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« on: 2019-11-19 11:39:53 »
Update:
I figured out what to do and it was quite simple.
Just compare the unedited and edited kernel section files and find the differences (I used "010" hex editor to do this). And then insert the edited differences into the original game image (not .IMG file). In hex editor search for the unedited file's string of code so you know where it is in the game image and then copy paste the edited's string of code into it.
Basically you don't need Doomtrain tool since the kernel is not crypted or anything but it helps you understand where certain code is located in the game's image.
You can do the same thing in PAL version, however the kernel section starts at 5000(h) instead of 2800 in that version's .IMG file.
I'm not sure if you are able to use the kernel created from the game's original image in Doomtrain. You'll probably have to create the kernel file from the extracted .IMG file instead (my guess is there's some difference in code).