home *** CD-ROM | disk | FTP | other *** search
Text File | 1996-07-09 | 94.5 KB | 2,416 lines |
- The Mix Manager
-
- Mixman v3.0 and associated utilities written by Vladan Bato
-
- CONTENTS:
- [1] Important Notices
- [1-1] Copyright Notice
- [1-1-1] Copyright Notice for MMLite
- [1-1-2] Copyright Notice for CCNames
- [1-2] Warnings
- [1-3] Support for older versions
- [1-4] What's new in version 3.0
- [2] System reqirements and Files
- [2-1] Hardware requirements
- [2-2] Files in this archive
- [2-3] Where to get the latest version
- [3] Using Mixman
- [3-1] What is Mixman
- [3-2] About MIX files
- [3-2-1] The GENERAL.MIX file
- [3-2-2] Other MIX files
- [3-3] Installing Mixman
- [3-4] Starting Mixman
- [3-4-1] Command line options
- [3-5] MIX file viewer
- [3-6] Viewing files
- [3-6-1] File formats
- [3-6-2] The Ascii viewer
- [3-6-3] The Hex viewer
- [3-6-4] The Palette viewer
- [3-6-5] The Map (BIN) viewer
- [3-6-6] The Template viewer
- [3-6-7] The SHP file viewer
- [3-6-8] The CPS file viewer
- [3-6-9] The WSA file viewer
- [3-7] Extracting files
- [3-8] Replacing files
- [3-9] Other commands
- [3-10] Command Line operation
- [3-10-1] Extracting files
- [3-10-2] Replacing files
- [3-11] Playing your own missions
- [3-12] Mixman Lite (MMLITE)
- [4] Customizing Mixman
- [4-1] The INI file
- [4-1-1] The [Directories] section
- [4-1-2] The [Options] section
- [4-1-3] The [Mix] section
- [4-1-4] The [Cps] section
- [4-1-5] The [Map] section
- [4-1-6] The [Shp] section
- [4-1-7] The [Tmp] section
- [4-1-8] The [Data] section
- [4-2] The MIXMAN.DAT file
- [4-2-1] Structure of the list files
- [4-2-2] Adding palettes
- [4-2-3] Adding mix descriptions (list files)
- [5] C&C File formats
- [5-1] INI files
- [5-2] BIN files
- [5-3] SHP files
- [5-4] CPS files
- [5-5] Template files
- [5-6] WSA files
- [6] Conversion utilities
- [6-1] A note about PCX files
- [6-2] The CPS conversion utilities
- [6-2-1] CPS2PCX
- [6-2-2] PCX2CPS
- [6-3] The Template conversion utilities
- [6-3-1] TMP2PCX
- [6-3-2] PCX2TMP
- [6-4] The SHP conversion utilities
- [6-4-1] Single file conversion
- [6-4-2] Multiple file conversion
- [6-4-3] SHP2PCX
- [6-4-4] PCX2SHP
- [6-4-5] MSHP2PCX
- [6-4-6] MPCX2SHP
- [7] The CCNAMES utility
- [7-1] The names file
- [7-2] Using CCNAMES
- [8] Problems running Mixman
- [8-1] Graphic cards problems
- [8-2] Other problems
- [9] Future improvements
- [10] Credits
-
- ------------------------------
- Chapter [1]: Important Notices
- ------------------------------
- [1-1]: Copyright Notice
- =======================
- Command & Conquer is a trademark of Westwood Studios, Inc.
- and Copyright (C)1995 Westwood Studios, Inc.
-
- Mixman and it's associated utilities and files are Copyright (C)1995-96
- Vladan Bato. All rights reserved.
-
- The following notice is valid for the whole Mixman package.
- The MMLITE and CCNAMES programs can be distributed separately under
- different conditions. See the next two sections.
-
- You can freely distribute this program and its associated utilities and
- files as long as you respect the following restrictions:
- a) That no changes are made to any of the files, and that all the
- files (see section [2-2] for complete list) are included.
- b) That no charge is made for copying or distribution of this program
- and its associated files (beyond reasonable access fees).
- c) It may not be included on cdrom compilations or magazine cover
- disks without the author's express permission.
-
- If you want the permission to include this program on a cdrom compilation
- or magazine cover disk, write to me the following e-mail address:
- i3100785@univ.trieste.it
- This address should remain valid for a couple of years. After that
- everybody will probably forget C&C.
-
- [1-1-1]: Copyright Notice for MMLite
- ------------------------------------
- Mixman Lite (MMLITE) is Copyright (C)1996 Vladan Bato.
-
- This program can be freely distributed outside the original Mixman
- package, included with third party programs, missions, or files
- as long as:
-
- -The MMLITE.TXT file is included in the same archive.
- -The two files (MMLITE.EXE and MMLITE.TXT) are not modified in any way.
-
- When distributing these files with your missions or programs, you are not
- restricted in any way. You can sell your archive as shareware or
- distribute on cdroms.
-
- However:
-
- - I assume no responsibility for any damage caused directly or indirectly
- by using this program.
- - If this program is distributed outside the original Mixman archive, I
- won't provide any support for it. Support should be provided by the
- author of the package where it was found.
-
-
- [1-1-2]: Copyright Notice for CCNames
- -------------------------------------
- CCNames is Copyright (C)1996 Vladan Bato.
-
- This program can be freely distributed outside the original Mixman
- package, included with third party programs, missions, or files
- as long as:
-
- -The CCNAMES.TXT file is included in the same archive.
- -The two files (CCNAMES.EXE and CCNAMES.TXT) are not modified in any way.
-
- When distributing these files with your missions or programs, you are not
- restricted in any way. You can sell them as shareware or distribute on
- cdroms.
-
- However:
-
- - I assume no responsibility for any damage caused directly or indirectly
- by using this program.
- - If this program is distributed outside the original Mixman archive, I
- won't provide any support for it. Support should be provided by the
- author of the package where it was found.
-
-
- [1-2]: Warnings
- ===============
- - I provide this programs as-is, without any warranties. I can't guarantee
- that they work as described in this manual or that they work at all.
- I also can't guarantee that I will provide any support for these
- programs.
-
- - Use these programs at your own risk. I can't be held responsible for
- any damage caused directly or indirectly by these programs.
- For your own safety, back up all files before modifying them.
-
- - By modifying the C&C files you might be violating Westwood's copyright.
- I cannot be held responsible for any copyright violations that may
- arise from the use of these programs.
- It's entirely your responsibility.
-
- [1-3]: Support for older versions
- =================================
- I will no longer provide support for Mixman versions before 3.0.
- If you have an old version, please get the latest one.
-
- For informationrmation on where to find the latest version see section [2-3].
-
- -----------------------------------------
- Chapter [2]: System requirements and Files
- -----------------------------------------
- [2-1]: Hardware requirements
- ============================
- The minimum required configuration is:
- - a 386 CPU
- - a VGA card
- - 450K of free base memory
- To be able to use high resolution in the viewers you will need a SVGA card
- with at least 512K of memory (1M suggested), and VESA drivers.
-
- Of course you also need a copy of Command & Conquer.
-
- [2-2]: Files in this archive
- ============================
- The following files should be contained in this archive:
- - MIXMAN.EXE Mixman, main program
- - MIXMAN.INI The INI file for mixman, see section [4-1]
- - MIXMAN.DAT The data file, see section [4-2] for more information
- - MIXMAN.DOC This file
- - HISTORY.TXT History of Mixman versions
- - CPS2PCX.EXE CPS to PCX converter, see section [6-2-1]
- - PCX2CPS.EXE PCX to CPS converter, see section [6-2-2]
- - SHP2PCX.EXE SHP to PCX converter, see section [6-4-3]
- - PCX2SHP.EXE PCX to SHP converter, see section [6-4-4]
- - MSHP2PCX.EXE Multiple file SHP to PCX, see section [6-4-5]
- - MPCX2SHP.EXE Multiple file PCX to SHP, see section [6-4-6]
- - TMP2PCX.EXE TMP to PCX converter, see section [6-3-1]
- - PCX2TMP.EXE PCX to TMP converter, see section [6-3-2]
- - CCNAMES.EXE Utility for changing unit names, see Chapter [7]
- - CCNAMES.TXT Copyright notice for CCNames
- - MMLITE.EXE Mixman Lite, see section [3-12]
- - MMLITE.TXT Copyright notice for Mixman Lite
- - GRAPHICS.TXT A few notes about changing the graphics
-
- If any of these files is missing, please get the full version (see next
- section for information on where to download Mixman).
-
- [2-3]: Where to get the latest version
- ======================================
- You should be able to find the latest version of Mixman at my homepage:
-
- http://www.geocities.com/SiliconValley/8682
-
- I don't know for how long this page will remain valid though.
- You should also be able to find it on any major C&C web site (or at least
- I hope so).
-
- If you can't find it, then e-mail me at (i3100785@univ.trieste.it) and
- I'll send you a copy by e-mail or tell you where to find it.
-
- I will put any updates, new versions, FAQs, etc., on my homepage.
-
- -------------------------
- Chapter [3]: Using Mixman
- -------------------------
- [3-1]: What is Mixman
- =====================
- Mixman is a utility for the game Command & Conquer.
- It can be used to extract and replace the mission description files. This
- way you can make your own missions.
- Additionally in this version, it comes with a set of utilities that let
- you convert the graphics files used by C&C. This way you can also
- customize the graphics.
-
- [3-2]: About MIX files
- ======================
- If you looked at your C&C directory on the hard disk, or the root directory
- of the C&C cdrom, you might have noticed that both contain files with the
- MIX extension.
- These files are somewhat special, as they contain several files inside.
- The general.mix file in particular contains all the mission description
- files (see next section).
- Mixman displays a list of all the files inside a MIX and lets you view
- them.
- You can also extract a file of your choice, or replace it with an external
- file.
-
- [3-2-1]: The GENERAL.MIX file
- -----------------------------
- The most interesting of the MIX files is certainly the GENERAL.MIX file.
- It contains all the mission description files.
- There are two different GENERAL.MIX files: one on the GDI CD, and one on
- the NOD CD.
-
- Inside the GENERAL.MIX file there are two different files for each
- mission. One has the INI extension, the other the BIN extension.
- Note that in Mixman versions before 2.2 the BIN files were called
- MAP, because I didn't know the correct extension.
-
- The BIN file contains the map for the mission and is a binary file.
- The INI file contains all other information for the mission and
- is a text file.
- For more information see sections [5-1] and [5-2].
-
- The names of the mission files follow certain rules.
- The filenames for the single player missions have this structure:
- SCGnnww.INI
- SCGnnww.BIN for the GDI missions and
- SCBnnww.INI
- SCBnnww.BIN for the NOD missions,
- where nn is the mission number, and ww can be EA,EB,EC,WA,WB,WC and
- indicate one of the submissions (when in the game you can choose
- multiple missions).
- For example the first GDI mission is:
- SCG01EA.INI and SCG01EA.BIN.
-
- The multiplayer missions follow the same rules, but the filenames start
- with SCM.
-
- Mixman displays the mission names for the single player missions, while
- the multiplayer map names are displayed instead of the mission number.
-
- You can find out the number of a mission you're playing by going to
- the options screen. The mission name is displayed in the lower right
- corner of the dialog box.
-
- [3-2-2]: Other MIX files
- ------------------------
- There are other interesting MIX files in the C&C directory and on the
- C&C CD. Here are some:
-
- - LOCAL.MIX : In the C&C directory. An interesting file can be
- found in this MIX. It's the file with Index 1. It contains all
- the text of the game, including the names of all the units
- and structures. The CCNAMES program in this archive can be
- used to edit it. See chapter [7] for more information.
- - CONQUER.MIX : This file contains the units and structure graphics
- for C&C. The files in this MIX are SHP files. See later for
- an explanation of these files and the utilities to edit them.
- - TEMPERAT.MIX, WINTER.MIX, DESERT.MIX. From now on, I will refer to
- these files as the theater mix files. These contain the map
- tiles, tree graphics, civilian buildings and units for the
- three different theaters. Again, utilities are provided for
- converting the SHP and map tiles files.
-
- Other MIX files contain the sounds, music and movies, but since
- Mixman is not able to read sounds or movies, I won't talk about them.
-
- [3-3]: Installing Mixman
- ========================
- You can put Mixman in any directory you want, as long as the
- MIXMAN.INI and MIXMAN.DAT files are in the same directory as
- MIXMAN.EXE.
-
- If you want, make a separate directory for Mixman and the other
- utilities, and put all the files of this archive in that directory.
-
- Let's assume you put all the Mixman files in the C:\MIXMAN directory.
-
- To be able to display the maps, Mixman must know where to
- find the theater mix files (TEMPERAT.MIX, WINTER.MIX and DESERT.MIX).
- You can either put one of the C&C CDs in the drive, in which case
- Mixman will automatically find the files there, or edit the
- MIXMAN.INI file and edit the Theater= field in the [Directories]
- section. You should add the name of the directory where the files
- can be found.
- For example, if you copied the three files into the C:\C&C directory,
- you should write : Theater=C:\C&C
-
- If you want Mixman to read the files from the CD, leave the Theater=
- entry blank.
-
- If you want, you can also put the directory where you installed Mixman
- on the path.
-
- If your graphics card doesn't have built-in VESA support, install
- your VESA drivers before running Mixman. If you don't, the viewers
- will use low resolution.
-
- Note that Mixman is better run from DOS. It should work if run from
- Windows, but it hasn't been tested.
- This also applies to the conversion programs, that are all command line
- utilities.
-
- [3-4]: Starting Mixman
- ======================
- Go to the directory where the mix files you're interested in are stored.
- Start Mixman by typing
- C:\MIXMAN\mixman
- (if you installed it in the C:\MIXMAN directory).
-
- You will see a list of the files in the directory.
- Select a file to view and press <Enter>. If the file is a MIX file,
- you will see a list of all the files in the MIX, and you will again be
- able to select one for viewing.
-
- In both cases Mixman will try to identify the types of the files, and
- these will be displayed in a separate column.
-
- While viewing the contents of the directory, you can change the order in
- which they are displayed. Press the "O" key and chose the order
- you prefer.
-
- Depending on the file you will see a different viewer. See section [3-6]
- for more information.
-
- To exit the program, press <Esc>.
-
- You can supply a directory name on the command line. Mixman will display
- the contents of the given directory instead of the current one.
-
- You can also supply a MIX filename on the command line. In this case
- you will go straight to the listing of the files inside the MIX.
-
- [3-4-1]: Command line options
- -----------------------------
- There are a few command-line options that you can supply when starting
- Mixman:
-
- -v : Display information on VESA Support.
- This option displays information on the VESA support of your
- graphics card. This switch is provided for debugging purposes.
- See section [8-1] for more information.
-
- -l : Force low resolution.
- Use this switch if you have problems running Mixman in high
- resolution. See section [8-1] for more information.
- This option can also be set in the INI file. See chapter [4].
-
- -p : Single page VESA mode.
- See section [8-1] for more information.
-
- -f : Don't check for correct file size.
- Almost useless now. It was provided in the first version of Mixman,
- for compatibility with another utility that didn't set the file
- size correctly when saving. Use it on MIX files you modified
- using the utilities that come with Andrew Griffin's CC-SCEN.
-
- You can also use the -e and -r options to extract and replace files
- without starting Mixman in interactive mode. See section [3-9].
-
- You can optionally supply a directory name or a MIX file name on the
- command line.
-
- If you supply a directory name, it's contents will be displayed instead
- of the current directory.
- If you supply a MIX file name, the contents will be displayed.
-
- [3-5]: MIX file viewer
- ======================
- If you supply the name of a MIX file on the command line, or you select
- a MIX file in the directory listing, you will be taken to the MIX file
- viewer, which is the heart of Mixman.
-
- You will see a list of all the files inside the MIX.
-
- The first two columns contain the Index and Position of the file
- inside the MIX.
-
- Index is the file's position in the header of the MIX file. This header
- is found at the begging of the MIX files and contains information
- about the files, like size, offset from start of MIX file, etc.
-
- But the position in the header may not be the actual position of the file
- inside the Mix. This is because the header is always sorted according to
- the file ID (see below), while the files are written following a more
- "natural order"
-
- The Pos column indicates the actual position in the MIX file.
-
- The Size column displays the size in bytes of the file.
-
- The Type column displays the type of the file. Mixman will automatically
- identify many of the file formats used by C&C. Usually each format
- has an associated viewer.
- Note that Mixman will identify AUD (sounds) and VQA (movies) files,
- but it doesn't have a viewer for them.
-
- If the file type is '???' that means Mixman was not able to identify it.
- The Hex viewer will be used as default in this case.
-
- The Description column shows a brief description of the file, the
- mission name or the filename for the files inside a known mix.
-
- This only works with the GENERAL.MIX files.
- As filenames are not stored inside the MIX files, the only way Mixman
- can know them, is by recognizing them and having a list of all the files
- somewhere. Mixman keeps such a list for GENERAL.MIX in the MIXMAN.DAT.
- This can be customized, and you can make it so that Mixman recognizes other
- MIX files too. See chapter [4] for more information.
-
- The last column can either display the offset of the file from the start
- of the MIX file, or the File ID.
- Use the 'L' key to change which is displayed.
-
- The File ID is a unique 32-bit number that each file has. It seems that
- the original filename is used to obtain this number.
- All I know for sure is that the files in the header are sorted according
- to this number.
-
- In the upper right corner a three-letter sign on red background is
- displayed when Mixman was able to recognize the Mix file. Right now
- Mixman can recognize the following files :
- GDI : GENERAL.MIX file on Disk 1
- NOD : GENERAL.MIX file on Disk 2
- TEM : TEMPERAT.MIX
- WIN : WINTER.MIX
- DES : DESERT.MIX
- CON : CONQUER.MIX
- However descriptions and filenames are supplied only for the GENERAL.MIX
- files.
-
- In the lower right corner there can be three indicators :
-
- - A 'T' letter on either red or green background.
- It indicates whether Mixman was able to find the theater mix files
- on startup. If it's red it means the files were not found and that
- the map viewer is disabled.
- See section [3-3] for information on how to tell Mixman where to find
- them.
- - A 'C' letter on either red or green background.
- The meaning is the same as for the 'T' letter but for the CONQUER.MIX
- file. This file is not needed in this version, and the indicator
- is future upgrades.
- - An 'R' letter on either blue or red background.
- If it's missing it means that the MIX file is not read-only and it can
- be modified.
- If it's on a blue background, it means that the MIX file is read-only,
- but the read-only attribute can be removed. When you try replace a file,
- you will be asked if you want to remove the read-only attribute.
- If it's on a red background, it means that the file is on the CD and
- that it can't be modified.
-
- By pressing the 'O' key you can change the order in which the files
- are displayed. The default order can be changed in the INI file.
-
- You can change the last column by pressing the 'L' key. This too can
- be customized in the INI file.
-
- [3-6]: Viewing files
- ====================
-
- You can view files both inside and outside MIX files.
- Select the file you want to view and press <Enter> to view it.
-
- If the file type was not identified (??? is displayed in the Type column),
- the Hex viewer will be started.
- Otherwise the viewer for that file type will be used.
-
- The AUD and VQA files don't have a viewer, so the Hex viewer will be
- used.
-
- The Hex and Ascii viewers are available with any file type (press the
- 'H' or 'A' key while viewing the file).
-
- [3-6-1]: File formats
- ---------------------
-
- Here's list of the file formats recognized by Mixman. Some of them are
- explained in greater detail in chapter [5].
-
- - TXT : This is a text file. The Ascii viewer is used.
- - INI : This is a text file that has the structure of an INI file.
- The mission description files use this format.
- - BIN : This file contains the map for a mission. In previous versions
- of mixman the MAP extension was used. That extension however
- was wrong.
- The map viewer is used.
- - PAL : This file contains a palette. The palette viewer is used.
- - TMP : This is the Template file. The TMP extension is wrong. As I don't
- know the right extension, I had to guess.
- This file contains the map tiles. The TMP viewer is used.
- - SHP : This file contains graphics. All the units, structures and many
- other elements use SHP files. Each SHP file can contain several
- images or animation frames. The SHP viewer is used.
- - CPS : This file contains a 256-color 320x200 image.
- - WSA : This file contains an animation. Some short animations in C&C use
- this format. It's not used for movies though.
- The WSA viewer is used.
- - VQA : This file contains a movie. There's no viewer for it, so the
- Hex viewer is used by default.
- - AUD : This file contains sounds (music included). There's no viewer
- (there's nothing to view anyway). The Hex viewer is used.
-
- [3-6-2]: The Ascii viewer
- -------------------------
- The Ascii viewer lets you view the file as plain text.
- It's available for any file, by pressing the 'A' key while viewing
- it with another viewer.
-
- Use the 'W' key to turn line wrapping on and off.
- If line wraping is off, you can use the left and right keys to scroll
- left and right.
-
- Use the Up/Down keys to scroll one line up or down, the PgUp/PgDown keys
- to scroll one screen up or down and the Home/End keys to go to the
- start or end of the file.
-
- You can always press the 'H' key to go to the Hex viewer. For most files
- there will be a third viewer available, depending on the file type.
-
- Press the <ESC> key to exit the viewer.
-
- [3-6-3]: The Hex viewer
- -----------------------
- The Hex viewer shows you the Hex codes of the bytes in the file on the
- left side, while the ASCII equivalent is shown on the right.
-
- The number at the start of the line is the offset from the start of the
- file (not from the start of the MIX).
-
- This viewer is available for any file, by pressing the 'H' key while
- viewing it with another viewer.
-
- You can use the Up/Down and PgUp/PgDown keys to scroll the display.
- The Home and End key will take you to the start or end of the file.
-
- The Ascii viewer is always available through the 'A' key. Other viewers
- might be present depending on the type of the file.
-
- Press the <ESC> key to quit the viewer.
-
- [3-6-4]: The Palette viewer
- ---------------------------
- The Pal view shows you all the 256 colors of the palette.
-
- If you are viewing it in SVGA, the color numbers will be displayed
- under the colored bars.
-
- You can view the file as Ascii or Hex by pressing the 'A' or 'H' key.
-
- Press <ESC> to exit the viewer.
-
- [3-6-5]: The Map (BIN) viewer
- -----------------------------
- The map viewer displays graphically a BIN file.
-
- When you first use it, you'll notice a short delay. That's because Mixman
- must load the information on map tiles from the MIXMAN.DAT file.
-
- The BIN files contain the map for a mission. Only the terrain is stored
- here; other elements like trees, bases, etc., are stored inside
- the INI file and are not shown in this viewer.
-
- The map can be viewed at be viewed at 4 zoom levels (3 in low-res).
- The first is a zoom-in available only in high-res, and there are two
- zoom-outs. In high-res the zoom level 4 shows you the whole map.
-
- If the whole map is not shown, you can scroll the view with the arrow
- keys.
-
- You can change the zoom level by pressing the 'Z' key.
- The default zoom at startup can be changed in the INI file in the [Map]
- section (see section [4-1-5]).
-
- As the theater is not stored inside the BIN file, mixman has to guess
- it. It will choose the theater that best suits the tile numbers (i.e., the
- one for which there are less or no invalid tiles). However, sometimes
- it can be wrong, especially because it's difficult to tell if a map
- uses the temperate or winter theater.
-
- The only way to know which theater is used, is by looking into the
- associated INI file.
-
- You can manually change the theater by pressing the 'E' key.
-
- If there are any bad tiles, a message will appear in the lower right
- corner of the screen. Also, the bad tiles will be shown as black squares
- with a white cross.
-
- Note that in the game bad tiles will be shown as black squares and will
- cause a Hall of Mirror effect if a unit steps over it.
-
- See section [5-2] for more information on BIN files.
-
- As usual both the Ascii and Hex viewers are available.
-
- To exit press <ESC>.
-
- [3-6-6]: The Template viewer
- ----------------------------
- The template (TMP) files contain the graphics for the map tiles.
- Each file contains a complete template, which is usually a terrain feature
- like a cliff, a piece of coast, a bridge, etc.
-
- Some of the tiles in a template don't have a graphics associated and
- shouldn't be used, these will be shown as black squares with a white
- cross.
-
- For more information on template files and their connection with BIN
- files see sections [5-2] and [5-5].
-
- The template viewer will show you the entire template.
- You may notice a short delay when you use the TMP viewer for the first
- time. Don't worry, Mixman is reading data from the MIXMAN.DAT file.
-
- As the horizontal and vertical dimensions are not stored inside the file,
- Mixman will have to guess them.
-
- Sometimes this is easy. For example, if there are 9 tiles, the only
- possibilities are 1x9, 3x3, 9x1. Most likely it will be 3x3. But if there
- are 12 tiles it's difficult to choose between 3x4 and 4x3.
-
- That's why you can change the horizontal dimension with the left and
- right arrow keys.
-
- If the TMP files are found inside the theater mix files, the above is not
- entirely true, as Mixman will be able to always choose the correct
- dimensions. You will still be able to change them however.
-
- Neither the palette is stored inside the file. Mixman comes with a set
- of common palettes in the MIXMAN.DAT file, from which you can choose.
- Press the 'P' key to change the palette.
-
- This applies to TMP files that are outside the theater mix files only.
- The default palette can be changed in the INI file in the [Tmp] section
- (see section [4-1-7]).
-
- If you are viewing the file in high-res, you can zoom in and out using
- the 'Z' key.
-
- The default zoom can be set in the INI file (see section [4-1-7]).
-
- Some useful information will be displayed on the right of the screen.
-
- The Ascii and Hex viewers will be available.
-
- Press <ESC> to quit.
-
- [3-6-7]: The SHP file viewer
- ----------------------------
- The SHP files are probably the most interesting. They contain all the
- graphics for the units and structures.
-
- Each SHP file can contain several images. These can be part of an
- animation, or different views of the same object.
-
- In the viewer the images are shown on the left side of the screen.
- By default only one image is shown, and you can change the image
- by using the left and right keys.
- By pressing the 'L' key you can view all the images at once (as much as
- can fit on the screen). Using the cursors you can select an image.
-
- Information about the selected image will be shown on the left.
- Also if you are using high-res, and viewing All the images, a magnified
- version of the selected image will be shown on the right.
-
- The images on the left can be zoomed using the 'Z' key. (Works only in
- high-res.)
-
- The information shown on the left is :
- - File : the filename or position and index inside the Mix.
- - x/n : x is the currently selected image (same as CurImg), while n is
- the total number of images (same as NumImg).
- - NumImg : number of images in file.
- - CurImg : currently selected image (from 0 to NumImg-1).
- - Format : compression format used by image. See section [5-3] for more
- information.
- - Reference : Used with images that have format 4000 or 2000. See
- section [5-3].
- - Shadows : By pressing the 'S' key you can turn shadows on and off.
- In unit and structure's graphics a special color is used
- for shadows. It's color number 4. In the normal palette
- it's green, but in the game it's not drawn as such, but
- a shadow is computed instead.
- - Zoom : You can turn zoom on and off by pressing the 'Z' key.
- - Palette : As the palette is not stored inside the file, you must
- select one. There are several palettes included with mixman, and
- you can change the palette by pressing the 'P' key.
- The provided palettes should be enough for all the SHP files that
- came with C&C.
- More can be added to the MIXMAN.DAT file (see section [4-2]).
-
- The defaults for some of the above features can be changed in the INI
- file in the [Shp] section (see section [4-1-6]).
-
- To exit from the viewer press <ESC>.
-
- [3-6-8]: The CPS file viewer
- ----------------------------
- CPS files contain 256-color 320x200 images.
-
- The image will be displayed in the upper part of the screen.
- If you are viewing it in low-res, it will fill the whole screen and
- nothing else will be displayed, you will however be able to select all
- the options available in high-res (except for zoom).
-
- In high-res, some information will be shown in the lower part of the
- screen.
-
- You can change the zoom level by pressing the 'Z' key.
-
- Some CPS images don't have a palette, in this case you will be able
- to select one using the 'P' key.
-
- The only CPS files without palette that I have seen, are those in
- the SETUP.MIX file.
-
- You can also select the Ascii and Hex viewers.
-
- The default zoom level and palette can be changed in the INI file in the
- [Cps] section (see section [4-1-4]).
-
- For more information on CPS files see section [5-4].
-
- [3-6-9]: The WSA file viewer
- ----------------------------
- WSA files contain full screen animations. (The movies don't use this
- format though.)
-
- You can find some files of this type in the general.mix file.
-
- The viewer will display some information on the screen:
- - Number of Frames :
- This is the number of frames. If there's a +1 after the number,
- it means that there's one more frame that contains the differences
- between the last and the first frame, so that the animation can
- be looped.
- - Dimensions :
- The dimensions of the animated area.
- - Position :
- Upper left corner of the animated area.
- - Speed :
- Speed at which it should be played. I'm not sure if the number
- in the header is the speed, but it gives reasonable values.
- Mixman will try to play the animation at the suggested speed,
- but is usually slower.
-
- To play the animation press the 'P' key.
- You can stop the animation at any time by pressing the <ESC> key.
-
- Use 'A' and 'H' to use the Ascii and Hex viewers.
-
- Use <ESC> to exit.
-
- For more information on WSA files see section [5-6].
-
- [3-7]: Extracting files
- =======================
- Extracting files from a MIX is easy.
-
- Highlight the file you want to extract and press the 'E' key.
- You will be asked for a file name.
-
- For some files Mixman will suggest a filename. This should be the
- filename used by Westwood.
-
- I have tried to find out the names for all the files inside general.mix,
- and I think they are correct. I am sure they are for the single player
- missions, but I'm not sure for the other files.
-
- If those files are left in the C&C directory, C&C will load them instead
- of looking into the MIX file. This way the missions can be easily
- changed, by placing the INI and BIN files into the C&C directory.
-
- The file will be extracted into the current directory. You can provide
- a different path when prompted for filename, however.
-
- [3-8]: Replacing files
- ======================
- To replace a file inside a MIX highlight it and press the 'R' key.
-
- The files in the current directory will be shown. Now select the file
- you want to replace with. Note that you will need enough disk space
- for a temporary file, that is same size of the original MIX file.
- When the file has been replaced, a message will pop up.
-
- If MIX file is on the CD, a message will tell you that you can't
- modify a file on the CD (that seems quite obvious to me).
-
- If the MIX file is read-only, you will be asked if you are sure
- you want to modify the file. If the answer is affirmative, the
- read-only attribute will be automatically removed.
-
- I added this feature because when you copy a file from the CD,
- the read-only attribute is not removed (unless you use the DOS copy
- or xcopy commands); and this created a lot of troubles to the users
- of previous versions of Mixman.
-
- [3-9]: Other commands
- =====================
- There are a few "secret" keys in Mixman, that you can use while viewing
- a MIX file.
-
- "Secret" means that the keys are not shown on the status bar, but are
- documented here.
-
- The following keys can be used :
- - Alt-F :
- This is not very useful. It should be used with the -f switch
- (see section [3-4-1]). When a corrupted MIX file was loaded using
- the -f switch, this command will fix it.
- - Alt-I :
- This command will create a file called 'MIX.INF', which will contain
- the indexes, types, filenames and descriptions of all the files
- in the current MIX. This is useful for creating the list files
- like the ones in the MIXMAN.DAT files. Use this option when you
- want to add new mix descriptions. See section [4-2].
- - Alt-E : This key toggles the Expert mode on and off. When expert
- mode is on you will be allowed to add files to the MIX.
- This feature is provided only for adding files to the MIXMAN.DAT
- file. Adding files to other MIX files doesn't have sense unless
- you know the correct ID.
- If Mixman recognizes the MIXMAN.DAT file when you load it, the
- Expert mode will be automatically ON.
-
- In Expert mode there's another command.
- By pressing the 'A' key you will be able to add a new file to the MIX.
- The file selection is the same as when replacing files.
- This time however you will be prompted for a file ID. If you don't know
- what it means, accept the suggested value.
-
- As I said, to be able to add files to C&C MIX files, you need to know
- the correct ID. As I don't know how they are computed, the Add command
- is only useful for the MIXMAN.DAT file (see section [4-2]).
-
- The Position of the file inside the MIX will be right after the
- highlighted file, unless you highlighted the first file, in which case
- the new file will be inserted before the first file.
-
- The Index of the new file depends upon the ID you entered, as the files
- must always be sorted according to the ID.
- If you choose the suggested value, the file will be the last in Index
- order.
-
- See section [4-2] on customizing the MIXMAN.DAT file.
-
- [3-10]: Command Line operation
- ==============================
- You can extract and replace files from a MIX from the command line
- without going to interactive mode.
-
- This way it's possible to use Mixman from a batch file, for automatic
- installation of missions and new graphics.
-
- Note that the Mixman Lite utility provides the same functionality, and
- has the advantage that it can be distributed with your own missions or
- graphics patch.
-
- [3-10-1]: Extracting files
- --------------------------
- The command line syntax is :
-
- MIXMAN mixname[.mix] -e {i<num>|p<num>} outname
-
- Note that the -e switch must be specified AFTER the MIX filename.
-
- Outname is the name for the extracted file. Note that in command line
- mode Mixman can't use the default filenames that are suggested in
- interactive mode.
-
- Use the i<num> option to specify the Index of the file you want to
- extract.
- Use the p<num> option to specify the Position of the file you want
- to extract.
-
- Use the one you prefer.
-
- Example :
- To extract the TITLE.CPS file from GENERAL.MIX you would type :
- (The GDI GENERAL.MIX file)
-
- MIXMAN general.mix -e i9 title.cps
-
- or
-
- MIXMAN general.mix -e p117 title.cps
-
- Because TITLE.CPS has Index=9 and Pos=117 in GENERAL.MIX.
-
- [3-10-2]: Replacing files
- -------------------------
- The command line syntax is :
-
- MIXMAN mixnam[.mix] -r {i<num>|p<num>} fname
-
- Specify the -r switch AFTER the name of the MIX file.
-
- Fname is the name of the file you want to replace with.
-
- Specify the file to be replaced using either the i or p option.
- Use i<num> to specify the Index of the file to be replaced, or
- use p<num> to specify the Pos of the file to be replaced.
-
- For example to replace TITLE.CPS in GENERAL.MIX with a file named
- MYTITLE.CPS use should use :
-
- MIXMAN general.mix -r i9 mytitle.cps
-
- or
-
- MIXMAN general.mix -r p117 mytitle.cps
-
- The above Index and Pos are valid for the GDI GENERAL.MIX.
-
- [3-11]: Playing your own missions
- =================================
- One of the most frequently asked questions about the old versions of
- Mixman was how to play the missions created with an editor.
-
- The problem was that this was not explained neither in Mixman's
- documentation, nor in the documents that come with CCMAP.
-
- So here's a better explanation on how to do that.
-
- As many people think that it's absolutely necessary to replace the
- missions inside GENERAL.MIX, let me say that again:
-
- It is not necessary to modify the GENERAL.MIX file to play
- custom made missions!
-
- And even if you want to modify the GENERAL.MIX file, THERE'S NO NEED
- TO MODIFY GAME.DAT TO MAKE C&C READ GENERAL.MIX FROM THE HARD DISK.
- All you have to do is put the desired (GDI or NOD) GENERAL.MIX file
- into the C&C directory.
-
- There are a few ways you can play your own missions, and here's how :
-
- Let's assume you have just finished making your missions with an
- editor, that you edited your INI file, and that everything is ready
- for playing it.
- Let's say the files are named MYMISS.INI and MYMISS.MAP.
-
- The first thing you should do is rename the MAP file to BIN, as this
- is correct extension for maps.
-
- Now, there's another choice to make :
- You can either replace one of the original missions, or if you have
- Covert Operations you can make your mission appear in the NEW MISSIONS
- menu.
-
- 1) Replacing one of the original missions.
-
- First of all choose which mission you want to replace.
-
- Note that the technology level (i.e., the structures and units
- available) depends upon the mission you chose to replace, and can't
- be changed in the INI file.
-
- I already explained the naming conventions for the mission files
- in section [3-2-1], so I won't explain that again.
-
- Let's say you want to replace the last GDI mission. There are three
- different last missions. Let's say you want to replace the first: EA.
-
- So, the mission name is SCG15EA. The INI and BIN files have the names:
-
- SCG15EA.INI
- SCG15EA.BIN
-
- To replace the original missions, all you have to do is place these
- two files in the C&C directory.
-
- Next thing you have to do, is find a way to play mission 15 without
- playing all the missions before.
-
- If you have played all the GDI missions, and if you were wise enough
- you have a saved game for each mission.
-
- If not, there are two ways how you can obtain it.
-
- First, there's a Level Selector program by Andrew Griffin than
- can change the level of a saved game. You should be able
- to find this file on some C&C sites.
-
- Second, some sites carry savegames for each C&C mission that you
- can download.
-
- Now that you have a saved mission, start C&C and load the mission.
- When it starts, you'll see it's still the old one. Go to the
- options menu and choose RESTART.
- Your mission should now start.
-
- Some common problems may arise, like a blank screen.
- I won't give solutions to such problems, as they have nothing to do
- with mixman, and because I don't have much experience in mission
- editing.
-
- If you want you can also edit the MISSION.INI file in order to change
- the briefing for the mission.
- All you have to do, is extract the MISSION.INI file from GENERAL.MIX
- and edit the appropriate section. Leave the MISSION.INI file in the
- C&C directory and it will override the one in GENERAL.MIX.
-
- 2) Run the mission through the NEW MISSIONS menu.
-
- There are two ways of doing this. The first one works only with C.O.,
- while the other one will work with the 1.19 patch too.
- You can get the patch on Westwood's site (http://www.westwood.com).
-
- The first way is very simple :
-
- Put a mission with a number greater than 15 in the C&C directory.
- For example, name you mission as :
-
- SCG51EA.INI
- SCG51EA.BIN
-
- and put them in the C&C directory. Be sure to give a name to
- the mission through the Name= field in the [Basic] section of the
- INI file.
-
- You can also add a briefing through the [Briefing] section.
-
- If you use mission numbers greater than 50, you are sure not to
- override any of the Covert Operations missions.
-
- The other way is by making a new SC-???.MIX file like those that come
- with C.O.
- You will need a program named MixMaker, by Benny Den Trooster, to
- make such a file. You can find the file on any good C&C site.
-
- After you mad such a file, even if you don't have C.O. (but you have
- installed the 1.19 patch), the NEW MISSIONS menu will show up.
-
- Read MixMaker's documentation for more information.
-
- Once you have a SC-???.MIX file in your C&C directory, you can use
- the first way described above and place the new INI and BIN files
- directly in the C&C directory.
-
- [3-12]: Mixman Lite (MMLITE)
- ============================
- The Mixman Lite is a stripped down version of Mixman.
- It has only the command line operation mode of Mixman, and is designed
- to be run from batch files for installation of third party missions
- or graphics patches.
-
- It has a few advantages over Mixman :
- - It is smaller.
- - It requires less memory.
-
- But the main advantage is that you can distribute it together with
- your missions or other add-ons for C&C. This way the users don't have
- to download Mixman if they only want to play other's missions.
-
- For distribution conditions see section [1-1-1].
-
- The command line syntax is :
-
- MMLITE mixname[.mix] -e {i<num>|p<num>} outname
- or MMLITE mixname[.mix] -r {i<num>|p<num>} fname
-
- The commands are the same as for Mixman. See section [3-10] for an
- explanation.
-
- -------------------------------
- Chapter [4]: Customizing Mixman
- -------------------------------
- [4-1]: The INI file
- ===================
- The main purpose of the MIXMAN.INI file is to change the default
- settings for most of the Mixman viewers.
-
- There are also some general options and a section dedicated to the
- MIXMAN.DAT file.
-
- The INI file is subdivided in several sections, each dedicated to
- a particular viewer or another set of features.
-
- Each section starts with a the section name surrounded by square
- brackets.
- Each option is made of an option name followed by an equal sign and
- a value.
-
- Option names and values are not case-sensitive.
-
- [4-1-1]: The [Directories] section
- ----------------------------------
- There are two options in this section. These tell Mixman where some
- particular MIX files can be found.
- The options are :
-
- - Theater =
-
- The value is the name of a directory, and tells Mixman where it can
- find the DESERT.MIX, WINTER.MIX and TEMPERAT.MIX files. If left
- blank, Mixman will look for them on the CD.
- Mixman will also look for them in the current directory.
- If you use this option, make sure that all three files are in the
- same directory.
-
- - Conquer =
-
- The value is the name of a directory, and tells Mixman where it can
- find the CONQUER.MIX file.
- This option is not used in this version of Mixman, as Mixman doesn't
- need the CONQUER.MIX file. It will probably be used in a future
- version.
-
- [4-1-2]: The [Options] section
- ------------------------------
- These are general mixman options.
- The options are :
-
- - Expert =
-
- The possible values are "True" and "False" (without quotes).
-
- This option is not used in this version of Mixman.
- In a future version of Mixman this option will allow you to make
- new MIX files or modify them.
-
- - Lowres =
-
- The possible values are "True" and "False"
-
- If True, tells Mixman to use low resolution even, if a SVGA card has
- been detected. Use it if you have problems running Mixman in high-res.
-
- This corresponds to the -l command line switch.
-
- - SinglePageVesa =
-
- Possible values : "True", "False"
-
- By default, on graphics cards with more than 512K of memory, Mixman
- will use two video pages for double buffering. Some cards may have
- problems with page switching, so if this option is False, Mixman
- will not use this feature.
- Use it if you have problems running Mixman in high resolution.
-
- For more information on graphic cards problems see section [8-1].
-
- This option corresponds to the -p command line switch.
-
- [4-1-3]: The [Mix] section
- --------------------------
- This section is dedicated to the MIX file viewer (the one that displays
- a list of all files inside a mix).
-
- There are two options :
-
- - Order =
-
- Possible values : "Index", "Pos"
-
- Tells mixman how the files should be sorted. You can change the order
- inside Mixman by pressing the 'O' key.
-
- - LastCol =
-
- Possible values : "Offset", "ID"
-
- Tells Mixman whether to display the offset of the file or the file ID
- in the last column.
- Can be changed from inside Mixman by pressing the 'L' key.
-
- [4-1-4]: The [Cps] section
- --------------------------
- This section contains the options for the CPS viewer :
-
- - Zoom =
-
- Possible values : "On", "Off"
-
- Sets the default zoom. If On, while viewing in high-res, the image
- will be zoomed by default.
- You can change the zoom in the viewer by pressing the 'Z' key.
-
- - Palette =
-
- Possible values : one of the palette names defined in the [Data]
- section. By default these are "TEMPERAT", "DESERT", "WINTER",
- "SCORE", "MAP", "SETUP".
- New palettes can be added. For more information see sections [4-1-8]
- and [4-2].
-
- This is the default palette to use for CPS file that don't have
- a palette included.
-
- You can change the palette in the CPS viewer by pressing the 'P' key.
-
- [4-1-5]: The [Map] section
- --------------------------
- This section contains options for the Map (BIN) viewer.
- The only option available is :
-
- - Zoom =
-
- Possible values : "-2", "1", "2", "4"
-
- Sets the default zoom level for the map viewer. The values "2" and
- "4" are zoom-outs, while "-2" is a zoom in.
-
- In the map viewer use the 'Z' key to change the zoom level.
-
- [4-1-6]: The [Shp] section
- --------------------------
- Contains options for the SHP viewer :
-
- - All =
-
- Possible values : "On", "Off"
-
- Sets the default state of the All option. If All is on, all the
- images of a SHP file are displayed at once, if it is off, then only
- the selected image is displayed.
-
- See section [3-6-7] for more information.
-
- You can change the All state by pressing the 'L' key inside the
- SHP viewer.
-
- - Shadows =
-
- Possible values : "On", "Off"
-
- Tells Mixman whether the shadows should be displayed by default or
- not. As explained in section [3-6-7], a special color is used for
- the shadows. If displayed as is, the shadow pixels look green.
-
- You can change this by pressing the 'S' key in the SHP viewer.
-
- - Zoom =
-
- Possible values : "On", "Off"
-
- Sets the default zoom state for high-res mode.
-
- Use the 'Z' key in the viewer to change it.
-
- - Palette =
-
- Possible values : one of the palette names defined in the [Data]
- section. By default these are "TEMPERAT", "DESERT", "WINTER",
- "SCORE", "MAP", "SETUP".
- New palettes can be added. For more information see sections [4-1-8]
- and [4-2].
-
- This is the default palette to be used in the viewer.
- Change it by pressing the 'P' key in the viewer.
-
- [4-1-7]: The [Tmp] section
- --------------------------
- These are the options for the template viewer :
-
- - Zoom =
-
- Possible values : "On", "Off"
-
- Sets the default zoom state in high-res mode.
-
- - Palette =
-
- Possible values : one of the palette names defined in the [Data]
- section. By default these are "TEMPERAT", "DESERT", "WINTER",
- "SCORE", "MAP", "SETUP".
- New palettes can be added. For more information see sections [4-1-8]
- and [4-2].
-
- This is the default palette to be used in the viewer. Note that this
- is only used when viewing template files that are outside one of
- the theater MIX files. If the file is in one of those MIX files, the
- corresponding palette is used.
-
- Change it by pressing the 'P' key in the viewer.
-
- [4-1-8]: The [Data] section
- ---------------------------
- This is the most complex part of the INI file.
- It contains information about the MIXMAN.DAT file.
-
- This section should be changed ONLY by EXPERT users.
-
- You should read section [4-2] for information on changing the data
- file and how to make use of this options.
-
- - DataFile = <filename>
-
- <filename> is the full filename (with path) of Mixman's data file.
- If left blank, the default filename is MIXMAN.DAT and the default
- location is the same directory as MIXMAN.EXE.
-
- - TmpDataEntry = <Index>
-
- <Index> is the Index inside MIXMAN.DAT of the file containing the
- map tile table. This table should not be changed (unless there are
- bugs in it).
-
- - ShpDataEntry = <Index>
-
- <Index> is the Index inside MIXMAN.DAT of the file containing
- information about the SHP files used by units, structures, trees, and
- other elements found in the INI files.
-
- In this version of Mixman this file is empty and is not used.
-
- - PaletteNum = <Num>
-
- <Num> is the number of palettes in the MIXMAN.DAT file.
- Should correspond to the number of elements in the next two options.
-
- - PaletteNames = <Name1>,<Name2>,....,<NameN>
-
- These are the names of the palettes found in MIXMAN.DAT that will
- be displayed in the various viewers. The names can have up to eight
- characters and are case-insensitive.
- There should be as many names as defined in the PaletteNum option.
-
- - PaletteEntries = <Index1>,<Index2>,...,<IndexN>
-
- These are the Indexes inside MIXMAN.DAT of the palettes defined
- with the previous option.
-
- - Data = <DName1>,<DName2>,....<DnameN>
-
- These are arbitrary names for the list files that contain the filenames
- of the files contained in the MIX files that Mixman recognizes.
- The names are arbitrary, and are used only inside the INI file to
- define other two options for each of the names above.
-
- For each name defined in the Data option there are two other options :
-
- - <DName>Entry = <Index>
-
- This is the index inside MIXMAN.DAT of the file containing the list
- of files inside the MIX file corresponding to <DName>.
-
- As I said before, <DName> is an arbitrary name, and is not necessarily
- equal to the MIX file name.
-
- - <DName>ID = <NumFiles>,<IDLast>,<Code>
-
- This option tells Mixman how to identify that particular MIX file.
- <NumFiles> is the number of files inside the MIX.
- <IDLast> is the ID of the last file (in Index order) in the MIX.
- The ID is 32-bit Hex number.
- <Code> is a three-letter code that will be displayed in the upper
- right corner of the screen in Mixman when the MIX has been recognized.
-
- For more information read section [4-2].
-
- [4-2]: The MIXMAN.DAT file
- ==========================
- The MIXMAN.DAT file contains several data files needed by Mixman.
- It contains the palettes used in the viewers, data about map tiles,
- and lists of files contained in the MIX files recognized by Mixman.
-
- If you are not an expert PC user you shouldn't try modifying the
- MIXMAN.DAT file or the [Data] section in the INI file.
-
- The [Data] section of the MIXMAN.INI file is used to tell Mixman about
- the contents of the MIXMAN.DAT file.
-
- The various Entry options in the [Data] sections contain the Index in
- MIXMAN.DAT of that particular file.
-
- Read section [4-1-8] for a list of all the options in the [Data]
- section. I hope you'd also get the idea of how it works.
-
- Following is an explanation of how to add new palettes and how to add
- new mix descriptions (file lists).
-
- Note also that whenever you modify the MIXMAN.DAT file you should also
- modify the List file for MIXMAN.DAT and the MMDatID option in the
- [Data] section, otherwise Mixman will be unable to recognize the
- MIXMAN.DAT file and you won't see the descriptions anymore.
-
- As a general rule, add the file at the end of MIXMAN.DAT. Move the
- selection bar to the last file in Pos order, then press the 'A' key
- to add a file. When asked, accept the ID suggested by Mixman. This way
- the file will be the last both in Pos and Index order, and modifying the
- List file will be easier.
-
- [4-2-1]: Structure of the list files
- ------------------------------------
- Each list file contains the list of files inside a MIX.
- There's one line for each file, and the lines are ordered in
- Pos order. That means that line 20, for example, refers to the file
- that has Pos=20.
-
- Each line has the following structure :
-
- <Index>,<Type>,<Fname>,<Description>
-
- <Index> is the Index in the MIX of that file (remember that the lines
- are ordered in Pos order).
-
- <Type> is the type of the file (3 characters).
-
- <Fname> is the filename that will be suggested when extracting.
-
- <Description> is the description that is displayed in Mixman
- (max. 32 chars).
-
- The <Fname> and <Description> fields can be left blank, but you have
- to put the commas.
- If you don't know the file type you should put ??? as type.
-
- You can use the Alt-I command in Mixman to create a list file for a MIX
- without filenames and descriptions (if it is unknown), but with
- Indexes and file types, that you can then fill in.
-
- See section [4-2-3] for more information.
-
- [4-2-2]: Adding palettes
- ------------------------
- This should be easier than adding new list files.
-
- However, I have included all the palettes that you should ever need.
- At least I think so...
-
- When you load the MIXMAN.DAT file with Mixman, you should automatically
- enter expert mode.
-
- In expert mode an additional command is available. In the menu at the
- bottom of the screen you should see the Add command.
-
- However, when you modify the MIXMAN.DAT file, Mixman won't be able to
- recognize it anymore until you update the [Data] section and the List
- file for MIXMAN.DAT.
-
- So, if it doesn't automatically enter expert mode, press Alt-E to toggle
- it.
-
- First, a few words about the format of the palette files :
-
- The palette file is 768 bytes long, and is an array of 256 records
- of three bytes each. Each record contains the red, green and blue
- values for one of the 256 colors. Only the lowest 6 bytes of the red,
- green and blue values are used.
- This is the standard palette format used by VGA cards.
-
- Here are step-by-step instructions on how to add a palette.
-
- - Backup the MIXMAN.DAT and MIXMAN.INI files in case something
- goes wrong.
- - Put the palette file in the Mixman directory.
- - Run Mixman and open the MIXMAN.DAT file.
- - Select and extract the List for MIXMAN.DAT.
- - Make sure the files are in Pos order.
- - Move the selection bar to the last file.
- - If the Add option is not in the menu, press Alt-E
- - Press the 'A' key.
- - Select the palette file you want to add.
- - Accept the ID suggested by Mixman. Write it down somewhere.
- - Write down the index of the file you gust added (if you followed
- the instructions it should be equal to the number of files).
- - Exit Mixman.
- - Edit the MMDAT.LST file you just extracted.
- - Add a line at the end for the palette file you just added.
- For example if you added a palette called MY.PAL as the 16th file,
- the line should be
-
- 016,PAL,MY.PAL,MY.PAL
-
- Note that if you followed the instructions the index should be
- one grater than the file before it.
- - Save the file.
- - Edit the MIXMAN.INI file.
- - Modify the MMDatID= option in the [Data] section:
-
- MMDatID=<NumFiles>,<ID>,DAT
-
- <NumFiles> is the new number of files in MIXMAN.DAT (one grater than
- the previous one).
- <ID> is the ID of the last file, the one you written down before.
-
- - Increase the PaletteNum= number in the same section.
- - Add a palette name to the PaletteNames= option.
- - Add the Index (you've written down) to the PaletteEntries= option.
- - Save the INI file.
- - Start Mixman and open MIXMAN.DAT
- - Replace the List for MIXMAN.DAT with the MMDAT.LST file you just
- edited.
- - Exit Mixman and restart it. Load the MIXMAN.DAT file.
- - There should be a description for the last file you added.
- - Also view a SHP file and verify that you can use the new palette.
-
- That's it; now you have a new palette to use...
-
- [4-2-3]: Adding mix descriptions (list files)
- ---------------------------------------------
- This is a bit more difficult than adding the palettes.
-
- I'd suggest that you first read the previous section and try to add a
- palette just to see how everything works.
-
- Also be sure to read section [4-2-1] and section [4-1-8].
-
- If you want to add filenames and descriptions for one of the following
- files : CONQUER.MIX, DESERT.MIX, WINTER.MIX, and TEMPERAT.MIX, note
- that the list files are already present in MIXMAN.DAT and there's no
- need to add anything. The lists however are not filled in.
-
- If you want to add a list for one of the above files do the following :
-
- - Extract the List file from MIXMAN.DAT
- - Edit it, and add the filenames and descriptions
- - Replace it back in MIXMAN.DAT
-
- Note that the files in the list files are ordered in Pos order, so you
- should use the same while viewing the MIX with Mixman.
-
- Here's a little aid for filenames in CONQUER.MIX, and the theater MIX
- files.
-
- As I could see in GAME.DAT, the SHP files follow certain rules :
-
- For the units and structures the file has the same name as the name used
- in INI files with the SHP extension.
-
- For example the Weapons Factory is WEAP.SHP.
-
- You'll also notice that for each unit and structure there's a SHP file
- containing the button used to build it in the game, the name of this
- file ends with ICON.
-
- For the Weapons factory : WEAPICON.SHP.
-
- The structures also have a third SHP file containing the construction
- animation whose filename ends in MAKE.
-
- For the Weapons factory : WEAPMAKE.SHP.
-
- All the other elements found in INI files (trees, tiberium, etc.) use
- SHP files, whose filename should be their short name used in the INI.
-
- If you look at GAME.DAT you'll find also the filenames of all the other
- SHP files, like the explosions...
-
- However I'm not sure about this. By looking at GAME.DAT I was sure these
- were the correct filenames, but there's something strange.
- All the other files in C&C, I found the filenames for, can be overridden
- by placing the file with the correct name in the C&C directory.
- However I didn't manage to do the same with SHP files.
-
- If someone adds filenames and descriptions for one of the above MIX
- files, or for any other (like SC-001.MIX), please send a copy to me
- so that I can include it in the next version of Mixman.
-
-
- Here's how to add a list for a MIX file that is not already included.
-
- I will again give step-by-step instructions.
- As an example, imagine that we want to add a list for the SC-001.MIX
- file that comes with Covert Operations, and that the MIXMAN.DAT file
- has not been modified yet.
-
- - Backup the MIXMAN.DAT and MIXMAN.INI files.
- - Start Mixman and load the MIX file you want to add the list for.
- - Press Alt-I.
- - This should have created a file named MIX.INF in the current dir.
- - Copy the file to the Mixman directory and give it a meaningful name.
-
- In our example : SC-001.LST for example.
-
- - Edit the file and add the filenames and descriptions. For this I'd
- suggest you print the file, and then add write the names and
- descriptions on the paper while viewing the files with Mixman.
- - Load the MIX file in Mixman, order the files in Index order, go
- to the last file and write down its number (the number of files
- in the MIX) and it's ID. To see the ID press 'L' to change the
- last column.
- - Start Mixman and load the MIXMAN.DAT file.
- - Mixman should have recognized it, and the Add option should be
- present in the menu. If not press Alt-E.
- - Move the selection bar to the last file (in Pos order), and press
- 'A'.
-
- In the example it's the 15th file (SETUP.PAL).
-
- - Select the list file you just edited. Accept the suggested ID.
- Write down the Index of the added file.
-
- In the example : select SC-001.LST and accept the suggested
- ID (0000000F).
-
- - Exit Mixman.
- - Edit the MIXMAN.INI file.
- - In the [Data] section edit the Data= option.
- - Add a new name at the end. Use a meaningful name, but you are not
- restricted.
-
- In the example : Add sc001 at the end for example.
- The line should be Data=GdiGen,...,Conquer,MMDat,sc001
-
- - Add two more options to the [Data] section. If <MyName> is the name
- you just added to the Data= option the two options are :
- <MyName>Entry=<Index>
- <MyName>ID=<NumFiles>,<ID>,<Code>
- <Index> is the index of the list file in the MIXMAN.DAT file.
- <NumFiles> is the number of files in the MIX (that you wrote down
- before).
- <ID> is the ID of the last file in the MIX (in Index order).
- <Code> is an arbitrary 3-letter code that will be displayed in the
- upper right corner of the screen in Mixman, when the MIX has been
- identified.
- See also section [4-1-8].
-
- In our example, add the following two lines :
- sc001Entry=16
- sc001ID=53,4205E0FF,SC1
- (the SC1 code is arbitrary).
-
- - Now Mixman will recognize our file, but there's still one thing left
- to do. We modified the MIXMAN.DAT file, and Mixman is unable to
- recognize it anymore, so we must update the list for MIXMAN.DAT and
- the MIXMAN.INI file.
- - Let's do the second thing first, as we are editing the INI file.
- - Modify the MMDatID= option in the [Data] section :
- MMDatID=<NumFiles>,<ID>,DAT
- You should increase by one the Number of files and, as the ID, put
- the number you've written down when you added the list file.
-
- In our example modify the MMDatID line :
- MMDatID=16,0000000E,DAT
-
- - Save the INI file.
- - Start Mixman and load the MIXMAN.DAT file.
- - Extract the List for MIXMAN.DAT (should be index 9).
- - Exit Mixman and edit the list file.
- - Add a line for the new list file you added :
- <Index>,TXT,<FName>,<Description>
- Where <Index> is the index of the added file (should be one greater
- than for the file before it), <FName> is arbitrary, but you should use
- the filename you used before, and <Descritpion> is any description
- you like (up to 32 characters).
-
- In the example, add the following line :
- 016,TXT,SC-001.LST,List for SC-001.MIX
-
- - Save the file.
- - Start Mixman, load the MIXMAN.DAT file and replace the List for
- MIXMAN.DAT (Should be Index 9).
- - Exit Mixman.
- - Everything should be OK now.
- - Try loading the MIXMAN.DAT file to see if it is recognized and if
- there is a description for the file you added.
- - Try loading the MIX file you created the list for to see if it is
- recognized and if the descriptions are shown.
-
- If you didn't manage to do the above, remember this is for expert users
- only. If you created the list file, but you can't add it to the
- MIXMAN.DAT file, you can send it to me, and if I have time I'll do
- the job for you and send you the modified MIXMAN.INI and MIXMAN.DAT.
-
- I'd also appreciate if anyone who added a list for a new MIX file sent
- the list to me, so that I can include it in the next version of Mixman.
-
- -----------------------------
- Chapter [5]: C&C File formats
- -----------------------------
- Here's a brief description of the various file formats used by C&C.
- This is not a detailed description that will let you read this
- files in your own program.
-
- I added these descriptions only as an aid to those that will use
- the converters.
-
- However, Aaron Glover (arn@kiwi.gen.nz) is making a document that will
- contain a detailed description of all the file formats found by me and
- other people.
-
- [5-1]: INI files
- ================
- The INI files contain the description of a mission.
- I will not explain here the structure of INI files, as there are other
- documents on the net explaining this, and because the information
- available is not complete.
-
- A good editor (or a set of editors) should let you make an INI file
- without having to edit them. (This is not true as some advanced
- features are available only by editing manually the file).
-
- The INI file is structured as a standard INI file, subdivided in
- sections, each containing several options.
-
- The INI files are used together with the BIN files to completely
- describe a mission.
-
- [5-2]: BIN files
- ================
- The BIN files contain the map for a mission.
- The map is always 64x64 squares, even if less are actually used.
-
- There are two bytes for each square, the first tells which template to
- use (see section [5-5] for an explanation of template files), the
- second, which image in the template to use.
-
- Each template number corresponds to one file inside the theater MIX
- files.
-
- The BIN files are always 8192 bytes long (having 64*64 word).
-
- BIN and template files are explained in greater detail in a document
- I wrote a long time ago and that can be found on my homepage.
-
- [5-3]: SHP files
- ================
- SHP files contain graphics. There can be several images (all of the
- same size) in on file. There is no palette.
-
- This format is used for units, structures, other overlay elements, and
- some small animations.
-
- The header contains the number of images, the width and height of the
- images, and three unknown fields.
-
- I don't know what are these numbers. I changed them to 0 and nothing
- changed in the game.
- The converters will show you these numbers however, and you can put
- them back when you convert to SHP format.
-
- Following the header there's an array of records, one for each image.
- Each record contains the offset to start of the image, the format of
- the image and an optional reference to another image in the file.
-
- The format field can have three different values : 8000h, 4000h, 2000h.
-
- The 8000h images are compressed and don't contain references to other
- images in the file. The compression used is a variant of LZ77.
-
- The 4000h images contain a reference to a previous 8000h image and
- are xor-ed over it. These images are used when there's only a little
- difference between a previous image and the current one.
-
- The 2000h are the same as a 4000h, but they are always xor-ed over the
- image right before them in the file (which is either a 4000h or 2000h
- image).
-
- The converters to SHP format I made, don't use the 4000h and 2000h images;
- they compress the images separately.
-
- They also don't compress the images very much, as they don't make use
- of all the possibilities of the 8000h format.
-
- The format and reference explained here are shown in the SHP viewer.
-
- [5-4]: CPS files
- ================
- CPS files contain 320x200 images in 256 colors.
- Most have a palette, but the palette is optional.
-
- The image itself is compressed using the same format as the 8000h images
- of the SHP files.
-
- [5-5]: Template files
- =====================
- Template files contain the graphics for the map tiles. There is no
- palette in the file as each theater has its own palette stored in
- the MIX file.
-
- As I said in section [5-2], each square of the map has two values;
- a template number that indicates one of the template files, and a
- tile number that indicates an image inside the template file.
-
- I use the TMP extension for the template files, but it's probably
- wrong, as I don't know the right extension.
-
- Each template file contains several tiles that form some kind of
- terrain feature like a cliff, a coastline, a bridge, etc.
-
- Some of the tiles however are "empty" and should not be used while
- making a map. They should be filled with tiles from another template
- on the map, so that for example to diagonal pieces of road can be
- connected. Everything should be more clear by looking at the
- template files themselves. Mixman displays empty tiles as black squares
- with a white cross.
-
- The dimensions (number of rows and columns) of the template are not
- stored inside, so that you'll have to tell the converter the number
- of tiles in each row.
-
- If you view the template files inside the theater MIX files, Mixman
- will know the dimensions (from a table contained inside MIXMAN.DAT), so
- you should write that down before extracting it.
-
- The images themselves are not compressed.
-
- BIN and template files are explained in greater detail in a document
- I wrote a long time ago and that can be found on my homepage.
-
- [5-6]: WSA files
- ================
- WSA files contain animations.
- They are not used for the movies, but for some other short animations,
- like the spinning earth before mission selection, the score screen, etc.
-
- Each WSA file contains several images. Each image is encoded using
- the 4000h format of the SHP files (i.e., each frame is xor-ed over the
- previous one) and the encoded images are further compressed using
- the compression of 8000h images.
-
- The WSA files usually contain a palette, but some WSA files (those in
- SETUP.MIX) don't have a palette. Mixman is unable to read such files.
-
- Some WSA files have an extra frame, which contains the difference
- between the last and the first image, so that the animation can be
- looped.
-
- There are no converters for WSA files in this version of Mixman.
-
- ---------------------------------
- Chapter [6]: Conversion utilities
- ---------------------------------
- Here's a set of utilities to convert many of the file formats used
- by C&C to PCX files and from PCX files back to the C&C formats.
-
- All the utilities are command-line, and you should have some practice
- working in DOS to use them.
-
- After you read this chapter, please read the GRAPHICS.TXT file.
-
- [6-1]: A note about PCX files
- =============================
- Some people reported to me that they had problems using the PCX files
- created by these utilities.
-
- I don't know what's the problem, but some paint programs have problems
- with the palette in the file. One such program is the Windows paint
- program.
-
- I have tested the files with the only programs I had access to,
- Paint Shop Pro and Corel PHOTO-PAINT, and it works with both.
-
- Should you have problems, I'd suggest you download Paint Shop Pro,
- which is shareware, and convert the file to some other format.
-
- [6-2]: The CPS conversion utilities
- ===================================
- The most interesting CPS file is probably the TITLE.CPS file in
- GENERAL.MIX.
-
- This file contains the title screen that is displayed on the background
- of the main menu.
-
- If you want to replace it, there's no need to modify GENERAL.MIX; just
- place the file in the C&C directory.
-
- Be sure to read section [6-2-3] for a note about the palette used by
- TITLE.CPS.
-
- Some CPS files don't have a palette. You can find such files in
- SETUP.MIX. In this case the CPS2PCX program requires a palette. The
- palette that should be used is the SETUP.PAL, found either in the
- SETUP.MIX file, or the MIXMAN.DAT file.
-
- If the CPS file has no palette, put a palette file named SETUP.PAL in
- the current directory.
-
- [6-2-1]: CPS2PCX
- ----------------
- This utility converts CPS files to PCX.
- The command line syntax is :
-
- CPS2PCX surce[.CPS] [dest[.PCX]]
-
- It should be self-explanatory.
-
- If the CPS file has no palette, put a palette file named SETUP.PAL
- in the current directory.
-
- [6-2-2]: PCX2CPS
- ----------------
- This utility converts a PCX file to CPS.
-
- The PCX file must be a 256 color image and it must be 320x200 as
- these are the only dimensions supported by the CPS format.
-
- The command line syntax is :
-
- PCX2CPS [-f] source[.pcx] [dest[.cps]]
-
- The -f switch is used to automatically fix the palette for the TITLE.PIC.
-
- The problem with the palette of TITLE.PIC is that if you change it
- (i.e., you replace TITLE.PIC with an image that has a different palette),
- the colors of the main menu will be garbled.
-
- C&C expects to find the green colors of the menu in certain positions
- of the palette, and will use whatever colors are there to display the
- menu. There are 25 such colors.
-
- The -f option will automatically fix the palette. It will replace those
- colors with the original ones, and approximate the replaced colors
- with those available.
-
- Sometimes this can produce odd results, but I can't do anything about
- it.
-
- [6-3]: The Template conversion utilities
- ========================================
- These utilities allow you to convert a TMP file to PCX and form PCX
- to TMP.
-
- An additional problem is due to the empty tiles. For this purpose
- there's a special option that will create a file containing the map
- of empty tiles. It's a normal text file that has an 'O' for each
- normal tile and an 'X' for each empty tile.
-
- Use this file when you later make the TMP file from the PCX.
-
- I don't know if it makes sense changing the dimensions of the
- templates, unless the editor supports such changes.
-
- Also remember that you must supply the dimensions. Before extracting
- the file write down the number of tiles in each row.
-
- You must also supply a palette for the PCX file, as it is not included
- in the TMP file.
- You should use the palette of the theater from which the file was
- extracted.
-
- [6-3-1]: TMP2PCX
- ----------------
- This utility converts a template file to PCX.
-
- The command line syntax is :
-
- TMP2PCX [options] source[.tmp] [dest[.pcx]]
-
- The options are :
-
- -w:<Cols>
- This is the number of tiles in each row. You must use this
- option.
-
- -p:fname[.pal]
- This option is used to specify the palette file to use. If you
- don't use this option, the program will look for TEMPERAT.PAL in
- the current directory.
-
- -e:[fname[.txt]]
- This option is used to specify the file where information about
- empty tiles. If you use only the -e switch without a filename
- the name of the TMP file will be used as default with a TXT
- extension.
-
- [6-3-2]: PCX2TMP
- ----------------
- This utility converts a PCX file to TMP.
-
- The command line syntax is :
-
- PCX2TMP [options] source[.pcx] [dest[.tmp]]
-
- The options are :
-
- -w:<Cols>
- Specifies the number of tiles in each row. Use this if the full
- width of the image is not used. If not specified the number
- of tiles in a row is computed as: WidthOfPCX div 24.
-
- -h:<Rows>
- Specifies the number of tile rows. Use this if the full height
- of the PCX is not used. If not specified, the number of rows
- is computed by dividing the PCX height by 24.
-
- -e:[fname[.txt]]
- Specifies the file where information about empty tiles is stored.
- You should use the file created by the TMP2PCX program.
- If you use the -e switch without filename, the name of the PCX file
- is used but with a TXT extension is used.
- If you don't use the -e switch, Mixman assumes that there aren't any
- empty tiles.
-
- [6-4]: The SHP conversion utilities
- ===================================
- There are two sets of utilities, the first one convert a SHP file to
- a single PCX file by tiling the various images on a single PCX file;
- the second converts a SHP file to several PCX files, one for each
- image.
-
- Here are a few notes for those who want to change the graphics.
-
- Palette :
- You will need to supply a palette. For the units and structures,
- TEMPERAT.PAL will be OK.
- Note that you MUST use this palette. Even if you change the
- palette of the PCX file, it will be excluded when converting
- to SHP because SHP files don't contain palettes, as the
- theater palettes are always used in the game.
-
- Colors :
- When making new graphics for units and structures, you should use
- GDI colors for those parts you want to change for the various sides.
- The GDI colors are colors B0h to BFh (176 to 191) of the palette.
-
- Shadows :
- A special color is used for shadows. It's color 4, and it is green
- in the theater palettes. There's an option in the converters to
- include or exclude the shadows from the converted file.
- The pixels that have color 4 are automatically turned to shadows (by
- darkening the pixels) when displayed in the game.
-
- [6-4-1]: Single file conversion
- -------------------------------
- With these two utilities you can convert a SHP file to a single PCX
- file by tiling the images in the PCX image, and convert such a PCX
- file back to a SHP file.
-
- You should write down the information displayed when converting
- from SHP to PCX as you'll need it when converting back.
-
- Most important are the total number of frames (images), and
- the number of images in each row.
-
- Also write down the width and height of each frame (image).
-
- [6-4-2]: Multiple file conversion
- ---------------------------------
- Often it is more useful to have a separate PCX file for each
- image of a SHP file.
-
- The first of the two utilities will convert a SHP file to several PCX
- files, one for each frame. The other will convert a set of PCX files
- to a SHP file.
-
- You will have to supply a base name of up to 5 characters, and the
- program will append a three-digit number to the base name for each
- image.
-
- The other one expects such a set of PCX files to convert it to SHP.
-
- The only important information you should write down is the total
- number of frames.
-
- There's always the set of three unknown numbers that you should
- write down, but I don't know their purpose.
-
- [6-4-3]: SHP2PCX
- ----------------
- This utility converts a SHP file to a PCX.
-
- The command line syntax is :
-
- SHP2PCX [options] source[.SHP] [dest[.PCX]]
-
- The options are :
-
- -i
- Displays information about the SHP files without converting it.
-
- -s
- Removes the shadows from the images. (Turns color 4 to 0.)
-
- -c:<Cols>
- Specifies how many images should be put in row.
-
- -w:<Width>
- Width of PCX image. The program will fit as many images in a
- row as it can. The actual with of the PCX image will probably
- be smaller.
-
- -p:fname[.pal]
- Specifies the palette to use. If not specified the program will
- look for TEMPERAT.PAL in the current directory.
-
- Note that the -c and -w options are mutually exclusive.
-
- [6-4-4]: PCX2SHP
- ----------------
- This utility converts a single PCX file that contains several tiled
- images into a SHP file.
-
- The command line syntax is :
- PCX2SHP options source[.PCX] [dest[.SHP]]
-
- The options are :
-
- -n:<NumImg>
- Specifies the total number of images. You must specify this option.
-
- -w:<Width>
- Specifies the Width of each image.
-
- -h:<Height>
- Specifies the Height of each image. You must specify this.
-
- -c:<Cols> Number of frames in each row
- Specifies the number of images in each row. You should either
- specify the Width of each image or the number of images
- in each row. The other value is computed automatically.
-
- -u1:<hhhh>
- Unknown header field 1, Hex (word)
-
- -u2:<hhhh>
- Unknown header field 2, Hex (word)
-
- -u3:<hhhhhhhh>
- Unknown header filed 3, Hex (longint)
-
- [6-4-5]: MSHP2PCX
- -----------------
- This utility converts a SHP file to a set of PCX, one for each image
- in the SHP file.
-
- The command line syntax is :
-
- MSHP2PCX [options] source[.shp] [dest[.pcx]]
-
- The options are :
-
- -i
- Displays information about the SHP files without converting it.
-
- -s
- Removes the shadows from the images. (Turns color 4 to 0.)
-
- -p:fname[.pal]
- Specifies the palette to use. If not specified, the program will
- look for TEMPERAT.PAL in the current directory.
-
- Dest should be a name of up to 5 characters, as a three-digit number
- will be append for each frame. Image you want to convert a file named
- NUKE.SHP that has 16 images in it.
- The command :
-
- MSHP2PCX nuke.shp nuke
-
- will create sixteen files named NUKE001.PCX, NUKE002.PCX,....,NUKE016.PCX.
-
- [6-4-6]: MPCX2SHP
- -----------------
- This utility converts a set of PCX files to a single SHP file.
-
- The program expects a set of PCX files like the one created by the
- MSHP2PCX program. The names of the files should be composed of a
- base name of up to 5 characters plus a 3 digit number.
- For example : TEST001.PCX, TEST002.PCX,....
-
- Note also that all the PCX file should have the same dimensions
- (as all the frames in a SHP image must have the same width and height).
- The program won't check this, and will use the dimensions of the
- first PCX file.
-
- When specifying the source filename, use only the base name, without
- the numbers.
-
- The command line syntax is :
-
- MPCX2SHP options source[.pcx] [dest[.shp]]
-
- The options are :
-
- -n:<NumImg>
- Specifies the total number of images. You must specify this option.
-
- -u1:<hhhh>
- Unknown header field 1, Hex (word)
-
- -u2:<hhhh>
- Unknown header field 2, Hex (word)
-
- -u3:<hhhhhhhh>
- Unknown header filed 3, Hex (longint)
-
- --------------------------------
- Chapter [7]: The CCNAMES utility
- --------------------------------
- [7-1]: The names file
- =====================
- There's a file in LOCAL.MIX that contains almost all the text that
- appears in C&C, from the menus to the names of the units.
- The latter are probably more interesting.
-
- The CCNAMES utility lets you view and edit this file.
-
- It is the file with Index=1 and Pos=10 in the LOCAL.MIX file.
- LOCAL.MIX is in your C&C directory.
-
- Unfortunately I don't know the name of this file, so you are free
- to give it any name you want. This also means that the file cannot
- be overridden by placing it in the C&C directory, so you'll have to
- replace it back into LOCAL.MIX with Mixman.
-
- If you read the copyright section of this document you have seen that
- this utility can be distributed separately, in your own archives.
- I did that so that you can give it together with your patches that
- modify units, so that you can change the unit names from a batch file
- (as CCNAMES has a command line mode too).
-
- You can use Mixman Lite to extract it and replace the names from a
- batch file.
-
- There could be a problem, however.
- The names file could not be the same among different versions of C&C.
- I haven't checked, if the unit names are in the same position in all
- the versions (from 1.07 to 1.20). I'd appreciate if someone could check
- it.
-
- I have found that the Units, Infantry, Aircraft, and Structures have
- a special field in GAME.DAT that points to a name in the names file.
- Here are the field numbers as shown in CCEDT :
- Aircraft : field 22h
- Structures : field 2Dh
- Infantry : field 7Eh
- Units : field 2Eh
- The value is the index of the name inside the names file.
- You should check if this is the same for all versions of C&C.
-
- [7-2]: Using CCNAMES
- ====================
- CCNAMES has two modes of operation : interactive and command-line.
-
- To use it in interactive mode, pass the filename on the command line.
- You will see a long list of text strings. You can use the cursors to
- scroll up and down.
-
- To edit a string, press <Enter>. A dialog box will pop up, and you will
- be able to edit the string.
-
- Note that strings longer than 70 characters will be truncate, so do
- not edit them unless you want to replace them with strings shorter than
- 70 characters.
-
- Some strings contain carriage return characters. You could have problems
- editing such strings, as you'll be unable to insert carriage returns in
- the text.
-
- When you're satisfied with the changes, press the 'S' key, and the file
- will be saved.
-
- For the command line mode, the syntax is :
-
- CCNAMES filename -r[:]<num> "Text to replace"
-
- <num> is the index of the string you want to replace, and it will be
- replaced by the string in the quotes. Don't forget the quotes!
-
- ------------------------------------
- Chapter [8]: Problems running Mixman
- ------------------------------------
- Here's a short list of problems you might have while using Mixman.
- If you have any other problem, e-mail me, and I'll try to solve it.
- As this version of Mixman solves many of the most common problems
- people had with the previous versions, I don't have a list of
- frequently asked questions anymore.
-
- If it will be needed I'll make a new FAQ when I collect the questions.
-
- [8-1]: Graphic cards problems
- =============================
- My SVGA routines have not been tested on many systems, so I'm not sure
- they will work.
- I once heard of a problem on a Cyrus Logic card, and I would like to
- know from other users of these cards if they have problems.
-
- I also heard of problems with Mixman garbling the screen on some cards
- in Windows 95 if you use the SHP viewer (thanks Szeming). I don't know
- if I managed to solve the problem as it doesn't occur on my PC.
-
- First, if Mixman uses low resolution, even if you have a SVGA,
- check that you installed your VESA drivers. They are either built in
- the video BIOS, or you can get them from the manufacturer.
-
- If you are sure you have VESA drivers, then run Mixman with the -v
- option to see information on the VESA support of your card.
- Redirect the output to a file, and send it to me.
-
- However, should you have problems with the SVGA graphics, first of all
- try running Mixman in single-page SVGA mode. Use the -r command line
- switch. If this solves the problem, than there's little I can do. Your
- SVGA card doesn't support the DisplayStart functions. You can set this
- option permanently in the INI file. The only difference will be a lot
- of flickering in graphics mode.
-
- If this doesn't solve the problem, then all you can do is use low
- resolution. Use the -l switch on the command line to force Mixman into
- low-res. You can also set this option in the INI file.
-
- Now, run Mixman with the -v command line option. This will display
- information on the VESA support of your card. Redirect the output of
- Mixman to a file (type : mixman -v >vesa.txt), and send the file to
- me, I'll see what I can do.
-
- [8-2]: Other problems
- =====================
- I'm not sure, but if you have a very large disk (>1Gb), when replacing
- a file, Mixman could report that there's not enough free space, even
- if you have lots of megabytes free.
-
- Should this happen, please report to me, and give me information about
- your hard disk (I'm mainly interested in its size).
-
- I can't think of anything else right now, but this section will eventually
- fill up in future versions of Mixman, as more problems are discovered.
-
- --------------------------------
- Chapter [9]: Future improvements
- --------------------------------
- There are some features I planned for this version, but had to leave
- out because of lack of time.
-
- I'm talking mainly about the map viewer. As it is, it's pretty useless,
- as it doesn't show trees, villages, structures, units, and other elements
- that are defined in the INI file. I hope to add all this to the next
- version, although this is not very important thing.
-
- Two more important things must be added :
-
- - Making of MIX files. The main problem with making MIX files were the
- ID fields, but Benny Den Trooster (the author of MixMaker) was able
- to find out how these codes are encoded, and shared his knowledge with
- me, so this feature will be added to the next version.
-
- - A VQA viewer, and maybe a converter. Aaron Glover was able to decode the
- VQA files, so this will probably be added to a future version.
- The AUD format is still left to be decoded however...
-
- - Documents on file formats. This is not closely related to Mixman, but a lot of people will probably want information about the various file formats.
- I asked Aaron Glover to write up a document that covers all the file
- formats we have decoded so far. When it's done the document will be made
- available to everybody (check out my page).
-
- ---------------------
- Chapter [10]: Credits
- ---------------------
- And finally the last few lines of this giant documentation. It took
- me nearly two weeks to write it, but it's almost finished.
-
- Here's a list of people I must thank for their help in developing Mixman
- and decoding the file formats :
-
- - The guys at Westwood. Without their great game, Mixman wouldn't even
- exist.
- - Andrew Griffin (buggy@adam.com.au), for being the first to hack C&C.
- Thanks for making such user-unfriendly utility for extracting and
- replacing files in a MIX. If you made something easier to use, I
- probably wouldn't have done Mixman.
- - Denis Moeller (d.moeller@rendsburg.netsurf.de) and
- Aaron Glover (arn@kiwi.gen.nz) for their initial work on SHP files.
- - Carl Kenner (Andrew.Kenner@UniSA.Edu.Au) for the information on CPS
- files.
- - All the guys of the former C&C:IE group. Thanks for the great time we
- had working on our project. They were also my official beta-testers.
- Special thanks go to Szeming Lau, Christopher Dickens and
- Tommy Gerschman for reporting bugs and suggesting improvements.
- - Saurus (Dino Leonardo Sangoi) for checking this document.
- - And finally, all the other C&C players, who kept making new missions
- all this time.
-