Welcome to WAD Mangle!
WAD Mangle is a WAD file lump editor, released under the GNU GPL. If you are unsure what I'm rambling on about, please read the basic FAQ.
Currently WAD Mangle is restricted to Microsoft Windows only (that should hopefully change in the future), and requires that .NET 1.1 is installed.
WAD Mangle allows WAD files to be loaded and the lumps inside them to be edited and manipulated. It does this using a standard multiple-document interface showing each loaded WAD file in a separate window, and allowing lumps from other loaded WADs and files from Explorer to be dragged and dropped into the WAD file.
WAD Mangle also allows an easy use of plug-ins -- plug-ins can be written using the WAD manipulation routines used by WAD Mangle itself when written in a language that can use and generate .NET assemblies. Since version 2.0.0 you can also use external executables as plug-ins, allowing you to use any language you desire.
Or, obviously, for that matter feel free to take the WAD code and use it in any project you desire as it is self-contained in an .NET assembly.
Specifically WAD Mangle allows the manipulation of the following lump types:
WAD Files I X
As well as working on a WAD file as a whole, WAD Mangle allows WAD files to exported from a selected list of lumps, or imported to be merged with the WAD being edited.
ASCII V E I X
ASCII lumps are used by recent updates to the DOOM engine (such as ZDoom) to allow all manner of things such as scripts, animated textures, map names, game texts and sounds to be altered.
Binary V E I X
Allows the importing and exporting of any lump as binary data.
Graphics V E I X
All graphical entries are supported. Graphics can imported from images in BMP, PNG (with transparency), JPG or GIF format.
Samples I X
Allows the import and export of sound effects.
Allows the editing of the PNAMES lump -- a special DOOM lump that defines all the graphical lumps that can be used to create textures. This can be used to manipulate textures in a WAD you wish to keep compatible with the original DOOM or DOOM 2.
Allows the editing of the texture definitions. The original DOOM does this by defining which PNAME entries are used and their offset into the texture space for each texture. This can be used to manipulate textures in a WAD you wish to keep compatible with the original DOOM or DOOM 2.
Sprites E I
Sprites (graphics lumps inbetween special marker lumps) can be easily edited, both in the original DOOM format and using the new markers ZDoom allows.
Flats E I
Flats (graphics lumps in the FLAT format inbetween special marker lumps) can be easily edited, both in the original DOOM format and using the new markers ZDoom allows.
WAD Mangle also allows plug-ins to provide simple DOOM based tools that don't do anything to the loaded WAD files, but allow WAD files to be manipulated in some fashion.
Included is the WAD Packager that is used to bundle up multiple WAD files into a single WAD, and also import important graphical backdrops. For instance, say you like to design levels with each level inside its own WAD file for safety -- WAD Packager will allow you to specify all these files, plus some backdrop graphics and then generate a single WAD file for distribution.