Extract graphics assets from doom.wad. At this point only flats are supported. `doom-gfx` takes two positional arguments. First, the path to `doom.wad`, second the name of a flat to extract. A command line invocation may look like this: doom-gfx doom.wad FLOOR5_1 The output filename is implicitly generated from the flat name by converting it to lower case and appending `.png`. For this example, `doom-gfx` would write the image to a file named `floor5_1.png`. The flat name is case sensitive. To see the list of all flats available, use [`wad-ls`] and look for all entries listed between `F_START` and `F_END`. There are a few command line options available for configuring the extraction: Palettes: The original game includes 14 palettes for different full-screen effects, including the red coloring when you get hurt. Palette 0 is normal. Colormap: In order to fade images to different brightness, 32 different colormaps are used. Colormap 0 is the brightest. Additionally, colormap 32 is used for god mode and 33 is all-black. Scale: Because screen resolutions have increased many-fold since Doom was released, the graphic assets are woefully small. Use the scale option to embiggen the pixels using beautiful nearest neighbor filtering. [`wad-ls`]: https://github.com/maghoff/wad/ Try it out ---------- Install via Rust toolchain: cargo install doom-gfx Run: doom-gfx doom.wad FLOOR5_1 display floor5_1.png Command line options -------------------- doom-gfx 0.1.0 Magnus Hovland Hoff Extract graphics from Doom WAD files USAGE: doom-gfx [OPTIONS] FLAGS: -h, --help Prints help information -V, --version Prints version information OPTIONS: -c, --colormap Which colormap to use (0-33) [default: 0] -p, --palette Which palette to use (0-13) [default: 0] -s, --scale Scale with beautiful nearest neighbor filtering [default: 2] ARGS: Input WAD file Flat to extract