Structures
The way Doom 64 is structured as software is into two main sections: the code and assets. Sometimes information can be hardcoded into the code, but generally assets are stored in other files. Below is a list of software which can add assets to the various file formats you will encounter with Doom 64.
Asset Organization
How the assets of Doom 64 is stored varies amongst the various ports. In general, WAD files are where the majority of the Doom 64 assets are stored, which includes the graphics and levels, and the Nintendo 64 ROM has one embeded. The information, music, and sound file locations vary from engine to engine. Below is a list of where each asset type is stored.
- Graphics Assets
- Sprites
- All Engines - In WAD file between lump S_START and S_END markers
- Doom 64 EX (Optional) - In WAD file between lump SS_START and SS_END markers
- Palettes
- PC Engines - In WAD file outside lumps between the WAD S_END and T_START lump
- N64 Engines - In WAD file between lump S_START and S_END markers before corresponding sprites
- Textures
- All Engines - In WAD file between lump T_START and T_END markers
- Doom 64 EX (Optional) - In WAD file between lump TT_START and TT_END markers
- Other Graphics
- N64 Engines - In WAD file outside lumps after T_END marker
- Doom 64 Remaster - In WAD file outside lumps after T_END marker and in KPF files
- Doom 64 EX+ - In WAD file outside lumps after T_END marker and between SYMBOLS and MOUNTC
- Doom 64 EX - In WAD file between lump G_START and G_END markers
- Sprites
- Audio Assets
- Gameplay Sounds
- Doom 64 Remaster - In WAD file between lump DS_START and DS_END markers
- Doom 64 EX Engines - In the DOOMSND.SF2 soundfont file
- N64 Engines - In the WDD/WSD files
- Music Sound Assets
- Doom 64 Remaster - In the DOOMSND.DLS soundfont file for MIDI music sounds
- Doom 64 EX Engines - In the DOOMSND.SF2 soundfont file
- N64 Engines - In the WDD/WSD files
- Music and MIDI
- Doom 64 EX - In WAD file between lump DS_START and DS_END markers
- Doom 64 Remaster / Doom 64 EX+ - In WAD file between lump DM_START and DM_END markers
- N64 Engines - In the WMD/WSD files
- Gameplay Sounds
- Other Assets/Information
- Maps
- All Engines - Embedded as individual WADs within the main WAD file
- PC Engines - In the WAD file dilineated by map markers
- Definitions (Maps/Skies/Animations)
- PC Engines - In the WAD file as text lumps (ANIMDEFS Lump, MAPINFO Lump, & SKYDEFS Lump)
- N64 Engines - Hardcoded in source code
- CHECKSUM (MD5 hash of the IWAD generated by Wadgen)
- PC Engines (optional) - End of WAD
- Maps