WolfenDOOM PC Engine Notes			Joel Murdoch (Joel@ts.co.nz)
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This engine is a modified version of Boom version 2.01. 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:

- Gretel and Hans Grosse drop gold keys 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

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:

SECRET.BAT   - Episode 4: A Dark Secret
TRAIL.BAT    - Episode 5: Trail of the Madman
CONFRONT.BAT - Episode 6: Confrontation
BONUS.BAT    - Bonus Levels

Or run NOCT.BAT and start a new game to play A Dark Secret. Type in IDCLEV11 for Trail of the Madman, IDCLEV21 for Confrontation, or IDCLEV31 for the bonus levels. All of these batch files assume that NOCT.WAD and NOCT.DEH are in the current directory. Edit them and change the "-deh" and "-file" parameters accordingly if you keep your WADs and DEHs in different directories. 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."

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!!

This is the first program I've released and I've only been able to test it myself. If you find any bugs, e-mail me at Joel@ts.co.nz and I'll see what I can do. 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.