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Notes:Doom Classic Complete

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This page contains notes for the game Doom Classic Complete.

Dev Menu Decompile

Via JPEXS Free Flash Decompiler. If you know a better way, please feel free to replace.

package
{
	import flash.external.ExternalInterface;
	import flash.text.TextField;
	
	public class Dev_Menu extends idFlashMenu
	{
		 
		
		public var skill_Option:TextField;
		
		public var infAmmo_Option:TextField;
		
		public var godMode_Option:TextField;
		
		public var expansion_Option:TextField;
		
		public var allWeapons_Option:TextField;
		
		public var noClip_Option:TextField;
		
		public var mapNumber_Option:TextField;
		
		var mapNumber:Number = 1;
		
		var expansionNumber:Number = 0;
		
		var skillNumber:Number = 0;
		
		var noClip:Boolean = false;
		
		var infAmmo:Boolean = false;
		
		var godMode:Boolean = false;
		
		var allWeapons:Boolean = false;
		
		public function Dev_Menu(param1:idFlashMenu)
		{
			addFrameScript(9,frame10,26,frame27);
			super(param1,8,null);
			this.gotoAndStop(selectedOption);
			UpdateOptions();
		}
		
		public function UpdateOptions() : *
		{
			var _loc1_:TextField = this.getChildByName("mapNumber_Option") as TextField;
			var _loc2_:TextField = this.getChildByName("expansion_Option") as TextField;
			var _loc3_:TextField = this.getChildByName("skill_Option") as TextField;
			var _loc4_:TextField = this.getChildByName("noClip_Option") as TextField;
			var _loc5_:TextField = this.getChildByName("infAmmo_Option") as TextField;
			var _loc6_:TextField = this.getChildByName("godMode_Option") as TextField;
			var _loc7_:TextField = this.getChildByName("allWeapons_Option") as TextField;
			_loc1_.text = mapNumber.toString();
			_loc2_.text = expansionNumber.toString();
			_loc3_.text = skillNumber.toString();
			if(noClip)
			{
				_loc4_.text = "ON";
			}
			else
			{
				_loc4_.text = "OFF";
			}
			if(infAmmo)
			{
				_loc5_.text = "ON";
			}
			else
			{
				_loc5_.text = "OFF";
			}
			if(godMode)
			{
				_loc6_.text = "ON";
			}
			else
			{
				_loc6_.text = "OFF";
			}
			if(allWeapons)
			{
				_loc7_.text = "ON";
			}
			else
			{
				_loc7_.text = "OFF";
			}
		}
		
		override public function Initialize() : *
		{
			super.Initialize();
			this.visible = true;
		}
		
		public function Modify_MapNumber(param1:*) : *
		{
			var _loc2_:TextField = this.getChildByName("mapNumber_Option") as TextField;
			mapNumber = mapNumber + param1;
			if(mapNumber < 1)
			{
				mapNumber = 32;
			}
			else if(mapNumber > 32)
			{
				mapNumber = 1;
			}
			_loc2_.text = mapNumber.toString();
		}
		
		public function Modify_BooleanText(param1:*, param2:*) : *
		{
			if(param1)
			{
				param2.text = "ON";
			}
			else
			{
				param2.text = "OFF";
			}
		}
		
		override public function LEFT_Selection() : *
		{
			switch(selectedOption)
			{
				case 1:
					expansionNumber = expansionNumber - 1;
					break;
				case 2:
					mapNumber = mapNumber - 1;
					break;
				case 3:
					skillNumber = skillNumber - 1;
					break;
				case 4:
					noClip = !noClip;
					break;
				case 5:
					infAmmo = !infAmmo;
					break;
				case 6:
					godMode = !godMode;
					break;
				case 7:
					allWeapons = !allWeapons;
			}
			this.UpdateOptions();
			super.LEFT_Selection();
		}
		
		override public function RIGHT_Selection() : *
		{
			switch(selectedOption)
			{
				case 1:
					expansionNumber = expansionNumber + 1;
					break;
				case 2:
					mapNumber = mapNumber + 1;
					break;
				case 3:
					skillNumber = skillNumber + 1;
					break;
				case 4:
					noClip = !noClip;
					break;
				case 5:
					infAmmo = !infAmmo;
					break;
				case 6:
					godMode = !godMode;
					break;
				case 7:
					allWeapons = !allWeapons;
			}
			this.UpdateOptions();
			super.RIGHT_Selection();
		}
		
		override public function SELECT_Option(param1:Number, param2:String) : *
		{
			if(param1 == 8)
			{
				ExternalInterface.call("DevMenu_Play",expansionNumber,mapNumber,skillNumber,noClip,infAmmo,godMode,allWeapons);
				this.visible = false;
			}
			super.SELECT_Option(param1,param2);
		}
		
		function frame10() : *
		{
			SendEvent("transition_in_finished");
			stop();
		}
		
		function frame27() : *
		{
			SendEvent("transition_out_finished");
			stop();
		}
	}
}