Command and conquer file




















Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. My explanation might not be the best one, but it should be enough. I can't guarantee that the information in here is correct. If you find any errors, please report them to me.

In this document I'll use Pascal notation, and any code samples will be in Pascal I wanted to rewrite them in C, but I don't have the time to test the code. So, to avoid any risks, I'll use the code from Mix Manager. In case you don't know, the information contained here has been used to make the program Mix Manager, which contains a lot of conversion utilities for the various formats. For more info, check my homepage see the end of the document. The records are always sorted by the ID field the numbers are signed longints.

These files contain the palette in the same format used by VGA cards. Palette : array [ PCX files for example. BIN files contain the maps for the missions and are used in conjunction with the. INI files. I won't explain them here. The said document can be found on my homepage. SHP files contain almost all the graphics : units, structures, trees, Following that there's an array of records, one for each image : Offsets : array [ The format byte can have one of the three values : 80h, 40h, 20h.

I will call the three image formats Format80, Format40 and Format The Format80 images are compressed with a compression method I'll explain later. The Format40 images must be xor-ed with a Format80 image. That's what the RefOffs field is used for. It tells which Format80 image they are based upon. The Format40 will be explained in detail later. The Format20 images use the same format as the Format40, the difference is that they are xor-ed with the image that precedes them in the file.

That can be either in Format20 or in Format The offset part of the RefOffs field contains the number of the first Format40 image in the chain, and the format field is always 48h. Here's an example : 0 Off0 three bytes 80h h 00h 1 Off1 three bytes 80h h 00h 2 Off2 three bytes 40h Off1 80h 3 Off3 three bytes 80h h 00h 4 Off4 three bytes 40h Off1 80h 5 Off5 three bytes 20h h 48h 6 Off6 three bytes 20h h 48h 7 Off7 three bytes 40h Off3 80h For example to draw image 7, you have to draw the image 3 first whose offset and format are given and then xor image 7 over it.

To draw image 6, you have to xor it over the previous image, i. In this case it's image 1. Thus the chain is 1,4,5,6. This is one way to see it, the other could be : Image 6 is in Format20, the RefOffs field contains the number of the first Format40 image in the chain, in this case image 4.

To draw Image 4, the Image 1 has to be drawn first, next is image 4, and then all the images from the 4th to the 6th have to be xor-ed over the previous. I made some experiments and found out that you don't have to use the Format40 and Format20 images. I tried converting all of them into Format80 and it worked. Also, when changing graphics, note that all the unit and structure graphics should be drawn using the GDI colors, which will be automatically converted for the other sides.

The other colors won't be converted and will remain the same for all the sides be sure to use only the colors that are the same all three palettes. The above applies only to the graphics that appear in all three theaters the. The graphics for the structures and overlays that appear in a single theater found inside the theater specific MIX can use the palette entries that are unique for that theater and will be shown with garbled colors in the others.

Also a special color is used for shadows. It's color 04h. I don't know how the shadows are calculated however. The last one contains zeros, and the one before that points to the end of the file.

These two can be used to identify the file as a. Here's the description of the compression formats : Format80 and Format The positions mentioned below always refer to the destination buffer i. But in this game Kane revives and shows himself with great improvements and great forces to strike back and make this world Tiberium.

So they can join Kane in the fight. This game is based almost on the same principles on which its previous games have been. But this game has some major improvements and additions as well. The game engine is made very fantastic to give you a real 3D look.

The Map system is well enhanced and now you can easily locate the hide outs and battle grounds. Also during the campaign mode you are given choices in your way. Some of the choices can bring you disadvantage in a sense that the difficulty will become more hard. So as this game is last in its series as it is special also. This game is really enjoyable.

Following are the main features of Command and Conquer: Tiberian Sun that you will be able to experience after the first install on your Operating System. By clicking on the button below you can start download command and conquer tiberian sun full and complete game setup.

You should also install some extracting tool like Winrar in your computer because highly compressed game setup is provided in a single download link game and it may contains Zip, RAR or ISO file. Game file password is ofg.



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