WolfenDOOM PC Engine Notes			Joel Murdoch (Joel@ts.co.nz)
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This engine is a modified version of Boom version 2.02. Nothing major, just a few minor modifications to recreate the original Wolfenstein as closely as possible. Some of the changes I remember making (I'm hopeless at taking notes) are:

- Hans Grosse drops a gold key when killed just like in the original
- Secret exits and "cast list" code rewritten so all three episodes can be in the one WAD
- New intermissions. The original 320x200 backgrounds from the orginal are included
- Exit messages from the original game reproduced
- The bad guys don't go after each other when they accidentally shoot each other, though those   accidental shots still cause damage.
- The two bonus levels (see main text file) play on a continuous loop
- Hitler has two states, armoured and normal, like in the original
- ORIGINAL.WAD and ORIGINAL.DEH load automatically

The WAD also has some music from Spear of Destiny and Wolfenstein 3D, taken from Bob Prince's site (www.bpmusic.com), plus three half-assed demos by me. Don't bother watching them - they were done in a hurry for the sake of completeness only and besides, I suck!

There's two ways to play. You can use one of the supplied batch files to select an episode and play it at skill 4:

ESCAPE.BAT   - Episode 1: Escape From Wolfenstein
FAUST.BAT    - Episode 2: Operation Eisenfaust
DIE.BAT      - Episode 3: Die, Fuhrer, Die
BONUS.BAT    - Bonus Levels

Or run ORIGINAL.EXE and start a new game to play Escape From Wolfenstein. Type in IDCLEV11 for Operation Eisenfaust, IDCLEV21 for Die, Fuhrer, Die, or IDCLEV31 for the bonus levels. The EXE assumes the DEH and WAD are in the same directory that the EXE is run from. Since this engine's a Boom port, you don't need DEUSF or DeHackEd.

Known Problems
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If the music's not playing, open your BOOM.CFG and find the section that looks like this:

[-1-9(-1)] code used by Allegro to select music driver, -1 is autodetect
music_card                    2

Make sure music_card is set to 2. Neither I nor Lee Killough can figure out exactly why this is required. Said Lee:

"Sound Blaster Pro cards need to be set to "music_card 2" for best results. I and others in TeamTNT, back when Boom music was being started, had this same problem, but there's a fix: use "music_card 2" !!!  Someone else in TeamTNT said if they run Allegro's SETUP program to choose their card, it worked also, but I couldn't get it to work that way -- I could only get it to work with "music_card 2" in boom.cfg."

Note, this solution is only for Sound Blaster Pro cards as Lee says. If you're not using an SB Pro and your music's not working then e-mail me and I'll see what I can do to help you out.

Also, don't use IDFA or IDKFA and select a weapon higher than the chaingun. The max ammo is set to 0 in the DEH file and for some reason selecting weapons with their max ammo set to 0 causes Boom to crash. I don't know why. Moral of the story: Don't do it!!

I've only been able to test this myself so if you find any bugs, e-mail me at Joel@ts.co.nz and I'll see what I can do to fix the problem. I'd like to thank id Software for releasing the Doom source code, TeamTNT for doing such a slick job with Boom and above all, Lee Killough for putting up with my questions.

Enjoy!
Joel.
