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2. Header

2.1 old Duke Nukem 3D Header

Duke Nukem 3D 1.0 and 1.1 use a 9 byte main header:


address type contents 0x0000 long number of game tics times numberof players 0x0004 byte episode (0-3) 0x0005 byte map (0-8) 0x0006 byte skill (0-4) 0x0007 word player number

The first entry in the header (number of game tics) may be zero in version 1.1 recordings. This should mean, that there is more than one level recorded.

All word or long values in DMO files are Intel ordered (lowest byte first, little endian).

2.2 new Duke Nukem 3D Header

Duke Nukem 3D 1.3D uses a 24 byte main header:


address type contents 0x0000 long number of game tics times number of players 0x0004 byte volume - 1 (/v parameter - 1) 0x0005 byte level - 1 (/l paramerer - 1) 0x0006 byte skill (0 .. 4) (/s parameter) 0x0007 byte MP mode (/c 1 = DukeMatch(spawn), 2 = Coop, 3 = Dukematch(no spawn)) 0x0008 short player number (1..8) 0x000A short 0x01 with /m (nomonsters), 0x00 else 0x000C long 0x01 with /t1 (respawn monsters), 0x00 else 0x0010 long 0x01 with /t2 (respawn items), 0x00 else 0x0014 long 0x01 with /t3 (respawn inventory), 0x00 else

2.3 Redneck Rampage Header

Redneck Rampage uses a 543 byte main header:


address type contents 0x0000 long number of game tics times number of players 0x0004 byte 0x6C, it may be a version 0x0005 byte 0x00, unknown 0x0006 byte 0x00, unknown 0x0007 byte skill (0...4) 0x0008 byte MP mode (/c parameter - 1) 0x0009 byte level (1..11) 0x000A byte player number (1..8) 0x000B byte 0x00, unknown 0x000C byte 0x01 with /m (nomonsters), 0x00 else 0x000D byte 0x00, unknown 0x000E long 0x01 with /t1 (respawn monsters), 0x00 else 0x0012 long 0x01 with /t2 (respawn items), 0x00 else 0x0016 long 0x01 with /t3 (respawn inventory), 0x00 else 0x001A long 0x01 with /a (player AI for fake players), 0x00 else 0x001E char[0x201] -name parameter

The episode (better: volume) number is one of the 0x00 bytes in the header.

The players name is a `\0' terminated string. The maximum number of characters for the name is 512.


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