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fix a few clunky bits
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content/posts/building-a-minimal-doom-wad-loader.md

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---
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title: "Building a Minimal Doom WAD Loader in C++"
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title: "Building a Minimal Doom WAD Loader"
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date: 2025-10-24
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tags: ["C++", "Game Development", "Devlog", "DOOM Engine Series"]
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draft: false
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---
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I wanted to learn how Doom’s WAD files work, so I wrote a simple loader in C++.
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My goal was just to open a WAD, read its contents, and understand how it’s structured.
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I wanted to learn how Doom’s WAD files work, so I wrote a simple loader.
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My goal was just to understand how a WAD is structured, open it and read its contents.
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```cpp
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int main() {
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try {
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Wad wad = loadWad("doom.wad"); // replace with your WAD file path
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Wad wad = loadWad("doom.wad");
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// Print header
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std::cout << "WAD ID: " << wad.header.id << "\n";
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- Looks up a specific lump (in this case, `PLAYPAL`) and reads it into a vector.
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- Prints the first 32 bytes in hexadecimal: a quick sanity check that I’m reading real data and not zeroes or garbage.
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It’s not polished, but it’s practical and also very temporary.
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## Summary

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