home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Cream of the Crop 26
/
Cream of the Crop 26.iso
/
games
/
xcedit1.zip
/
XCEDIT.DOC
next >
Wrap
Text File
|
1997-05-22
|
14KB
|
382 lines
--------------------------------------
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
──────────────────────────────────────────
XC-Edit: An editor for XCom: UFO Defense
──────────────────────────────────────────
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
--------------------------------------
XC-Edit v. 1.00 - by Joe Winiarski
Frequently Asked Questions that are answered in this DOCument:
1. What is XC-Edit?
2. What are the requirements to run XC-Edit?
3. How do I use XC-Edit?
4. What features are you planning to add in the next version?
5. What are some basic safety factors to keep in mind while using XC-Edit?
6. Who does Joe greet/thank for helping with the program?
7. Where can I get XC-Edit?
8. What junk can Joe cram in at the end?
─-─-─-─-─-─-─-─-─-─
1. What is XC-Edit?
─-─-─-─-─-─-─-─-─-─
XC-Edit is an MS-DOS based, mouse driven graphical editor. With it you can
change some of the items in the savegames of XCOM: UFO Defense, a game by
Microprose.
You can change:
The layout of the bases and the amount of time left to build each section.
The inventory held at each base.
The rank/armor/stats of the soldiers at each base.
The speed/weapons/ammo of each craft at each base.
The amount of time/money to build/maintain a facility and also its defense
rating and accuracy.
The level of funding from each country.
DISCLAIMER: Any use of this program alters the savegame files in the desired
directory. Make sure you have backups of the savegames. The author is not
held responsible for any destruction of files. The user has the ability to
change values so that they are outside the game's normal operating standards.
It is up to the user to use reasonable values. Failure to do this could harm
the savegame you are playing (like causing values to go negative)
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
2. What are the requirements to run XC-Edit?
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
MINIMUM:
You need at least a 286 with a 320x200x256 VGA monitor, MS-DOS 4.0+, a mouse,
a keyboard, XCOM: UFO Defense, XC-Edit, and an I.Q. greater than a grape's.
SUGGESTED:
A 386+ (since XCOM doesn't run on a 286...), a 320x200x256 VGA monitor, MS-DOS
5.0+, mouse, keyboard, the game, XC-Edit, and an I.Q. greater than a slug's.
RECOMMENDED:
A 686/400Mhz, a 25" 1280x1024x16M SVGA monitor, MS-DOS 6.0+, a 3-D mouse, an
ergonomic keyboard, an AWE 64, the game, XC-Edit, and an I.Q. greater than
a chimp's.
MINE:
A 486 DX4/120, a 15" 1024x760x16M SVGA monitor, MS-DOS 6.0, a 3 button mouse, a
keyboard, a Sound Blaster 16, the game, XC-Edit, and an I.Q. greater than 150.
─-─-─-─-─-─-─-─-─-─-─-─-
3. How do I use XC-Edit?
─-─-─-─-─-─-─-─-─-─-─-─-
HOW TO RUN:
It's simple! Unzip the editor into a PATH directory, then go to the
DRIVELETTER:\XCOMDIR\GAME_X directory, where X is the savegame number.
Type XCEDIT, and its ready to go!
────────────────────────
HOW TO USE THE MAIN MENU:
The main menu is where you start the program. You can either click on one of
the buttons on the right, or you can change what base is displayed. The
name of the current base is displayed at the top, and the base itself is on
the left. When the cursor is over a base facility, the name of the facility
is displayed in the upper left, just like in the game! Days left for the
different facilities to be built is NOT displayed here. Either look at the
little base pictures on the upper right to see if anything is red (hence it's
still being built), or go to EDIT BASE and check.
────────────────────────
HOW TO CHANGE THE CURRENT BASE:
Click on the little base symbols in the upper right. A little picture of the
base is mapped to them, just like in the game.
────────────────────────
HOW TO EDIT A BASE:
Position the arrowhead shaped mouse cursor over the button that says:
EDIT BASE
and gently press the left mouse button. Release, and voila!
Then click on a chunk of the base on the left side of the screen. The editor
will pull up a picture of it on the right. Edit the type of facility and
how many days are left to build it. Click on another chunk, or click OK to
return to the XC-Edit main menu.
────────────────────────
HOW TO EDIT THE INVENTORY AT A BASE:
Select the desired base, then click on the button that says EDIT INVENTORY.
Press the up and down buttons at the far right to scroll the desired item onto
the screen. The long row of buttons on the right change the values. It's
pretty self-explanatory.
NOTE: The left mouse button increases the values by 1,
and the right mouse button increases the word values (only) by 1000.
────────────────────────
HOW TO EDIT SOLDIERS:
Click the button that says SOLDIERS. Then press the two buttons next to the
OK button to select the desired soldier, and then click the other buttons to
change his stats. Then switch to the next desired soldier, or click OK to
return to the main menu.
NOTE: The left mouse button increases the values by 1,
and the right mouse button increases the word values (only) by 1000.
NOTE: The soldiers are not shown specific to a base. They are all right in
line, so if you want to edit a soldier at base 2, look for him/her after the
soldiers at base 1.
NOTE: The stats shown are NOT the total stats. The Original Stat column is
the part of the stat bar in the game that is FILLED IN. This represents how
much of the current stat the soldier had when you hired him. The Added Stat
column is the part of the bar that is hollow. This represents how much of the
current stat your soldier has developed. If you want the total stats, add up
the Original AND Added stats.
NOTE:
If your soldiers are in a mission, their stats do NOT change until you finish
or exit the current mission.
────────────────────────
HOW TO MODIFY CRAFT:
Go to the list that pops up when you click the INTERCEPT button in XCOM.
Remember the order of the ships there, because in the editor they are all in
that order. The craft are simply listed like this:
craft 1
craft 2
craft 3
and not by their actual names:
interceptor 1
firestorm 1
interceptor 2
and the like. My only reason for this is that with the editor you can
change firestorm 1 into interceptor 1, and if you already have an interceptor
1, then you have two interceptor 1's. Hmm. Well, my way's better anyway.
The other buttons change the ship's damage (why would you ever want to
INCREASE it?), the ship's current speed (assuming it's out), the fuel (in
units, not in percentage. Want the percentage? Take the number fuel units,
divided by the max fuel for that type of ship), the craft type, and the
weapons and ammo.
NOTE: The left mouse button increases the values by 1,
and the right mouse button increases the word values (only) by 1000.
NOTE: The craft, like in the soldier editor, are not shown specific to a base.
They are just in linear format. Read the beginning of HOW TO MODIFY CRAFT to
determine their order.
────────────────────────
HOW TO MODIFY FACILITIES:
Click MODIFY FACILITIES. Then select the desired facility, and change its
days to build, maintainance (inital AND monthly), accuracy, and defense. As
far as I know, applying DEFENSE AND ACCURACY to a non-weapons facility does
nothing. Now from now on when you build another one of this facility, it will
only take as many days and as much money as you selected. Click OK to
go to the main menu.
NOTE: The left mouse button increases the values by 1,
and the right mouse button increases the word values (only) by 1000.
────────────────────────
HOW TO MODIFY FUNDING:
Click MODIFY FUNDING. Change the money to the desired amount, and click OK to
go to the main menu.
NOTE: The left mouse button increases the values by 1,
and the right mouse button increases the word values (only) by 1000.
────────────────────────
HOW TO USE THE SECRET AREA:
Uhm... You aren't supposed to... But, I can tell you that it is a really
neeto idea!
────────────────────────
HOW TO SAVE:
Click the SAVE button on the main menu. Don't worry if you forget to click
this, if you make changes without saving, pressing the EXIT button will prompt
you to save.
────────────────────────
HOW TO EXIT:
Click the exit button on the main menu. For alternate methods, see the
HOW TO REBOOT section.
────────────────────────
HOW TO REBOOT:
Hold down the CTRL key, and while still holding it also hold the ALT key, and
finally, while holding them both down, press the DEL key. Alternate ways to
do this are:
Press the RESET button.
Flip the power switch.
Go to your fuse box and pull the fuse to the computer, then replace it.
Set CS to 0FFFFh and IP to 0, and start executing instructions.
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─
4. What features are you planning to add in the next version?
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─
I plan to add:
MONEY EDITOR - For total amount of cash
ADD TO SOLDIER EDITOR - Days left to recover from wounds
DATE/TIME/SAVEGAME NAME EDITOR - Change the date/time/name of savegame entry
SOLDIER NAME/BASE NAME EDITOR - Change the names of soldiers and bases
BETTER BASE/CRAFT DETECTION - Currently there are some bugs
SAVE/EXIT BUTTONS - Make them push in
Any additional ideas? Contact me! (see WHERE CAN I GET XCEDIT)
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
5. What are some basic safety factors to keep in mind while using XC-Edit?
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
1. Do not expose to radiation or magnets.
2. Do not store in a room whose temperature is above 140°F (60°C) or below
50°F (10°C)
3. Do not operate heavy machinery while using this product.
4. Do not attempt to remove any tags from this product.
5. Cannot be used as a flotation device.
6. Do not attempt to eat this product.
IMPROPER USE OF THIS PRODUCT COULD RESULT IN BLINDNESS OR PARALYSIS. IN
THE CASE OF ACCIDENTAL INGESTION, DO NOT INDUCE VOMITING, CONTACT YOUR LOCAL
POISON CENTER IMMEDIATELY. ANY FAILURE TO RECOGNIZE THESE NOTICES MAKES NULL
AND VOID ALL WARRANTIES OR GUARANTEES ON THIS PRODUCT. BATTERIES NOT INCLUDED.
OFFER ENDS 12/31/96. ODDS OF WINNING GRAND PRIZE ARE 1:1000000, FIRST PRIZE
1:600000, SECOND PRIZE 1:4500. OFFER NOT VALID OUTSIDE THE CONTINENTAL U.S.
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─
6. Who does Joe greet/thank for helping with the program?
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─
I wish to thank:
Chris Kolff - Holy cow! You should be a professional betatester!
Dave Foucault - Thanks for betatesting!
James Deruyter - I never could have done it without you, James!
Microprose - Thanks for such a cool game!
Mike Laconte - Thanks for nothing!
Rob Buecker - Thanks for help coding!
For outstanding performance in a supporting betatester role, I nominate:
Rob Buecker
James Deruyter
Dave Foucault
Chris Kolff
Thanks for betatesting! I know you poured hundreds of hours into running this
program over and over, but you are now free to go back to your own lives.
Stuff people did, in MSJ (most significant job) order:
1. Joe Winiarski - Coded. Debugged. Betatested. Art. File positions.
Basically, the whole darn thing.
2. Chris Kolff - Betatested (75%). File positions/formats. The whole idea.
3. James Deruyter - Betatested. Moral support.
3. Rob Buecker - Betatested. PCX Decode routine. Datafile embedding.
4. Dave Foucault - Betatested.
5. Mike Laconte - Hmm... I wish I could put ya down for something, Mike...
Special thanks to Chris for getting me started on this editor. So much for
just showing you how to edit a savegame :)
─-─-─-─-─-─-─-─-─-─-─-─-─-─
7. Where can I get XC-Edit?
─-─-─-─-─-─-─-─-─-─-─-─-─-─
To get:
List of savegame file positions
Other versions
Sources
Etc.
Release info
!
contact me at
jwnrski@execpc.com
before September 1997.
After that, I am leaving for college. Maybe the new mail address will be in
the DOCs for version 2.00.
If for some reason you can not email me, like it is past September 1997 or
you aren't on the internet, snail mail me.
Joe Winiarski
2888 s. 103rd st.
West Allis, WI
53227
USA
Or, call 1-800-XCEDIT! and say "AARDWOLF". Open 9-5 Monday through Saturday,
12-6 Sunday. Operators are standing by. Se habla español.
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
8. What junk can Joe cram in at the end?
─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-─-
XC-Edit was created by Joe Winiarski (that's me!) in assembly.
Final compile date: 5/22/97
It was assembled with Turbo Assembler 4.0, linked with TLINK, and debuggged
with Turbo Debugger.
The pictures were captured into .RAW format from XCOM with VGACAP, which was
written by Lawrence and Martin Gozum. Thanks guys for a cool utility!
Also, the palette was ripped with VGACAP.
The pictures were then converted to and from .PCX with BYTERAPE and the
PCX2RAW utility by Maciek Drejak.
All of the art, that wasn't from the game, was drawn (by me!) in Autodesk
Animator Pro.
The font was taken partly from the game. The base screen was captured from
the game, and I drew the rest of the letters and the rest of the font. It
was then converted into a set of 6x8 pixel characters.
XCOM: UFO Defense was written by the really awesome people at Microprose.
It was number 7 on PC-Gamer's "TOP 50 Games of ALL TIME"!!!
Hail Brak!
Wow. You must be really really bored to still be reading all the way to down
here. Get a life! Or better yet, become a programmer!
Aera terces eht dnif t'nac dna diputs era sretsetateb ym!