
| WIFRGS | "FRAGS" | |
| WILVxy | x=0-2, y=0-8. E(x+1)M(y+1) level names in grey/white letters. | |
| WIPx | x=1-4. Red "P1" - "P4", for multiplayer summaries. | |
| WIBPx | x=1-4. Grey "P1" - "P4" | |
| WIKILRS | Small red "KILLERS" going sideways up, for deathmatches. | |
| WIVCTMS | Small red "VICTIMS" for the top of the deathmatch chart. | |
| WISCRT2 | "SECRET" | |
| WIENTER | "ENTERING" | |
| M_DOOM | The DOOM logo | |
| M_RDTHIS | Big red "Read This!" | |
| M_OPTION | "Options" | |
| M_QUITG | "Quit Game" | |
| M_NGAME | "New Game" | |
| M_SKULL1 | The skull indicator with eyes lit. | |
| M_SKULL2 | The skull indicator with eyes unlit. | |
| M_THERMO | The marker on e.g. the Sfx volume "thermometer". | |
| M_THERMR | The right end of the thermometer. | |
| M_THERML | The left end. | |
| M_THERMM | The middle, repeated over and over. | |
| M_ENDGAM | "End Game" | |
| M_PAUSE | "Pause" | |
| M_MESSG | "Messages:" | |
| M_MSGON | "on" | |
| M_MSGOFF | "off" | |
| M_EPISOD | "Which Epsiode?" | |
| M_EPI1 | "Knee-Deep In The Dead" | |
| M_EPI2 | "The Shores Of Hell" | |
| M_EPI3 | "Inferno" | |
| M_HURT | "Hurt me plenty." | |
| M_JKILL | "I'm too young to die." | |
| M_ROUGH | "Hey, not too rough." | |
| M_SKILL | "Choose Skill Level:" | |
| M_NEWG | "NEW GAME" (title of New Game menu) | |
| M_ULTRA | "Ultra-Violence." | |
| M_NMARE | 1.2 | "Nightmare!" |
| M_SVOL | "Sound Volume" | |
| M_OPTTTL | "OPTIONS" (title of Options menu) | |
| M_SAVEG | "Save Game" | |
| M_LOADG | "Load Game" | |
| M_DISP | "Display" | |
| M_MSENS | "Mouse sensitivity" | |
| M_GDHIGH | "high" | |
| M_GDLOW | "low" | |
| M_DETAIL | "Graphic Detail:" | |
| M_DISOPT | "DISPLAY OPTIONS" | |
| M_SCRNSZ | "Screen Size" | |
| M_SGTTL | "SAVE GAME" | |
| M_LGTTL | "LOAD GAME" | |
| M_SFXVOL | "Sfx Volume" | |
| M_MUSVOL | "Music Volume" | |
| M_LSLEFT | Load/save box, left part | |
| M_LSCNTR | Load/save box, center part (repeated) | |
| M_LSRGHT | Load/save box, right part | |
|
The following entries are markers that do not point to a lump; they have zero size: |
||
| Directory markers | ||
| MarkName | Ver | Description |
| S_START | marks the start of the item/monster "sprite" section. | |
| S_END | is immediately after the last sprite. | |
| P_START | marks the beginning of the wall patches. | |
| P1_START | before the first of the shareware wall patches. | |
| P1_END | after the last of the shareware wall patches. | |
| P2_START | r | registered wall patches. |
| P2_END | r | registered wall patches. |
| P_END | marks the end of the wall patches. | |
| F_START | marks the beginning of the flats (floor textures). | |
| F1_START | shareware flats. | |
| F1_END | shareware flats. | |
| F2_START | r | registered flats. |
| F2_END | r | registered flats. |
| F_END | marks the end of the flats. | |
![]() |
↑ Menu ↑ | HTML-Version new styled on Nov 2008 by Dieter Heinrich | ↑ top ↑ | ||