VOGONS


First post, by MrFlibble

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This is a DOS port of HacX (a stand-alone free total conversion for Doom II) based on Gerwin Broers' MBF Maintenance Release 2.04, with additional sound code for GENMIDI/OPL3 playback by ludicrous_peridot. It has all the regular MBF features (including helper dogs) and supports both versions 1.0/1.1 (no other files required) and the vanillified v1.2.

Downloads:

To play, just put HACX.WAD into the same directory as BARX.EXE. Versions 1.0/1.1 will run without any other files thanks to a modified Miniwad. You can get HACX.WAD from the freeware release v1.1 in this files only package.

IMPORTANT!!! The original version 1.2 release from 2010 is not supported. To play v1.2, take this version instead.

BarX will correctly reproduce (and fix) health and armour mechanics from the original HacX. If Doom II allows you to increase health or armour above 100% to a maximum of 200% by picking up bonuses or the Soul Sphere, vanilla HacX ups this limit to 400%. However, the developers apparently forgot to implement this for Centrophenoxine (Soul Sphere replacement), which in vanilla HacX 1.0 and 1.1 will only increase player health to 200%, and actually decrease it to 200% if it was above that. Moreover, MBF and possibly other source ports misinterpreted the Max Armor variable in DeHackEd, so in the 2010 release of HacX version 1.2, the armour and health caps were reset to 200. I made edits to MBF code so that BarX correctly allows the player to increase health and armour by picking bonuses and Centrophenoxine items.

I've also made a few other, mostly cosmetic changes:

  • a custom automap colour scheme, based on that from Strife but with green instead of blue
    H0EgX6d.png
    I think it works pretty well with HacX' status bar design.
  • added full support for HUD font palswap to enable working menus and help screen
    qrcuSAy.pngd6iPyR4.png
    The non-blue font colours (and the background tile) match the fonts used in the original HacX installer.
  • since HacX does not have custom par times, I removed their display from the tally screen altogether
    vqRKJlg.png

    BarX takes advantage of ludicrous_peridot's modified Allegro library that enables the use of the GENMIDI lump (DMXOPL is included) for OPL music playback.

    And yes, you can turn on the optional helper dogs to play around. The port uses the libre versions by Nash Muhandes from GZDoom.

    I also included multiplayer drivers IPXBARX.EXE and SERBARX.EXE, which are modified IPXBOOM.EXE and SERBOOM.EXE from the original BOOM 2.02 distribution that recognise BARX.EXE as a valid executable. I was able to start up a co-op multiplayer game with IPXBARX.EXE using two instances of DOSBox running on the same computer (as described here​​​​​​​).
Last edited by MrFlibble on 2026-04-09, 16:35. Edited 1 time in total.

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Reply 1 of 3, by dominusprog

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This looks great! Thanks for the upload.

Duke_2600.png
A-Trend ATC-1020 V1.1 ❇ Cyrix 6x86 150+ @ 120MHz ❇ 32MiB EDO RAM (8MiBx4) ❇ A-Trend S3 Trio64V2 2MiB
Aztech Pro16 II-3D PnP ❇ 8.4GiB Quantum Fireball ❇ Win95 OSR2 Plus!

Reply 3 of 3, by MrFlibble

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Time for an update! The project is now called BarX (guess why) and it supports both v1.0/1.1 as a standalone game and v1.2 (but you need to use the vanillified IWAD).

To play version 1.1, you also only need HACX.WAD, which you can get from the files-only package.

Apart from making the port version-agnostic, one major update is that I finally got around to fix the health/armour bonus behaviour. It wasn't immediately obvious to me that vanilla HacX (both the freeware v1.1 release and the commercial CD version) allows the player to increase health and armour to 400% by collecting bonuses and not to 200% as in Doom II. However, picking up Centrophenoxine (the Soul Sphere replacement) would only increase health to 200%, and actually decrease it to 200% if it was above that.

Version 1.2 removed the increased health and armour caps from the DEHACKED lump altogether, only leaving 400 health given by the MegaArmor. I think I know why. My tests with MBF revealed that its internal DeHackEd support system erroneously treats the Max Health variable the same as the maxhealth constant from the original Doom code. However, Doom's MAXHEALTH is the maximum health that may be restored by conventional means like medikits and the Berserk pack, while the DeHackEd Max Health (likely a naming coincidence, as DeHackEd predates the source code release IIRC) refers to the cap for health above 100% that can be attained by picking health bonuses (but not the Soul Sphere). Because of this misconception and the way MBF refactors health bonus code, if you set Max Health to 400 in DEHACKED, the player will be able to heal up to 400% health with medikits and the like, and increase health to 800% by picking health bonuses!

I corrected this by editing MBF code in BarX to recreate the original vanilla behaviour in this respect.

Additionally, I also noticed that I had done a really bad job at converting the libre dog sounds from GZDoom, so I did that again in an old version of Audacity, this time toning the volume down a bit as well. I think they work pretty well now!

Since the port no longer tries to imitate vanilla Doom, most of the defaults were reset to MBF values, including projectile transparency.

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