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-
- // Bitmap resources are set up such that they are in a
- // subdirectory of the WAR-BMP project called BMP.
- // If you want to use a different subdirectory, search
- // and replace the directory name with your own.
-
-
-
- // left missile launcher (only the missile launcher part, not the base)
- // both full and empty
- 10 BITMAP DISCARDABLE .\bmp\lbase\lb1.bmp // full
- 11 BITMAP DISCARDABLE .\bmp\lbase\lb2.bmp // "
- 12 BITMAP DISCARDABLE .\bmp\lbase\lb3.bmp // "
- 13 BITMAP DISCARDABLE .\bmp\lbase\lb4.bmp // "
- 14 BITMAP DISCARDABLE .\bmp\lbase\lb5.bmp // "
- 15 BITMAP DISCARDABLE .\bmp\lbase\lb6.bmp // empty
- 16 BITMAP DISCARDABLE .\bmp\lbase\lb7.bmp // "
- 17 BITMAP DISCARDABLE .\bmp\lbase\lb8.bmp // "
- 18 BITMAP DISCARDABLE .\bmp\lbase\lb9.bmp // "
- 19 BITMAP DISCARDABLE .\bmp\lbase\lb10.bmp // "
-
- // right missile launcher (only the missile launcher part, not the base)
- // both full and empty
- 20 BITMAP DISCARDABLE .\bmp\rbase\rb1.bmp // full
- 21 BITMAP DISCARDABLE .\bmp\rbase\rb2.bmp // "
- 22 BITMAP DISCARDABLE .\bmp\rbase\rb3.bmp // "
- 23 BITMAP DISCARDABLE .\bmp\rbase\rb4.bmp // "
- 24 BITMAP DISCARDABLE .\bmp\rbase\rb5.bmp // "
- 25 BITMAP DISCARDABLE .\bmp\rbase\rb6.bmp // empty
- 26 BITMAP DISCARDABLE .\bmp\rbase\rb7.bmp // "
- 27 BITMAP DISCARDABLE .\bmp\rbase\rb8.bmp // "
- 28 BITMAP DISCARDABLE .\bmp\rbase\rb9.bmp // "
- 29 BITMAP DISCARDABLE .\bmp\rbase\rb10.bmp // "
-
- // hands counting and pointing
- 30 BITMAP DISCARDABLE .\bmp\hands\hand0.bmp
- 31 BITMAP DISCARDABLE .\bmp\hands\hand1.bmp
- 32 BITMAP DISCARDABLE .\bmp\hands\hand2.bmp
- 33 BITMAP DISCARDABLE .\bmp\hands\hand3.bmp
- 34 BITMAP DISCARDABLE .\bmp\hands\hand4.bmp
- 35 BITMAP DISCARDABLE .\bmp\hands\hand5.bmp
- 36 BITMAP DISCARDABLE .\bmp\hands\hand6.bmp
-
- // air explosions... they go in order and there must be a black border around
- // the set after (as they come down in size) so that the next one in sequence
- // erases the previous one (hey, it's fast, not pretty!)
- 50 BITMAP DISCARDABLE .\bmp\airexp\airexp1.bmp
- 51 BITMAP DISCARDABLE .\bmp\airexp\airexp2.bmp
- 52 BITMAP DISCARDABLE .\bmp\airexp\airexp3.bmp
- 53 BITMAP DISCARDABLE .\bmp\airexp\airexp4.bmp
- 54 BITMAP DISCARDABLE .\bmp\airexp\airexp5.bmp
- 55 BITMAP DISCARDABLE .\bmp\airexp\airexp6.bmp
-
- // bomber (jet) going left
- // bomber takes damage so each successive picture looks like it's more beat up.
- 60 BITMAP DISCARDABLE .\bmp\jet\jet1.bmp
- 61 BITMAP DISCARDABLE .\bmp\jet\jet2.bmp
- 62 BITMAP DISCARDABLE .\bmp\jet\jet3.bmp
- 63 BITMAP DISCARDABLE .\bmp\jet\jet4.bmp
-
- // bomber (jet) going right
- 65 BITMAP DISCARDABLE .\bmp\jet\jet1r.bmp
- 66 BITMAP DISCARDABLE .\bmp\jet\jet2r.bmp
- 67 BITMAP DISCARDABLE .\bmp\jet\jet3r.bmp
- 68 BITMAP DISCARDABLE .\bmp\jet\jet4r.bmp
-
- 70 BITMAP DISCARDABLE .\bmp\other\smart.bmp
-
- // ignore this...
- 98 BITMAP DISCARDABLE .\bmp\other\grimmy.bmp
-
- /// background screen bitmap
- 99 BITMAP DISCARDABLE .\bmp\other\screen.bmp
-
-
- // these pictures are for animating the cities (and bases) from their
- // undestructed state. They show the mushroom cloud and flash of light
- // from the explosion, as well as the destruction of the live city.
- // there's also a set you must draw for the destruction of an already
- // leveled city. Those are numbered in the six hundreds and appear below.
-
- // 491 = left missile base (not launcher)
- // (it's treated like a city when it's drawn)
- 491 BITMAP DISCARDABLE .\bmp\city0\city01.bmp
- 492 BITMAP DISCARDABLE .\bmp\city0\city02.bmp
- 493 BITMAP DISCARDABLE .\bmp\city0\city03.bmp
- 494 BITMAP DISCARDABLE .\bmp\city0\city04.bmp
- 495 BITMAP DISCARDABLE .\bmp\city0\city05.bmp
- 496 BITMAP DISCARDABLE .\bmp\city0\city06.bmp
- 497 BITMAP DISCARDABLE .\bmp\city0\city07.bmp
- 498 BITMAP DISCARDABLE .\bmp\city0\city08.bmp
- 499 BITMAP DISCARDABLE .\bmp\city0\city09.bmp
-
- // first city from the left
- 501 BITMAP DISCARDABLE .\bmp\city1\city11.bmp
- 502 BITMAP DISCARDABLE .\bmp\city1\city12.bmp
- 503 BITMAP DISCARDABLE .\bmp\city1\city13.bmp
- 504 BITMAP DISCARDABLE .\bmp\city1\city14.bmp
- 505 BITMAP DISCARDABLE .\bmp\city1\city15.bmp
- 506 BITMAP DISCARDABLE .\bmp\city1\city16.bmp
- 507 BITMAP DISCARDABLE .\bmp\city1\city17.bmp
- 508 BITMAP DISCARDABLE .\bmp\city1\city18.bmp
- 509 BITMAP DISCARDABLE .\bmp\city1\city19.bmp
-
- // second city from the left
- 511 BITMAP DISCARDABLE .\bmp\city2\city21.bmp
- 512 BITMAP DISCARDABLE .\bmp\city2\city22.bmp
- 513 BITMAP DISCARDABLE .\bmp\city2\city23.bmp
- 514 BITMAP DISCARDABLE .\bmp\city2\city24.bmp
- 515 BITMAP DISCARDABLE .\bmp\city2\city25.bmp
- 516 BITMAP DISCARDABLE .\bmp\city2\city26.bmp
- 517 BITMAP DISCARDABLE .\bmp\city2\city27.bmp
- 518 BITMAP DISCARDABLE .\bmp\city2\city28.bmp
- 519 BITMAP DISCARDABLE .\bmp\city2\city29.bmp
-
- // third city from the left
- 521 BITMAP DISCARDABLE .\bmp\city3\city31.bmp
- 522 BITMAP DISCARDABLE .\bmp\city3\city32.bmp
- 523 BITMAP DISCARDABLE .\bmp\city3\city33.bmp
- 524 BITMAP DISCARDABLE .\bmp\city3\city34.bmp
- 525 BITMAP DISCARDABLE .\bmp\city3\city35.bmp
- 526 BITMAP DISCARDABLE .\bmp\city3\city36.bmp
- 527 BITMAP DISCARDABLE .\bmp\city3\city37.bmp
- 528 BITMAP DISCARDABLE .\bmp\city3\city38.bmp
- 529 BITMAP DISCARDABLE .\bmp\city3\city39.bmp
-
- // fourth city from the left
- 531 BITMAP DISCARDABLE .\bmp\city4\city41.bmp
- 532 BITMAP DISCARDABLE .\bmp\city4\city42.bmp
- 533 BITMAP DISCARDABLE .\bmp\city4\city43.bmp
- 534 BITMAP DISCARDABLE .\bmp\city4\city44.bmp
- 535 BITMAP DISCARDABLE .\bmp\city4\city45.bmp
- 536 BITMAP DISCARDABLE .\bmp\city4\city46.bmp
- 537 BITMAP DISCARDABLE .\bmp\city4\city47.bmp
- 538 BITMAP DISCARDABLE .\bmp\city4\city48.bmp
- 539 BITMAP DISCARDABLE .\bmp\city4\city49.bmp
-
- // fifth city from the left
- 541 BITMAP DISCARDABLE .\bmp\city5\city51.bmp
- 542 BITMAP DISCARDABLE .\bmp\city5\city52.bmp
- 543 BITMAP DISCARDABLE .\bmp\city5\city53.bmp
- 544 BITMAP DISCARDABLE .\bmp\city5\city54.bmp
- 545 BITMAP DISCARDABLE .\bmp\city5\city55.bmp
- 546 BITMAP DISCARDABLE .\bmp\city5\city56.bmp
- 547 BITMAP DISCARDABLE .\bmp\city5\city57.bmp
- 548 BITMAP DISCARDABLE .\bmp\city5\city58.bmp
- 549 BITMAP DISCARDABLE .\bmp\city5\city59.bmp
-
- // sixth city from the left
- 551 BITMAP DISCARDABLE .\bmp\city6\city61.bmp
- 552 BITMAP DISCARDABLE .\bmp\city6\city62.bmp
- 553 BITMAP DISCARDABLE .\bmp\city6\city63.bmp
- 554 BITMAP DISCARDABLE .\bmp\city6\city64.bmp
- 555 BITMAP DISCARDABLE .\bmp\city6\city65.bmp
- 556 BITMAP DISCARDABLE .\bmp\city6\city66.bmp
- 557 BITMAP DISCARDABLE .\bmp\city6\city67.bmp
- 558 BITMAP DISCARDABLE .\bmp\city6\city68.bmp
- 559 BITMAP DISCARDABLE .\bmp\city6\city69.bmp
-
- // right missile base...
- 561 BITMAP DISCARDABLE .\bmp\city7\city71.bmp
- 562 BITMAP DISCARDABLE .\bmp\city7\city72.bmp
- 563 BITMAP DISCARDABLE .\bmp\city7\city73.bmp
- 564 BITMAP DISCARDABLE .\bmp\city7\city74.bmp
- 565 BITMAP DISCARDABLE .\bmp\city7\city75.bmp
- 566 BITMAP DISCARDABLE .\bmp\city7\city76.bmp
- 567 BITMAP DISCARDABLE .\bmp\city7\city77.bmp
- 568 BITMAP DISCARDABLE .\bmp\city7\city78.bmp
- 569 BITMAP DISCARDABLE .\bmp\city7\city79.bmp
-
-
- // ok this starts the cities which represent already exploded cities
- // exploding again. You'll note that there is no xx1 picture, nor is there
- // and xx9 picture. This is because the final bitmap in the non-pre-destructed
- // series is always the first picture in the destructed series.
- // And as you can guess, the same (destructed) picture ends up as the last
- // picture in the destructed sequence.
-
- // left missile base exploding again
- 592 BITMAP DISCARDABLE .\bmp\city0\city092.bmp
- 593 BITMAP DISCARDABLE .\bmp\city0\city093.bmp
- 594 BITMAP DISCARDABLE .\bmp\city0\city094.bmp
- 595 BITMAP DISCARDABLE .\bmp\city0\city095.bmp
- 596 BITMAP DISCARDABLE .\bmp\city0\city096.bmp
- 597 BITMAP DISCARDABLE .\bmp\city0\city097.bmp
- 598 BITMAP DISCARDABLE .\bmp\city0\city098.bmp
-
- // first city from the left exploding again
- 602 BITMAP DISCARDABLE .\bmp\city1\city192.bmp
- 603 BITMAP DISCARDABLE .\bmp\city1\city193.bmp
- 604 BITMAP DISCARDABLE .\bmp\city1\city194.bmp
- 605 BITMAP DISCARDABLE .\bmp\city1\city195.bmp
- 606 BITMAP DISCARDABLE .\bmp\city1\city196.bmp
- 607 BITMAP DISCARDABLE .\bmp\city1\city197.bmp
- 608 BITMAP DISCARDABLE .\bmp\city1\city198.bmp
-
- // second city from the left exploding again
- 612 BITMAP DISCARDABLE .\bmp\city2\city292.bmp
- 613 BITMAP DISCARDABLE .\bmp\city2\city293.bmp
- 614 BITMAP DISCARDABLE .\bmp\city2\city294.bmp
- 615 BITMAP DISCARDABLE .\bmp\city2\city295.bmp
- 616 BITMAP DISCARDABLE .\bmp\city2\city296.bmp
- 617 BITMAP DISCARDABLE .\bmp\city2\city297.bmp
- 618 BITMAP DISCARDABLE .\bmp\city2\city298.bmp
-
- // third city from the left exploding again
- 622 BITMAP DISCARDABLE .\bmp\city3\city392.bmp
- 623 BITMAP DISCARDABLE .\bmp\city3\city393.bmp
- 624 BITMAP DISCARDABLE .\bmp\city3\city394.bmp
- 625 BITMAP DISCARDABLE .\bmp\city3\city395.bmp
- 626 BITMAP DISCARDABLE .\bmp\city3\city396.bmp
- 627 BITMAP DISCARDABLE .\bmp\city3\city397.bmp
- 628 BITMAP DISCARDABLE .\bmp\city3\city398.bmp
-
- // fourth city from the left exploding again
- 632 BITMAP DISCARDABLE .\bmp\city4\city492.bmp
- 633 BITMAP DISCARDABLE .\bmp\city4\city493.bmp
- 634 BITMAP DISCARDABLE .\bmp\city4\city494.bmp
- 635 BITMAP DISCARDABLE .\bmp\city4\city495.bmp
- 636 BITMAP DISCARDABLE .\bmp\city4\city496.bmp
- 637 BITMAP DISCARDABLE .\bmp\city4\city497.bmp
- 638 BITMAP DISCARDABLE .\bmp\city4\city498.bmp
-
- // fifth city from the left exploding again
- 642 BITMAP DISCARDABLE .\bmp\city5\city592.bmp
- 643 BITMAP DISCARDABLE .\bmp\city5\city593.bmp
- 644 BITMAP DISCARDABLE .\bmp\city5\city594.bmp
- 645 BITMAP DISCARDABLE .\bmp\city5\city595.bmp
- 646 BITMAP DISCARDABLE .\bmp\city5\city596.bmp
- 647 BITMAP DISCARDABLE .\bmp\city5\city597.bmp
- 648 BITMAP DISCARDABLE .\bmp\city5\city598.bmp
-
- // sixth city from the left exploding again
- 652 BITMAP DISCARDABLE .\bmp\city6\city692.bmp
- 653 BITMAP DISCARDABLE .\bmp\city6\city693.bmp
- 654 BITMAP DISCARDABLE .\bmp\city6\city694.bmp
- 655 BITMAP DISCARDABLE .\bmp\city6\city695.bmp
- 656 BITMAP DISCARDABLE .\bmp\city6\city696.bmp
- 657 BITMAP DISCARDABLE .\bmp\city6\city697.bmp
- 658 BITMAP DISCARDABLE .\bmp\city6\city698.bmp
-
- // right missile base exploding again
- 662 BITMAP DISCARDABLE .\bmp\city7\city792.bmp
- 663 BITMAP DISCARDABLE .\bmp\city7\city793.bmp
- 664 BITMAP DISCARDABLE .\bmp\city7\city794.bmp
- 665 BITMAP DISCARDABLE .\bmp\city7\city795.bmp
- 666 BITMAP DISCARDABLE .\bmp\city7\city796.bmp
- 667 BITMAP DISCARDABLE .\bmp\city7\city797.bmp
- 668 BITMAP DISCARDABLE .\bmp\city7\city798.bmp
-
-
-
- // WAVE sound effect resources
- // yep, you can make em scream...
- // try sampling barney the dinosaur too....
- 10001 WAVE .\wave\launch4.wav // missile launch from either missile base
- 10002 WAVE .\wave\cityexp2.wav // exploding city
- 10003 WAVE .\wave\airexp.wav // exploding anti-ballistic missile and subsequent blossoms
- 10004 WAVE .\wave\tick.wav // tick sound when hands count up bonus cities at end of game
- 10005 WAVE .\wave\out2.wav // sound when left missile base is out of missiles
- 10006 WAVE .\wave\out2.wav // sound when right missile base is out of missiles
-
-