Quote of the Decade!
"Irreverence is the champion of liberty." - Mark Twain
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Projects
Sehacked is a project I'm
proud of and shows a good amount of my skill. I got the source code to Dehacked
and modified it to work on the abandonware game, Strife. Before I had
Sehacked working, I was massively editing Strife via a hex editor and made up this extensive documentation for doing so. Most of the patches
available with Sehacked were done originally using a hex editor and then I saved the changes as easily appliable patches with Sehacked.
Strife is the one game based on the Doom engine that the original source code
has not yet been released. The people who made Strife want to release the
source code but unfortunately it was lost when they sold off old equipment.
People have been working to add Strife support to Doom source mod/ports anyway.
They've provided me with information on Strife that helped in getting Sehacked
to work and Sehacked is being used as a major source of information for the project SvStrife
to go by. Sehacked patch support is even in the works and a custom level of
mine has been included as a pack-in level for SvStrife. More info is available on the Sehacked homepage. Also,
I modeled the site design after what the editor Sehacked itself looks like and coded the page in a plain text editor. I doubt many people expect to see such an ascii-like appearance within their web browser.
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News
8/24/04 Technical Technos Knockout
I updated my Technos page with an extensive
technique guide for various games including
River City Ransom (original and EX), Samurai Downtown Special, and
Downtown Nekketsu Great Athletic Meet.
3/7/04 Retrogression of Strife
I released a retrohack for Strife on my downloads page. It's to get the oldest
released Strife demo v1.0 exe to work with the full game files to see an
obviously unfinished version of the game. You can read the text file to get
an idea of how much is a different. You have to do some prep work though
which includes building an iwad with Doom format textures, adding sprites to
a pwad, and applying a SEH patch. Everything is available on my downloads page
to quickly do so though. An alternate SEH is included to replace the
phosphorous grenades with the mostly implemented gas grenades.
2/20/04
I released Volkov Deathmatch 2 for Red Alert 2 on my C&C page.
I still recommend trying the original Volkov Deathmatch for RA1 though.
1/19/04
Sehacked is now on Doomworld.
The page should also look right in any browser now. While it was still perfectly
functional, it didn't look right in Netscape 4.78, even though it was fine in
Opera, IE, and Mozilla. It's fixed now though.
1/11/04
My site has a new home and
Sehacked is now usuable.
10/26/03
Another update to Strife editing package.
I went through the tested every new linedef type and made the config files
for editors much more accuracte. See strfedit.txt
I also released a Strife conversion of Hexen map01.
10/17/03 Unlimited Strife
Major update to Strife editing package.
I added a modified default.rsp for Dm2conv to convert Doom levels to Strife.
I added a dm.dat for using DeathManager with Strife.
I found a new type of door.
See strfedit.txt and default.rsp for details.
8/26/03
Major update to SeHack.txt. Lots of unknown things found.
Support files for DETH and WadAuthor also updated.
You can always get the latest uploaded versions of these files here.
8/17/03 More Strife than California!
(Note: 11/9/07 I think this update was made during the total recall election)
Thanks very, very much to NiGHTMARE,
the Strife Editing Package now contains a wad
of Strife's texture1 (plus probably everything from texture2) in Doom
format therefore allowing any level editor to correctly display Strife
textures and not crash!
A strife.wcf for Wad Author has now been added to the package too.
See my previous update for beastly Dehacked-like specs so far and a new
version of my lamasery.wad
8/15/03 The Strife continues...
Strife EXE Editing Specs
Enjoy.
Strife Editing Package (txt) - contains a fixed up Strife.cfg for DETH v4.24.
I also submitted v1.1 of my lamasery.wad to 3D Archives. So hopefully it will
be updated here
soon.
8/13/03 Here's to Life Long Strife!
And now the first Strife mod...
Grappling Hook v1.1 (txt)
I had forgotten to take away a certain enemy's far attack in the changes the
IPS patch made. That's fixed now and I also made a bunch of things appear in
deathmatch mode that were set not to.
Here is animated gif demonstrating the grappling hook.
Have fun.
Later I'll put up extensive DeHackEdish specs for editing strife1.exe with a
hex editor once I have some more stuff figured out. A DeHackEd like editor
for Strife is now very feasable.
7/27/03 OMG! Holy gonads and strife!
It's a Strife level!
Got a whole directory to myself, heh heh.
Strife Editing package (txt) - contains a fixed up Strife.cfg for DETH v4.24.
7/03/03 Baron of Hell go splat.
Alpha skins
(txt)
Some nice leftovers put together but not all used while making the above file:
dmascrap.zip
(txt)
6/01/03 Doom stuff
Ever see a Baron of Hell claw itself to death or commit assisted suicide? Ever see Cacodemons fight each other? Ever see a sargeant get pissed off at himself and try to commit suicide but fail?
I was messing around with old version 1.2 of Doom and its bugs. I've uploaded a
collection of demos, levels, and patches to show what it has that's missing from
later versions. You can read more about it and get it here.
Note: I don't want to take too much credit when some things have already been done before so... Demonstrations of Barons infighting and Barons+Cacos committing suicide in v1.1 are
here under Doom Memorabilia.
3/14/03
I have released an expanded version of my Cape Town map for Red Alert (1) on my
C&C page.
I had an epic battle testing it with seven
computers in Project Revolution.
Two teams attacked me at the beginning. I fought them off for a while but they
brought me to the brink. I was down to just a small army of infantry, a small
machine gun mech, and an airstrip allowing me to drop troops in. Once the strip came under fire from
a banshee, I sold it having no anti-air to defend it, evaculated to currently unoccupied land, and abandoned
my flag. I got an MCV from a crate and rebuilt on a narrow strip of land.
Then I made my attacks on the four remaining computers. Softened them
up with paratrooper attacks and air strikes. Nuked them. Attacked the ones
that had to through others to get to me once they were pissed. Captured a
couple flags and destroyed a giant mech walking around with my flag. Finally invaded,
established another base and crushed them all with a total of 830 kills. The
computer that gave me the most trouble had 628 and I took it out before the
other three remaining.
2/25/03 Filthy Humans!
Project Revolution v1.0 is out for
Command & Conquer Red Alert (1). Get it. It's a beastly mod, probably the
largest RA1 conversion ever, with lots of
new units with new graphics and sounds plus a few missions. I did most of
the new voices.
Also, I made some more progress on my Volkov Deathmatch sequal for Red Alert 2.
The map is pretty much complete and some units have been improved. As I said
before, you select of one of nine different characters to play instead of
different countries. All I gotta do is throw in some beefed up cannon fodder
units, imbed the modified rules within the map, hopefully improve computer AI,
and make a Yuri's Revenge version of the map/mod with an additional character
such as Boris or Virus (probably Boris).
I'm having a lot of fun with several Tiberian Sun weapons that were left in RA2
but not used in it.
Current cast of main characters: Volkov,
Chitzkoi (not playable), Tanya, Ghostalker, Tiberium Fiend, (insert nice Russian/Slavic girl's
name here) the Incinerator, Chem Rocket Soldier, Samus, Darryl Revok (See movie, Scanners),
General Arthur Hawthorne (See movie, The Prophecy), and a returning secret boss (not playable).
1/17/03 And yet more Technos Soccer stuff
I finally put up a Technos page.
And I added some NNNesterJ movie recordings and hacked 3/4 player NESten saves states.
1/16/03 Even More Technos Soccer stuff
I hacked NNNesterJ save states for World Cup and Nekketsu Koukou Soccer so
people don't have to use NESticle.
wcsfnj.zip - play tournament mode on different fields
wcst.zip - 2 player versus mode save states of P1 as USA and P2 as teams not normally usuable in vs
nkst1nj.zip - versus mode with player 1 as teams not normally usuable and player 2 as Nekketsu
nkst2nj.zip - versus mode with player 1 as Nekketsu and player 2 as teams not normally usuable
(txt)
The miners' super shots works better when done with a bicycle kick than in
NESticle, but you still can't play 4 players. While NESticle had no multiplayer,
NNNesterJ doesn't support US games correctly (although Japanese 4 player
games work great).
1/15/03 More Technos Soccer stuff
I updated the WCandNKS FAQ to v1.10.
I have now hacked save states of the PC-Engine Duo version of Nekketsu High
School Soccer to play as any team in VS mode and it works even better than with
the 8-bit NES/Famicom versions. With 3 and 4 players being supported by the
emulator, any match being possible without bad graphic glitches, and each
save state being a substantial size I'm not going upload a few hundred
megabytes of hacked save states. But here are four good sample save states:
nkspce.zip (txt)
And I may upload whatever someone requests within reason
1/14/03 Technos owns you
Update (later after initial update): I just noticed that the hyper team I
made a hacked save state to play as in Nekketsu Koukou Soccer has exactly the
graphics of Argentina from World Cup except different colors. They have a
name shown on the score screen. I can't read the Kanji, but here it is...
Can someone please translate this?

Here is a FAQ I wrote covering
World Cup Soccer/Nekketsu Koukou Soccer A.K.A. Hot Blooded High School Soccer
or Kunio's Soccer for NES/Famicom and PC-Engine (Japanese TurboGrafX16/CD/Duo).
Helpful reference pic (especially since team setup is arranged differently on
PCE):
*snip*moved to Technos page*snip*
NESticle save states I made (I hacked the team ones):
wcsfield.zip - play tournament mode on different fields
wcsteam.zip - 2 player versus mode save states of P1 as USA and P2 as teams not normally usuable in vs
nksteam1.zip - versus mode with player 1 as teams not normally usuable and player 2 as Nekketsu
nksteam2.zip - versus mode with player 1 as Nekketsu and player 2 as teams not normally usuable
(txt)
Now I just need to get a Technos or Miscellaneous page up.
12/20/02 Shadows of the Unmaker
The restoration of Lee Killough's archive
at Planet Rome.ro renewed my interest
in the Alpha Dooms. I was messing
around with Alpha version 0_2 and
uncovered some reasonably detailed status HUD shadows of weapons probably not
seen before, including the Unmaker. The Unmaker's shadow was so detailed
I decided to fill in the blank and came up with something it may have looked like.
I put together some pictures of how weapons and items evolved through the
Alpha versions, as well as Alpha version 0_2 extraction information. It's
all on my Doom Files page.
11/19/02
I just don't know when to stop sometimes, but in this case it's probably a
good thing.
See my previous two updates.
Here (txt)
is a demo of map01 for regular Doom2 v1.9 in which my dead former self hits
my future self with a silent BFG aftermath with the projectile completely out
of view. I've managed to hit myself without even seeing or hearing it
coming. I do this because I can.
11/18/02 Suicide in the Third Degree continued
***Added Later After Update: a demo
(txt) for Doom2.exe v1.9 (recorded in plain
map 01, not any pwads). Here
(txt) is another demo only involving the BFG.
See my previous update about committing suicide in the third degree,
killing your future self, being killed by your former self, or being
struck by a paradox in Doom.
The map I made to demonstrate it
required ZDoom. Here is a modified map01 to test
it in normal vanilla doom2.exe. I simply dragged the deathmatch starts to
the same place. Of course it's a bit trickier to do and
requires two computers to be in multiplayer mode but you can still do it by
yourself controlling both players. I managed to kill my future self with the
BFG aftermath, the actual BFG ball, plasma fire, and a rocket in this in
vanilla Doom 2. I just aimed and fired at the respawn area while pressing
fire on the other computer's keyboard to cap myself with a super shotgun
allowing me
to respawn in the path of my own fire (about 50% of the time since the starts
aren't in a straight line). What's also pretty funny is it doesn't subtract
a frag like it does in ZDoom.
This isn't some pathetic half-assed cry for attention BS. Ha ha.
11/13/02 Doom stuff this time!
Doom:
I found out from some people on the Doomworld
forums that it's possible to
kill yourself with your own BFG aftermath if you respawn in the affected area.
I made up a test level
(txt) for Doom 2 with ZDoom
and I found out you can be killed directly by your former self's projectiles,
whether it's rockets, BFG balls, or plasma bolts.
Command & Conquer:
I'm working on a sequal to Volkov Deathmatch for Red Alert 2. I already have
it to the point where you can select different characters to play as instead
of countries and they should be pretty well balanced.
10/31/02 Happy Samhain!
I released updated versions of Volkov Deathmatch for RA(1) on my C&C page.
10/15/02
I'm doing the replacement EVA voice for the C&C Red Alert (1) mod,
RA Revolution at the
RA Tech Center. A lot
of the sounds are in the current beta but their volume is too low and
wav2aud.exe added a pop sound on the end of them. They should be fixed
up in the next version. Here's a sample. I've
updated the links section of my C&C page with some stuff.
I restored some stuff to my Doom Files page. If something is missing, try
the miscellaneous link at the bottom of the page. Chances are that it's in a
directory over on geocities. I've restored a Doom Links page after testing
all the links and finding new addresses for what I could. It was horrible. On
an old Doom skin links page one single link was still good. If I have
anything in the RIP section that simply relocated or is back up somewhere,
please correct me. Some people on the Doomworld forums already did.
9/18/02
Sorry for the lack of updates. I finally added a
Command & Conquer page to
my site. In case anyone noticed that my forum blinked out of existance I got
a new one. I'm also
putting old stuff back up on my Doom Files page.
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