501 lines
23 KiB
Plaintext
501 lines
23 KiB
Plaintext
THE COMMAND & CONQUER MAPS
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Rev. 1f
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by Vladan Bato (bat22@geocities.com)
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This document explains the format of the maps and the associated graphics
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files. It has also a complete listing of all available map values.
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This document is meant for people who want to make a C&C scenery editor.
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You can also use it to edit manually the maps but IMHO it's a suicide if you
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can't see what you are doing.
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ABOUT .MIX FILES
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First of all I will explain the structure of MIX files, since all the
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graphics are in the TEMPERAT, DESERT, and WINTER.MIX files.
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Each MIX file contains several internal files that can be extracted. I will
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refer to the internal files as just "files".
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The MIX file is made up of two parts: the first one is the Header, the
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second one is the Body that contains all the files.
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The structure of the header is:
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(I will use pascal notation here)
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Header = record
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NumFiles : word; {Number of internal files}
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BodyLength : longint; {Length of the body}
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Index : array [1..NumFiles] of
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record
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ID : longint; {ID of file, computed from filename}
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Start : longint; {Offset of file in the body}
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Size : longint; {Size of the file}
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end;
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end;
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Of course you can't use directly such a structure in pascal because its
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length is not fixed.
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Note that the offsets are relative to the start of the body so to find the
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actual offset in the MIX you have to add the size of the header which is
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NumFiles*12+6
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Note also that the records in the Index are not in the same order as the
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files are physically stored in the MIX. In this document I will always refer
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to the record number in the index and not to the file's actual position in
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the MIX.
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ABOUT THE MAP
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All the maps are 64x64 squares large. There are 2 bytes of information for
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each square, thus the file is 8192 bytes long.
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The two bytes indicate which image should be placed there. The first one
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indicates in which of the internal files of TEMPERAT, DESERT or WINTER.MIX
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it is. Each of these internal files contains several images; the second byte
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tells which of those images should be taken. The images inside one of the
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internal files, if put together, form a larger image. It can be a bridge,
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a road section, etc. These are called "templates". Thus, each internal file
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contains a template. Each template is made of several "tiles" (images).
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Each square of the map contains one tile. It's not necessary to put all
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the tiles of a template on the map.
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There are templates of various sizes: from 1x1 to 6x8.
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(I will always write the dimensions as WidthxHeight)
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The tile numbers range from 0 to WxH-1.
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However there are some tiles, which I call "empty tiles", that don't have
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any images associated with them. If you try using them C&C will display
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the default terrain for that Theater instead. There are empty tiles
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especially in the corners of large templates.
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An example may be useful:
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The SW-NE bridge in the temperate theater has two empty tiles:
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XXOr X - Empty tile O - other tiles
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wbbO b - Bridge
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Obbw w - Water (This is probably wrong, I can't check now)
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rOOO r - road
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We can see that in the upper left corner there are two empty tiles.
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We can put the values 00 and 01 in our map (as the second byte; the first
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would be A5h for the bridge), in that case we'll see some grass there. But
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we can replace those two tiles with anything else without disturbing the
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rest. What I mean, is that if we changed any other tile, a piece of river
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would be missing or a rock could be cut, ruining the map; but if we
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replace the empty tiles everything is OK.
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So, when we have an empty tile, we can leave it there, or replace it with
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anything else. There are two exceptions to this rule however:
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1) Sometimes the empty tiles should be water, but if we don't replace them
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C&C will show land in the middle of our lake or sea;
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2) There are templates containing roads that finish in one of the corners,
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so that the next template must have an empty tile in the opposite corner
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to stick to the other.
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An example might help:
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Imagine that we have two road sections like these:
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OOrr OOrr
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Orrr Orrr
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rrrO rrrO
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rrOO rrOO
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and we want to stick them diagonally:
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OOrr
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Orrr
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rrrO
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rrOO
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OOrr
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Orrr
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rrrO
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rrOO
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Something is obviously missing. We need to add some tiles to fill it like
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this:
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OOrr
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Orrr
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rrrO
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RrrOO
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OOrrR
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Orrr
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rrrO
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rrOO
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The solution could be to have two templates like these:
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OOOO ROOO
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OOOO OOOO
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OOOO OOOO
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OOOR OOOO
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or to have one little template with empty tiles:
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RX
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XR (Where X are empty tiles)
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Now we can put this between the two road sections, replacing the empty
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tiles with the corner tiles of the road sections.
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There are many road sections like this and I've indicated them with
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"(Conn.)" in the table at the end of this document.
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ABOUT THE DESERT, TEMPERAT, and WINTER.MIX FILES
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These are the files that hold the graphics for the templates. There's one
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file inside the MIX for each template, and each file has several tiles
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inside.
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There are other files inside the MIXes, probably for the trees and other
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overlay elements but I don't know the format. If somebody knows their
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format, please let me know.
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In each MIX there's also a palette, the entries are:
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DESERT.MIX entry n. 26
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TEMPERAT.MIX entry n. 62
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WINTER.MIX entry n. 62
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I will now explain the format of the files with map graphics.
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First of all there's a header with the following structure:
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Header = record
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Width : word; {Width of images, always 24 (18h)}
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Heigth : word; {Heigth of images, always 24}
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NumTil : word; {Number of Tiles (may differ from num. of Images}
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Zero1 : word; {Seems to be always 0000h}
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Size : longint; {size of file}
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ImgStart : longint; {Offset of first image}
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Zero2 : longint; {Seems to be always 00000000h}
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ID1 : word; {Always FFFFh}
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ID2 : word; {Always 1A0Dh (or 0D1Ah I can't remeber}
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Index2 : longint; {Offset of Index2}
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Index1 : longint; {Offset of Index1} {I will explain these
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later}
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end;
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The images follow the header but I suppose they could be anywhere.
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They are all 24x24 pixel, uncompressed and are one after the other.
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Note that the number of images may differ from the number of tiles if
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there are some empty tiles. If there are empty tiles, the actual number of
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images can be smaller than the number of tiles. To work out the number
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of images you can use the formula : (Index1-ImgStart)/(24*24).
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However, you won't have to do this if the index is not corrupt.
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Index1 has the following format:
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Index1 : array [0..NumTil-1] of byte;
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where NumTil is the number of tiles.
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Each entry in Index1 corresponds to one tile, and indicates which image
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(of that file) is associated with it. If the entry is FFh than that tile
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is empty.
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Index2 is an array of NumImages bytes where NumImages is the real
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number of images in the file. However it's always filled with zeros
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(sometimes there's a 1 somewhere but I don't know it's meaning).
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Note that there's no way to know the dimensions (Width and Height) of the
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template. If there are 6 tiles it could be 6x1, 1x6, 3x2, 2x3. I worked out
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the dimensions of all templates myself (It's easy, all you have to do is to
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try different widths and look at the screen).
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For example a procedure that has to display template 61h, tile 3 of the
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Desert theater would do:
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1) Look in the table and find in which file it is in (entry 168 of
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DESERT.MIX)
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2) Open that file (seek it inside the MIX)
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3) Read the Header
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4) Read Index1 and read the 4th byte (for tile 3), let it be N
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5) Seek ImgStart+Width*Height*N
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6) Read the Image and display it
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AND FINALLY THE TABLE
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Here is the table of all available map values (template numbers), the
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dimensions and the relative entries in the DESERT, WINTER, and TEMPERAT.MIX.
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There's also a brief description for those that don't want or don't know
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how to write an editor. However, I think that it will be difficult to stick
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the templates together without seeing them.
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An "x" means that the template doesn't exist in that theater. There are many
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templates that exist only in one theater and will show as black holes in the
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others (causing the HOM effect). The WINTER and TEMPERATE theaters are
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however very similar, and differ only in a few templates.
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The roads and cliffs are mostly the same for the three theaters, but be
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careful about the river and coast templates because they are not the same.
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V | DES | TEM | WIN | Dim. | Name | Description
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-----+-----+-----+-----+-------+----------+---------------------------------
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--
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00h | 007 | 011 | 028 | [4x4] | CLEAR1 | Default terrain
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01h | 002 | 007 | 007 | [1x1] | W1 | Water (not animated)
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02h | x | 009 | 009 | [2x2] | W2 | Water
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03h | x | 087 | 087 | [3x3] | SH1 | Coast WD (1)
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04h | x | 106 | 105 | [3x3] | SH2 | Coast WD
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05h | x | 126 | 124 | [1x1] | SH3 | Rock in water
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06h | x | 143 | 140 | [2x1] | SH4 | Rock in water
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07h | x | 159 | 157 | [3x3] | SH5 | Coast WD
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08h | x | 018 | 017 | [3x3] | SH11 | Fjord WD
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09h | x | 024 | 023 | [3x3] | SH12 | Coast WU
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0Ah | x | 031 | 031 | [3x3] | SH13 | Coast WU
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0Bh | x | 037 | 037 | [3x3] | SH14 | Coast WU
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0Ch | x | 042 | 042 | [3x3] | SH15 | Coast WU
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0Dh | 106 | 074 | 074 | [2x2] | S01 | Cliff Left Edge
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0Eh | 122 | 093 | 092 | [2x3] | S02 | Cliff Wu-Wd (2)
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0Fh | 138 | 112 | 110 | [2x2] | S03 | Cliff W-E
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10h | 154 | 131 | 128 | [2x2] | S04 | Cliff W-E
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11h | 170 | 147 | 144 | [2x2] | S05 | Cliff W-E
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12h | 185 | 163 | 161 | [2x3] | S06 | Cliff Wd-Eu
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13h | 200 | 180 | 179 | [2x2] | S07 | Cliff Right Edge
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14h | 212 | 195 | 195 | [2x2] | S08 | Cliff Top Edge
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15h | 225 | 208 | 209 | [3x2] | S09 | Cliff N-S
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16h | 096 | 064 | 064 | [2x2] | S10 | Cliff N-S
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17h | 108 | 078 | 078 | [2x2] | S11 | Cliff N-S
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18h | 124 | 097 | 096 | [2x2] | S12 | Cliff N-S
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19h | 140 | 117 | 115 | [3x2] | S13 | Cliff N-S
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1Ah | 157 | 135 | 132 | [2x2] | S14 | Cliff Bottom Edge
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1Bh | 172 | 151 | 149 | [2x2] | S15 | Cliff Left Edge
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1Ch | 187 | 167 | 166 | [2x3] | S16 | Cliff Wu-Ed
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1Dh | 202 | 184 | 184 | [2x2] | S17 | Cliff W-E
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1Eh | 215 | 199 | 200 | [2x2] | S18 | Cliff W-E
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1Fh | 228 | 211 | 213 | [2x2] | S19 | Cliff W-E
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20h | 098 | 068 | 069 | [2x3] | S20 | Cliff Wu-Ed
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21h | 110 | 082 | 082 | [1x2] | S21 | Cliff Right Edge
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22h | 126 | 101 | 100 | [2x1] | S22 | Cliff Corner S-E Internal
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23h | 142 | 121 | 119 | [3x2] | S23 | Cliff Sl-Nr
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24h | 159 | 139 | 136 | [2x2] | S24 | Cliff N-S
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25h | 174 | 155 | 153 | [2x2] | S25 | Cliff N-S
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26h | 189 | 171 | 170 | [2x2] | S26 | Cliff N-S
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27h | 204 | 188 | 188 | [3x2] | S27 | Cliff Nl-Sr
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28h | 218 | 202 | 203 | [2x2] | S28 | Cliff Bottom Edge
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29h | 230 | 213 | 215 | [2x2] | S29 | Cliff Corner N-E External
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2Ah | 101 | 070 | 071 | [2x2] | S30 | Cliff Corner S-E Ext
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2Bh | 113 | 084 | 084 | [2x2] | S31 | Cliff Corner W-S Ext
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2Ch | 129 | 103 | 102 | [2x2] | S32 | Cliff Corner N-W Ext
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2Dh | 145 | 123 | 121 | [2x2] | S33 | Cliff Corner N-E Internal
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2Eh | 162 | 141 | 138 | [2x2] | S34 | Cliff Corner S-E Int
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2Fh | 177 | 157 | 155 | [2x2] | S35 | Cliff Corner W-S Int
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30h | 192 | 173 | 172 | [2x2] | S36 | Cliff Corner W-N Int
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31h | 207 | 190 | 190 | [2x2] | S37 | Cliff Junction NW-SE
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32h | 221 | 204 | 205 | [2x2] | S38 | Cliff Junction SW-NE
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33h | x | 027 | 026 | [3x3] | SH32 | Coast Corner N-W Int
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34h | x | 033 | 033 | [3x3] | SH33 | Coast Corner N-E Int
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35h | 017 | x | x | [4x1] | SH20 | Coast WD
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36h | 024 | x | x | [3x1] | SH21 | Coast WD
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37h | 041 | x | x | [6x2] | SH22 | Coast WD
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38h | 049 | x | x | [2x2] | SH23 | Coast WD
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39h | 118 | x | x | [1x1] | BR1 | Bush
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3Ah | 134 | x | x | [1x1] | BR2 | Bush
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3Bh | 150 | x | x | [1x1] | BR3 | Cactus
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3Ch | 166 | x | x | [1x1] | BR4 | Cactus
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3Dh | 181 | x | x | [1x1] | BR5 | ??? Purple square (bug ?)
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3Eh | 196 | x | x | [2x2] | BR6 | Bushes
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3Fh | 210 | x | x | [2x2] | BR7 | Bushes
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40h | 223 | x | x | [3x2] | BR8 | Bushes
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41h | 234 | x | x | [3x2] | BR9 | Bushes
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42h | 016 | x | x | [2x1] | BR10 | ??? Purple squares (bug ?)
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43h | 105 | 073 | x | [1x1] | P01 | Bones / Wall (3)
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44h | 121 | 092 | x | [1x1] | P02 | Bones / Wall (3)
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45h | 137 | 111 | x | [1x1] | P03 | Mud / UFO (3) (6)
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46h | 153 | 130 | x | [1x1] | P04 | Rock / UFO (3) (6)
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47h | 169 | x | x | [2x2] | P05 | Gray Sand
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48h | 184 | x | x | [6x4] | P06 | Gray Sand
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49h | 199 | 179 | 178 | [4x2] | P07 | Mud
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4Ah | x | 194 | 194 | [3x2] | P08 | Mud
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4Bh | x | 045 | 045 | [3x2] | SH16 | Fjord WU
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4Ch | 072 | 047 | 047 | [2x2] | SH17 | Water (anim.)
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4Dh | 078 | 049 | 049 | [2x2] | SH18 | Water (anim.)
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4Eh | 084 | x | x | [3x2] | SH19 | Coast WD
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4Fh | x | 116 | 114 | [3x2] | P13 | Destroyed House
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50h | x | 134 | 131 | [2x1] | P14 | Walls
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51h | x | x | 148 | [4x2] | P15 | Snow
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52h | 001 | 006 | 006 | [1x1] | B1 | Rock
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53h | 003 | 008 | 008 | [2x1] | B2 | Rock
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54h | x | 010 | 010 | [3x1] | B3 | Rock
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55h | 004 | x | x | [1x1] | B4 | ?? Rock (7)
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56h | 005 | x | x | [1x1] | B5 | ?? Rock (7)
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57h | 006 | x | x | [1x1] | B6 | ?? Rock (7)
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58h | x | 175 | 174 | [3x3] | SH6 | Coast WD
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59h | x | 191 | 191 | [2x2] | SH7 | Coast Corner W-N External
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5Ah | x | 205 | 206 | [3x3] | SH8 | Coast Corner S-E Ext
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5Bh | x | 215 | 217 | [3x3] | SH9 | Coast Corner W-S Ext
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5Ch | x | 012 | 011 | [2x2] | SH10 | Coast Corner N-E Ext
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5Dh | 104 | 072 | 073 | [2x2] | D01 | Road Bottom End
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5Eh | 120 | 091 | 091 | [2x2] | D02 | Road Left End
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5Fh | 136 | 110 | 109 | [1x2] | D03 | Road Top End
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60h | 152 | 129 | 127 | [2x2] | D04 | Road Right End
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61h | 168 | 146 | 143 | [3x4] | D05 | Road S-N
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62h | 183 | 162 | 160 | [2x3] | D06 | Road S-N
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63h | 198 | 178 | 177 | [3x2] | D07 | Road S-N
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64h | 211 | 193 | 193 | [3x2] | D08 | Road S-N
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65h | 224 | 207 | 208 | [4x3] | D09 | Road W-E
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66h | 095 | 063 | 063 | [4x2] | D10 | Road W-E
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67h | 107 | 077 | 077 | [2x3] | D11 | Road W-E
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68h | 123 | 096 | 095 | [2x2] | D12 | Road W-E
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69h | 139 | 115 | 113 | [4x3] | D13 | Road Wu-Ed
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6Ah | 156 | 133 | 130 | [3x3] | D14 | Road T N--W+E (4)
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6Bh | 171 | 150 | 147 | [3x3] | D15 | Road Y S--N+E (4)
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6Ch | 186 | 166 | 164 | [3x3] | D16 | Road Y S--N+E
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6Dh | 201 | 183 | 182 | [3x2] | D17 | Road T S--W+E
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6Eh | 214 | 198 | 198 | [3x3] | D18 | Road T W--N+S
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6Fh | 227 | 210 | 211 | [3x3] | D19 | Road + W-N-E-S
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70h | 097 | 067 | 067 | [3x3] | D20 | Road Corner N-E
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71h | 109 | 081 | 081 | [3x2] | D21 | Road Corner S-E
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72h | 125 | 100 | 099 | [3x3] | D22 | Road Corner W-S
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73h | 141 | 120 | 118 | [3x3] | D23 | Road Corner W-N
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74h | 158 | 138 | 135 | [3x3] | D24 | Road Diagonal NW-SE (5)
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75h | 173 | 154 | 152 | [3x3] | D25 | Road Diag NW-SE
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76h | 188 | 170 | 169 | [2x2] | D26 | Road Diag NW-SE (Conn.) (5)
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77h | 203 | 187 | 187 | [2x2] | D27 | Road Diag NW-SE (Conn.)
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78h | 217 | 201 | 202 | [2x2] | D28 | Road Corner W-SE (Conn.)
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79h | 229 | 212 | 214 | [2x2] | D29 | Road Corner N-SE (Conn.)
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7Ah | 100 | 069 | 070 | [2x2] | D30 | Road Y SE--N+W (Conn.)
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7Bh | 112 | 083 | 083 | [2x2] | D31 | Road Corner E-NW (Conn.)
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7Ch | 128 | 102 | 101 | [2x2] | D32 | Road Corner S-NW (Conn.)
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7Dh | 144 | 122 | 120 | [2x2] | D33 | Road Y NW--S+E (Conn.)
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7Eh | 161 | 140 | 137 | [3x3] | D34 | Road Diag SW-NE
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7Fh | 176 | 156 | 154 | [3x3] | D35 | Road Diag SW-NE
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80h | 191 | 172 | 171 | [2x2] | D36 | Road Diag SW-NE (Conn.)
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81h | 206 | 189 | 189 | [2x2] | D37 | Road Diag SW-NE (Conn.)
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82h | 220 | 203 | 204 | [2x2] | D38 | Road Corner E-SW (Conn.)
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83h | 232 | 214 | 216 | [2x2] | D39 | Road Corner N-SW (Conn.)
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84h | 103 | 071 | 072 | [2x2] | D40 | Road Y SW--N+E (Conn.)
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85h | 115 | 085 | 085 | [2x2] | D41 | Road Corner W-NE (Conn.)
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86h | 131 | 104 | 103 | [2x2] | D42 | Road Corner S-NE (Conn.)
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87h | 147 | 124 | 122 | [2x2] | D43 | Road Y NE--W+S (Conn.)
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88h | x | 017 | 016 | [5x4] | RV01 | River W-E
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89h | x | 023 | 022 | [5x3] | RV02 | River W-E
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8Ah | x | 030 | 030 | [4x4] | RV03 | River Wu-Ed
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8Bh | x | 036 | 036 | [4x4] | RV04 | River Wd-Eu
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8Ch | x | 041 | 041 | [3x3] | RV05 | River N-S
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8Dh | x | 044 | 044 | [3x2] | RV06 | River N-S
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8Eh | x | 046 | 046 | [3x2] | RV07 | River N-S
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8Fh | x | 048 | 048 | [2x2] | RV08 | River Corner S-E
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90h | x | 052 | 052 | [2x2] | RV09 | River Corner W-S
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91h | x | 014 | 013 | [2x2] | RV10 | River Corner N-E
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92h | x | 020 | 019 | [2x2] | RV11 | River Corner W-N
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93h | x | 026 | 025 | [3x4] | RV12 | River Y N--W+S
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94h | x | 032 | 032 | [4x4] | RV13 | River Y Eu--W+S
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95h | 055 | x | x | [4x3] | RV14 | River W-E
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96h | 060 | x | x | [4x3] | RV15 | River W-E
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97h | 067 | x | x | [6x4] | RV16 | River Wd-Eu
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98h | 073 | x | x | [6x5] | RV17 | River Wu-Ed
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99h | 079 | x | x | [4x4] | RV18 | River N-S
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9Ah | 085 | x | x | [4x4] | RV19 | River N-S
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9Bh | 018 | x | x | [6x8] | RV20 | River Nr-Sl
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9Ch | 025 | x | x | [5x8] | RV21 | River Nl-Sr
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9Dh | 042 | x | x | [3x3] | RV22 | River Corner E-S
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9Eh | 050 | x | x | [3x3] | RV23 | River Corner W-S
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9Fh | 057 | x | x | [3x3] | RV24 | River Corner N-E
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A0h | 062 | x | x | [3x3] | RV25 | River Corner N-W
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A1h | 009 | 002 | 004 | [3x3] | FORD1 | River Crossing (Road W-E)
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A2h | 010 | 003 | 005 | [3x3] | FORD2 | River Crossing (Road N-S)
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A3h | 047 | 057 | 057 | [3x3] | FALLS1 | Falls W-E
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A4h | 048 | 058 | 058 | [3x2] | FALLS2 | Falls N-S
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A5h | x | 218 | 220 | [4x4] | BRIDGE1 | Bridge SW-NE
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A6h | x | 059 | 059 | [4x4] | BRIDGE1D | Fallen Bridge SW-NE
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A7h | x | 219 | 221 | [5x5] | BRIDGE2 | Bridge NW-SE
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A8h | x | 060 | 060 | [5x5] | BRIDGE2D | Fallen Bridge NW-SE
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A9h | 236 | x | x | [6x5] | BRIDGE3 | Bridge SW-NE
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AAh | 092 | x | x | [6x5] | BRIDGE3D | Fallen Bridge SW-NE
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ABh | 237 | x | x | [6x4] | BRIDGE4 | Bridge NW-SE
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ACh | 093 | x | x | [6x4] | BRIDGE4D | Fallen Bridge NW-SE
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ADh | 056 | x | x | [3x3] | SH24 | Fjord WD
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AEh | 061 | x | x | [3x2] | SH25 | Coast WU
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AFh | 068 | x | x | [3x2] | SH26 | Coast WU
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B0h | 074 | x | x | [4x1] | SH27 | Coast WU
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B1h | 080 | x | x | [3x1] | SH28 | Coast WU
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B2h | 086 | x | x | [6x2] | SH29 | Coast WU
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B3h | 019 | x | x | [2x2] | SH30 | Coast WU
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B4h | 027 | x | x | [3x3] | SH31 | Fjord WU
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B5h | x | x | 165 | [2x2] | P16 | Snow
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B6h | x | x | 183 | [4x2] | P17 | Snow
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B7h | x | x | 199 | [4x3] | P18 | Snow
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B8h | x | x | 212 | [4x3] | P19 | Snow
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B9h | x | x | 068 | [4x3] | P20 | Snow
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BAh | x | 038 | 038 | [3x3] | SH34 | Coast WR
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BBh | x | 043 | 043 | [3x3] | SH35 | Coast WL
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BCh | 069 | x | x | [1x1] | SH36 | Coast Corner S-E Int
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BDh | 075 | x | x | [1x1] | SH37 | Coast Corner W-S Int
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BEh | 081 | x | x | [1x1] | SH38 | Coast Corner N-E Int
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BFh | 087 | x | x | [1x1] | SH39 | Coast Corner N-W Int
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C0h | 020 | x | x | [3x3] | SH40 | Coast Corner S-E Int
|
|
C1h | 028 | x | x | [3x3] | SH41 | Coast Corner N-W Int
|
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C2h | 043 | x | x | [1x2] | SH42 | Coast WL
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C3h | 051 | x | x | [1x3] | SH43 | Coast WL
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C4h | 058 | x | x | [1x3] | SH44 | Coast WR
|
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C5h | 063 | x | x | [1x2] | SH45 | Coast WR
|
|
C6h | 070 | x | x | [3x3] | SH46 | Coast Corner S-E Int
|
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C7h | 076 | x | x | [3x3] | SH47 | Coast Corner S-E Int
|
|
C8h | 082 | x | x | [3x3] | SH48 | Coast Corner N-E Int
|
|
C9h | 088 | x | x | [3x3] | SH49 | Coast Corner N-W Int
|
|
CAh | 021 | x | x | [4x3] | SH50 | Coast Corner S-E Ext
|
|
CBh | 029 | x | x | [4x3] | SH51 | Coast Corner W-S Ext
|
|
CCh | 044 | x | x | [4x3] | SH52 | Coast Corner N-E Ext
|
|
CDh | 052 | x | x | [4x3] | SH53 | Coast Corner N-W Ext
|
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CEh | 059 | x | x | [3x2] | SH54 | Coast WD
|
|
CFh | 064 | x | x | [3x2] | SH55 | Coast WD
|
|
D0h | 071 | x | x | [3x2] | SH56 | Coast WU
|
|
D1h | 077 | x | x | [3x2] | SH57 | Coast WU
|
|
D2h | 083 | x | x | [2x3] | SH58 | Coast WR
|
|
D3h | 089 | x | x | [2x3] | SH59 | Coast WR
|
|
D4h | 022 | x | x | [2x3] | SH60 | Coast WL
|
|
D5h | 030 | x | x | [2x3] | SH61 | Coast WL
|
|
D6h | 045 | x | x | [6x1] | SH62 | Coast WD
|
|
D7h | 053 | x | x | [4x1] | SH63 | Coast WD
|
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|
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|
|
!! Warning !!
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|
Values from D8h-FEh will cause the game to crash (it just locks up on
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my computer)!!!
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The value FFh indicates the default terrain (I think the 4x4 template is
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used).
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Notes:
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(0a) There may be some errors in this table because I typed it in a hurry
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|
(you don't know how much time it takes), so if you find any errors
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|
please report them to me.
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|
(0b) The names are taken from the GAME.DAT file. I matched them with the
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files in the theater mix files. The complete filenames are the names
|
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above plus an extension that depends on the theater (.DES, .TEM, .WIN).
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(1) For Coasts, WD, WU, WL, and WR mean : Water on the bottom
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|
(Down), Top (Up), left and right.
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|
(2) For cliffs and roads the two letters indicate from which to which side
|
|
the Road (or cliff) goes. The lowercase letter means up, down, left,
|
|
right to indicate in which part of that side it starts.
|
|
For Example:
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|
River Wu-Ed :
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|
OOOOO
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|
rOOOO
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OrrOO
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OOOrr
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OOOOO
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|
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(3) These templates exist in both the DESERT and the TEMPERATE theaters but
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|
are not the same. I've put a description of both.
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|
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(4) For Roads:
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|
Roads T and Y mean that the road splits in the shape of a T or a Y.
|
|
E--N+S means it starts from the east edge then splits in two parts, one
|
|
going to the north and the other to the south edge
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|
|
|
(5) NW or any other corner means that the road ends in that corner and if it
|
|
says (Conn.), that means that it has an empty tile in that corner.
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|
So you have to use the (Conn.) templates to stick together the other
|
|
ones.
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|
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|
(6) In TEMPERAT.MIX these two files are buggy, they report there are 67h
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|
tiles, but if you look at the index you'll see they all point to the
|
|
second image which (I think) is of uniform color. Only the first tile is
|
|
ever used.
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|
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|
(7) These three templates don't work in C&C (HOM effect), but their graphics
|
|
exist in the DESERT.MIX file. Do not use them !
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|
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|
That's all. I hope this info will be used by somebody to make a scenery
|
|
editor.
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|
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|
Report any errors to me. Also, if you have any info about other file formats
|
|
please share it with me.
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