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-
-
- DOCUMENTATION FILE FOR XWEDIT VER 1.0
-
- XWEDIT is a combined MISSION editor and PILOT file editor for
- LucasArts' X-WING space combat simulator. It is simple, easy to
- use, and provides help for those starfighter pilots (like me) who
- are unable to successfully complete some of the X-Wing missions. It
- also helps those who want more credit for tried-but-failed mis-
- sions, and a reprieve from losing tour of duty points, ratings,
- etc. every time their pilot gets killed or captured.
-
- XWEDIT is a windowed, menu-driven editor. Rather than forcing the
- user to keep track of unique data values and byte offsets into the
- structured records, all you do is make menu selections or enter
- simple numerical values.
-
- XWEDIT supports a mouse device. When XWEDIT starts, it checks your
- system for a mouse driver. If a driver is found, a mouse cursor
- will appear in the upper left area inside a menu window. If no
- mouse cursor is seen, a mouse driver was not found. To use the
- mouse, simply "point and click" on menu items using the LEFT mouse
- button. At present, the right button is not supported.
-
- Please spend a few minutes reading this file before running XWEDIT.
- If you garble a mission or pilot file, just exit XWEDIT without
- saving your file.
-
-
- INSTALLATION
-
- Installation is easy. Just copy the XWEDIT.EXE file (and this
- README.TXT file if desired) to any directory that is included in
- the system path. Run XWEDIT from the directory containing the
- mission or pilot files you want to edit. See below for paths to
- these files.
-
- XWEDIT uses 80x25 color text mode (DOS "mode co80" command). Most
- computers run this automatically so no special setup is necessary.
- XWEDIT has been tested in both expanded and extended memory
- environments and no memory conflicts have been found.
-
- With some video systems, the hilighted menu bar will flicker a
- little when the mouse cursor is placed on top of it. This is due
- to the clashing refresh rates of the hilighted menu bar and the
- mouse cursor.
-
-
-
- BACKUP YOUR ORIGINAL PILOT OR MISSION FILE!
-
- BEFORE you edit ANY file, be sure to make a BACKUP of it. For
- example, if you want to edit the file "waistem.xwi", copy it to
- "waistem.org" or some other name you can remember. XWEDIT saves
- your original file under a temporary name (TMPxx.$$$). The temp
- file is NOT erased, just in case... Don't forget to erase the
- TMPxx.$$$ files from your system when done with your edits. XWEDIT
- does not save a mission or pilot file until told to do so, so if
- garble an edit, just exit XWEDIT without saving and start over.
-
- I have made every attempt to ensure that XWEDIT is bug-free and can
- process all current types of mission and pilot data files, but if
- an XWEDIT error occurs while reading or saving your data file, I
- hope you have that BACKUP you PREVIOUSLY made!
-
-
-
- MISSION AND PILOT FILENAMES AND DIRECTORIES
-
- The bottom of this file contains a listing of the mission filenames
- for each proving ground, historical and tour of duty mission. Note
- that the BRIEFING and MISSION files are different. Briefing files
- are suffixed as *.BRF, and mission files are suffixed as *.XWI.
- Editing a mission file does NOT change the briefing associated with
- it. Do NOT attempt to edit a briefing file! All mission files are
- stored in \xwing\mission.
-
- All pilot files are the same size and are suffixed as *.PLT. All
- pilot files are contained in \xwing.
-
- XWEDIT looks for the *.xwi and *.plt suffixes and if your input filename
- doesn't have one of these two, you will be prompted for the file type.
- XWEDIT makes simple checks on the file type, but these checks may not be
- foolproof. It is best to make sure you use the X-Wing naming format for
- mission and pilot files.
-
-
- MISSION FILE STRUCTURE
-
- Data is organized in X-WING mission files (*.xwi) into VEHICLE
- RECORDS and OBJECT RECORDS. Each vehicle record references a group
- of vehicles and specifies the vehicle type (X-Wing, TIE Fighter, etc),
- the name of this vehicle group (Alpha, Beta, Theta, etc), the number
- of vehicles in this group, the group's shooting accuracy, how active
- or aggressive the group is, the radar ID of this group (friendly,
- enemy, neutral), and numerous other parameters I haven't identified yet.
-
- Object records specify inanimate or non-vehicle objects (planets, mines,
- space probes, etc) found in the mission.
-
- XWEDIT performs edits on individual vehicle or object records in a
- mission file. Note the RECORD NUMBER of the vehicle or object you
- want to edit (using the XWEDIT summary feature) and then edit that record.
-
-
-
- RUNNING XWEDIT
-
- To run XWEDIT, type "xwedit" followed by the name of the mission or
- pilot file you want to edit (i.e., "xwedit waistem.xwi" or "xwedit
- ace.plt" for editing the mission file "waistem.xwi" or a pilot file
- called "ace.plt"). Just enter "xwedit" for a brief usage statement
- for the program.
-
- If begun with a filename, XWEDIT opens with a logo window. Hit any
- keyboard key or the LEFT mouse button to clear the logo.
-
- As soon as the logo window clears, XWEDIT will read your input file.
- As previously mentioned, XWEDIT will check the suffix of your filename
- and if it doesn't match the X-Wing file naming conventions for mission
- and pilot file types (*.xwi and *.plt), you will be prompted for the
- file type.
-
- If XWEDIT suspects that your file either isn't what you say it is or is
- somehow corrupted, you will not be allowed to proceed. Better safe than
- sorry... If you try to edit a valid file and XWEDIT halts with a file
- read or other file error message, please LET ME KNOW WHAT HAPPENED. It
- is always possible that the file structures I use for determining file
- type may have been changed by this or a future version of X-Wing. I'll
- be glad to analyze the problem and hopefully issue a "fix".
-
- Editing a file is painless. Just use the keyboard arrows or mouse
- to hilight the menu item you want, and press <Enter> or the LEFT
- mouse button. Some prompts require you to enter a number value.
- Enter the number and press <Enter> to log your change or press
- <Esc> to exit the prompt with no change.
-
- SPECIAL NOTE TO MOUSE USERS: XWEDIT gives the mouse cursor
- priority over the menu item selection routines which use the
- keyboard arrows. Using this technique, the hilighted menu
- selection bar moves automatically with the movement of your mouse
- cursor. This avoids having to click twice on the menu item you
- want - once to hilight a menu item and once again to select the
- item for execution. The down side of this approach is that when
- you place the mouse cursor on a menu item and it becomes hilighted,
- the keyboard arrow keys cannot be used to move the hilighted menu
- bar. Therefore, to use the keyboard arrow keys and a mouse
- simultaneously, PLACE THE MOUSE CURSOR AWAY FROM ALL MENU
- SELECTION ITEMS WHEN USING THE KEYBOARD ARROW KEYS.
-
- Most menus and data entry windows can be exited by moving the
- cursor to the "<Esc> - QUIT" area and pressing <Enter> or clicking
- the LEFT mouse button. To exit the program, just <Esc> out of the
- menu that opens when the program is started.
-
- When finished with all edits, SAVE your file -- PROVIDED your edits
- are what you want and PROVIDED you made a BACKUP of the original
- file!
-
-
- EDITING MISSION FILES
-
- With XWEDIT you can view a summary of all vehicles and objects
- active in the mission, edit several parameters for any vehicle or
- object, view data from the mission file not directly related to the
- vehicles and objects, and save the edited file.
-
- PLEASE READ: The Mission Editor and Object Editor are still
- analytical "works in progress". That is, I have not identified ALL
- parameters related to the vehicle and object data records. If
- XWEDIT finds a parameter or value that doesn't match anything in my
- database, you will see an "UNKNOWN TYPE" or "U/I Value or Level" message.
- Unless you want to experiment with these unkwown values, it is best to
- avoid changing them right now. If you do change them, note the original
- values so you can change them back if needed.
-
-
-
- Editing Mission Vehicle Records
-
- When editing a mission file, it is best to view a SUMMARY of the
- vehicle records first. To edit a vehicle record, note the RECORD
- NUMBER from the summary, and enter it when prompted after selecting
- "EDIT a VEHICLE RECORD". This version of XWEDIT allows you to edit
- the vehicle TYPE, the NUMBER of this type of vehicles, how
- IMPORTANT this group is to the mission, the SHOOTING ACCURACY,
- RADAR IDENTIFICATION, and ACTIVITY/AGGRESSIVENESS of this group,
- and finally you can edit the actual BINARY data in each record.
-
- Changing the vehicle TYPE allows you to substitute one type for
- another. For example, you can change a TIE Fighter into a TIE
- Bomber. Be careful if exchanging allied for enemy vehicles or vice
- versa. If you substitute an enemy vehicle for a friendly, you may
- get attacked! Its fun to substitute different types of enemy
- vehicles, i.e., a TIE Bomber for a TIE Interceptor and then see how
- the misson evolves.
-
- Changing the NUMBER of vehicles will obviously allow you to fight
- more or less bad guys. You can make the mission easier by just
- making fewer bad guys. Note that you must enter the number of bad
- guys.
-
- Altering the IMPORTANCE of a vehicle can be a little dangerous, but
- it can also help you complete a difficult mission. For example, if
- the mission requires that three vehicle groups be destroyed, change
- one of the groups to "NOT Critical to mission success". You can
- then succeed even if you don't destroy all of this group. Note
- that if ALL vehicles in the mission are changed to "NOT Critical to
- mission success" you will automatically complete the mission as
- soon as you start it. In other words, at least one vehicle must be
- destroyed, boarded, recovered, etc. in a mission to make things
- competitive.
-
- CAUTION: I have not fully identified all the IMPORTANCE levels,
- and you will notice that some of the IMPORTANCE labels are
- duplicated in the menu selection list. There are probably
- underlying differences between these "duplicate" levels, so use
- them with caution. For example, levels 3, 7, and 19 change vehicle
- IMPORTANCE to "Vehicle Must Be RECOVERED".
-
- Changing the vehicle ACCURACY alters the shooting accuracy. A low
- accuracy value means the bad guy may shoot, but will frequently
- miss you.
-
- Changing the RADAR IDENTIFICATION can be a little dangerous. For
- example, if you make an enemy vehicle into a friendly, but that
- vehicle is supposed to be destroyed in order to complete the
- mission requirements, you may NEVER complete the mission! Making
- a friendly vehicle into an enemy will cause it to fire on you. The
- "default" ID setting in the ID menu appears to make the vehicle(s)
- behave as you would expect them to. A TIE Fighter with a "default"
- ID setting will be an enemy.
-
- The AGGRESSIVENESS/ACTIVITY level determines how aggressive the
- vehicle is with regard to combat and flight patterns. If set to
- the higher levels (6-10) an enemy fighter will make charges at you
- while firing. Setting this variable to lower levels will "mellow
- out" the enemy and give you more chances to "take him out".
- Setting this level high for large enemy craft such as frigates or
- corvettes will likely cause you to be killed quickly. These are
- nasty vehicles when made aggressive. They will turn and fire all
- guns on you before you have time to react defensively. Note that
- the level ranges are different between fighter craft and large
- vehicles. To change this level you must enter a number value.
-
- Editing the vehicle RECORD STRUCTURE is VERY DANGEROUS. You can
- easily DESTROY a mission file by making changes in the record
- structure. BE CAREFUL!! Remember, if you garble a record, EXIT the
- program without SAVING!
-
- The VEHICLE COMMANDING and COMMAND VALUES are purely analytical
- readouts at this point and you cannot edit them except via the
- RECORD STRUCTURE Editor. They are the last four bytes in each
- vehicle record and my best guess is that they "alter" a vehicle's
- behavior. For example, when all four bytes are set to hex FF
- (255), the vehicle responds as expected via the TYPE and Radar ID
- settings (i.e., a TIE Fighter having an ID of enemy will attack
- you). Changing these last four bytes to values such as all 0's
- will cause an allied or neutral vehicle group to ATTACK you, and
- if you ask them to "report in" via the shift-r keys, they will tell
- you they are setting up for an attack run -- except it is directed
- toward you! That's the reason for the "May ATTACK If Armed Fighter
- Or Large Craft" message in the summary or edit windows. This may be
- how "pirates" are created out of allied or neutral X-Wings, Y-Wings,
- or A-Wings.
-
- Editing vehicle records can be fun. Personally, I like to change
- the TYPE, NUMBER, SHOOTING ACCURACY, and ACTIVITY/AGGRESSIVENESS
- values and then do "target practice". Just pick a favorite
- mission, and create 10 bad guys that aren't very good shots and
- aren't very aggressive. Take them out as desired.
-
-
- Editing Mission Object Records
-
- I have included an OBJECTS EDITOR as part of the MISSION EDITOR
- routines. You can edit the individual TYPES and NUMBERS of objects
- in a mission. Most of the mission objects are harmless -- planets,
- satellites, probes, buoys, etc. SPACE MINES are the exception --
- they are LETHAL objects. They are the primary reason I built the
- Object Editor -- several missions contain too many mines and I
- needed to reduce their numbers.
-
- Use the Objects Editor using the same techniques used with the
- Vehicle Editor. View a summary of the mission objects and note the
- RECORD NUMBER of the object you want to edit. Enter this number
- when prompted for an edit.
-
- When selecting an object TYPE, you must enter the number corre-
- sponding to the object. For example, enter "49" when selecting
- the Death Star object. There are number ranges for several types
- of objects. I have not determined the differences between the
- various MINE objects (types 18 to 21).
-
- The NUMBER of objects can be changed, again by entering a number.
- Changing the number of MINES is not straightforward. X-Wing
- appears to multiply the NUMBER of objects by itself when calculat-
- ing the number of mines. For example, a mine object with a number
- of 2 will generate 4 mines. An object number of 3 will generate 9
- mines. The object number for some inanimate objects such as
- planets appears to be IGNORED -- X-WING generates only 1 of such
- objects.
-
-
- EDITING PILOT FILES
-
- Many pilot parameters can be changed using the Pilot Editor. You
- can edit such parameters as: general pilot data including pilot
- rank, duty status, rating, and tour of duty total score; proving
- ground scores and levels completed for each vehicle (X-Wing,
- Y-Wing, and A-Wing); historical combat mission scores and
- completion flags for each vehicle; tour of duty completion medals
- and the Kalidor Crescent Awards including upgrades; tour of duty
- statistics including all mission scores, highest mission number
- completed records for each tour, making all tour of duty missions
- available as historical combat missions without completing them
- first, status changes in all tours (active, inactive, incomplete,
- etc); all laser and projectile usage summaries; and finally, all
- kill/capture summaries including totals for individual vehicles.
-
- Most of these parameters are straightforward and no explanation is
- needed. Many selections require you to enter a number -- scores,
- levels, etc. There are LIMITS to the values you can enter, so be
- reasonable with your entries. If your entry is rejected, the
- original data is retained.
-
- You will notice in the Individual Vehicle Kills or Captures menu
- listing (under the TOUR OF DUTY MENU) that there are FOUR MINES and
- TWO COMM SATS. I have not fully analyzed the differences between
- these vehicle types and I'm not even sure they are used in this
- version of X-Wing.
-
- The following list contains several things to be aware of when
- changing pilot file data:
-
- 1) Changing the last mission completed in a tour of duty
- will go into effect at the CHANGE TOURS desk. For
- example, if you change the last mission completed in tour
- 2 to mission 10, you must go to the CHANGE TOURS desk and
- select tour 2 mission 11 to proceed.
-
- 2) Setting a tour of duty status to COMPLETED will prevent
- you from accessing these missions.
-
- 3) The TOUR OF DUTY MENU item, "Edit Space Kills", allows
- you to change an INTERNAL X-Wing total kills accumulator.
- This item does NOT change the X-Wing pilot log "TOD Space
- Victories(Captured)" display values. X-Wing appears to
- sum all INDIVIDUAL vehicle kills and captures for these
- totals. For this reason, if you enter HUGE numbers of
- individual vehicle kills, the "TOD Space Victories(Captured)"
- totals will be VERY WRONG!
-
-
- Reviving A Killed/Captured Pilot
-
- PLEASE READ: When your pilot gets killed or captured, immediately exit
- X-Wing and run XWEDIT on your pilot file. Revive the pilot with XWEDIT
- to avoid losing scores, point, ranks, etc.!
-
- When your pilot gets killed or captured, your pilot file is
- "marked" to indicate this condition. All your active tours of duty
- are made "incomplete" and your "total craft lost" count is bumped
- up one. When you "revive" your pilot, X-Wing clears your total
- tour of duty score along with your pilot rating (rookie, ace, etc.)
- and rank.
-
- The XWEDIT Pilot Editor has a "REVIVE a Killed/Captured Pilot" menu
- item. By selecting this option, XWEDIT will check your pilot file
- for a "killed" or "captured" status. If this condition is found,
- it will then reinstate your pilot back to an "alive" status with no
- loss of scores, ratings, rank, or tour of duty activity status.
- Your record for total space craft lost will be cleared.
-
-
-
- FINAL COMMENTS
-
- XWEDIT was not written to allow one to cheat his/her way through
- X-Wing. It is intended as a tool to allow your progression through
- X-Wing when confronted with an impossibly-difficult mission.
- Please use it with this attitude in mind.
-
- The same attitude should be used with regard to editing pilot
- files. Don't give yourself credit for a mission unless you've
- tried it. For me, doing any less than this takes the "spirit" (or
- "force" - sorry for the pun) out of the game.
-
- As much time as I spent analyzing data files and debugging source
- code, it is possible that an "undocumented feature" will show its
- ugly head. If any bugs appear, or you discover any X-Wing features
- that I haven't found and used in XWEDIT, or you have any comments
- or questions concerning this program (and yes, I can take a little
- criticism too..), please contact me at:
-
-
- CompuServe: 70733,1562
- Internet E-Mail Address: sikes@meediv.lanl.gov
- Phone: (505)-869-3522
-
- The XWEDIT X-Wing Mission & Pilot File Editor System is FREEWARE.
- I do not ask for any compensation for its use. Feel free to
- distribute it. The only thing I ask is that you DO NOT MODIFY this
- readme file or the XWEDIT.EXE program. When distributing, PLEASE
- ALWAYS INCLUDE A COPY OF THIS README FILE ALONG WITH THE EXECUT-
- ABLE. Thank you.
-
-
-
-
-
-
-
-
- **********************************************************************
- **********************************************************************
- * LISTING OF PROVING GROUND, HISTORICAL, AND TOUR OF DUTY MISSIONS *
- * All comments surrounded by a * *
- **********************************************************************
- **********************************************************************
-
-
- *******************************************************
- * PROVING GROUND MISSIONS *
- *******************************************************
- level1.xwi * Proving Ground Mission File-Level 1 *
- level2.xwi * Proving Ground Mission File-Level 2 *
- level3.xwi * Proving Ground Mission File-Level 3 *
- level4.xwi * Proving Ground Mission File-Level 4 *
- level5.xwi * Proving Ground Mission File-Level 5 *
- level6.xwi * Proving Ground Mission File-Level 6 *
- level7.xwi * Proving Ground Mission File-Level 7 *
- level8.xwi * Proving Ground Mission File-Level 8 *
-
-
- *******************************************************
- * HISTORICAL COMBAT MISSIONS *
- *******************************************************
-
- ******* X-WING HISTORICAL COMBAT MISSIONS ********
- waistem.xwi * X-Wing Historical Mission 1 *
- max4.xwi * X-Wing Historical Mission 2 *
- satlit1.xwi * X-Wing Historical Mission 3 *
- max5.xwi * X-Wing Historical Mission 4 *
- halley.xwi * X-Wing Historical Mission 5 *
- keyan.xwi * X-Wing Historical Mission 6 *
-
- ******* Y-WING HISTORICAL COMBAT MISSIONS ********
- ywastem.xwi * Y-Wing Historical Mission 1 *
- ywaistem.xwi * Y-Wing Historical Mission 2 *
- hello.xwi * Y-Wing Historical Mission 3 *
- max7.xwi * Y-Wing Historical Mission 4 *
- wyresc2.xwi * Y-Wing Historical Mission 5 *
- ackbar.xwi * Y-Wing Historical Mission 6 *
-
- ******* A-WING HISTORICAL COMBAT MISSIONS ********
- awaistem.xwi * A-Wing Historical Mission 1 *
- waaggr1.xwi * A-Wing Historical Mission 2 *
- max2.xwi * A-Wing Historical Mission 3 *
- convoy2.xwi * A-Wing Historical Mission 4 *
- max15.xwi * A-Wing Historical Mission 5 *
- warecon1.xwi * A-Wing Historical Mission 6 *
-
-
-
- *******************************************************
- * TOUR OF DUTY MISSIONS *
- *******************************************************
-
- ******** TOUR OF DUTY 1 MISSIONS ***********
- defect.xwi * Tour Of Duty 1 Mission 1 *
- id-recon.xwi * Tour Of Duty 1 Mission 2 *
- wxrgard1.xwi * Tour Of Duty 1 Mission 3 *
- wxprot2.xwi * Tour Of Duty 1 Mission 4 *
- attackxy.xwi * Tour Of Duty 1 Mission 5 *
- max13.xwi * Tour Of Duty 1 Mission 6 *
- max10.xwi * Tour Of Duty 1 Mission 7 *
- attack3.xwi * Tour Of Duty 1 Mission 8 *
- sullust.xwi * Tour Of Duty 1 Mission 9 *
- ack-hard.xwi * Tour Of Duty 1 Mission 10 *
- cygnus.xwi * Tour Of Duty 1 Mission 11 *
- max20.xwi * Tour Of Duty 1 Mission 12 *
-
- ******** TOUR OF DUTY 2 MISSIONS ***********
- starsndb.xwi * Tour Of Duty 2 Mission 1 *
- rescue1.xwi * Tour Of Duty 2 Mission 2 *
- ystrike5.xwi * Tour Of Duty 2 Mission 3 *
- wycapt2.xwi * Tour Of Duty 2 Mission 4 *
- max9.xwi * Tour Of Duty 2 Mission 5 *
- crndrft1.xwi * Tour Of Duty 2 Mission 6 *
- max18.xwi * Tour Of Duty 2 Mission 7 *
- max1.xwi * Tour Of Duty 2 Mission 8 *
- std1.xwi * Tour Of Duty 2 Mission 9 *
- std2.xwi * Tour Of Duty 2 Mission 10 *
- leia.xwi * Tour Of Duty 2 Mission 11 *
- intcep1.xwi * Tour Of Duty 2 Mission 12 *
-
- ******** TOUR OF DUTY 3 MISSIONS ***********
- defend2.xwi * Tour Of Duty 3 Mission 1 *
- yraid.xwi * Tour Of Duty 3 Mission 2 *
- max14.xwi * Tour Of Duty 3 Mission 3 *
- max17.xwi * Tour Of Duty 3 Mission 4 *
- wyresc3.xwi * Tour Of Duty 3 Mission 5 *
- larry1.xwi * Tour Of Duty 3 Mission 6 *
- larry2.xwi * Tour Of Duty 3 Mission 7 *
- larry3.xwi * Tour Of Duty 3 Mission 8 *
- assault2.xwi * Tour Of Duty 3 Mission 9 *
- max19.xwi * Tour Of Duty 3 Mission 10 *
- defend1.xwi * Tour Of Duty 3 Mission 11 *
- dstar1.xwi * Tour Of Duty 3 Mission 12 *
- dstar2.xwi * Tour Of Duty 3 Mission 13 *
- dstar3.xwi * Tour Of Duty 3 Mission 14 *
-
-
-
- **************** END OF README *********************
-