How to edit Wc1 v0.9     

Note that virtually everything here is in decimal. Sorry about this, but I used almost
exclusively "The Ultimate Game Editor" for Wc1, and it works in decimal mode.
It would help if you had the Wc2 info file because the mission is organised in the same 4 parts,
each one with the same funcion that in wc2, so since I skipped some data about that, you may
want to take a peek at that one.

Serie 1 mission 1 (decimal offsets):

1st part: 126
2nd part: 6492
3rd part: 84508
4th part: 151324

A) Pilots


 10   0   1   0   9   0   3   0   0   0   0   0
  0   0 136  19   0   0 136  19   0 135   0   0
  0   0   0   0  15   0   4   0  15   0   0   0
  0   0   0 255   1   9           |
                                  |
                                   -- Dakhath

 10   0   1   0   9   0   4   0   0   0   0   0
  0   0   0   0   0   0   0   0   0 135   0   0
  0   0   0   2  15   0   3   0   3   0   0   0
  0   0   0  10   1  10

	List of Pilots

   Pilots 0,1,2,3 and 4 are Kilrathi pilots. I don't know what's different. Skill maybe?
   Anyway, 0 and 1 are the most used.
   05 - Spirit
   06 - Hunter
   07 - Bossman (Jazz in SM2, because Bossman is DEAD!)
   08 - Iceman
   09 - Angel
   10 - Paladin (It's DOOMSDAY in SM2. Did Paladin go to The Spec. Ops. team?)
   11 - Maniac
   12 - Knight
   13 - (What is this??)

    -  14 - Bhurak Starkiller
   |   15 - Dakhath Deathstroke
  -|   16 - Khajja the Fang
 |  -  17 - Bakhtosh Redclaw (Brother of Khasra Redclaw)
 |
  -> These aces are Drakhai on SM2.


B) Ships and IFF

 10   0   1   0   9   0   4   0   0   0   0   0
  |       |
  |        -----IFF
   -- Dralthi


	List of ships: (note that some ships are available only on SM2)

   00 - Hornet
   01 - Rapier
   02 - Scimitar
   03 - Raptor
   04 - Venture
   05 - Dilligent
   06 - Drayman
   07 - Exeter
   08 - Tiger's Claw
   09 - Salthi
   10 - Dralthi
   11 - Krant
   12 - Gratha
   13 - Jalthi
   14 - Hhriss
   15 - Dorkir
   16 - Lumbari
   17 - Ralari
   18 - Fralthi
   19 - Snakeir
   20 - Sivar
   21 - Starpost

	Others:

   22 - Asteroids
   23 - Mines
   29 - Missile (?)

		

C) Ship's Speed

  0   0   0   0 255   0   0   0   0   0   0   0
  0   0   0   0   0   0  36 250 255 180   0   0
  0   0   0   0  20   0   4   0  13   0   0   0
                  |
                   --- Speed
  0   0   0 255   0   0


D) Ship's Target

 10   0   1   0 255   0   0   0   0   0 120 236
255   0 232   3   0   0 136  19   0 100   0   0
  0   0   0   0  20   0   2   0   1   0   0   0
  0   0   0 255   2   3
                      |
                       -- Will attack ship #3

E) Ship jumping in/out
                           -- Jump out (to jump in =7)
                          |
  6   0   0   0 255   0   6   0   0   0   0   0
  0   0   0   0   0   0  72 244 255 180   0   0
  0   0   0   0  15   0   3   0   2   0   0   0
  1   0   0 255 255   2
                      |
                       -- Will jump out at nav2
                        (if it were to jump in, it
                         WOULD head for nav2 after
                         jumping in)

F) Mines and asteroid fields

  Mines and asteroids are to be inserted like any other ship.

   22 - Asteroids
   23 - Mines

	F2) Size of asteroid/mine fields

 22   0   2   0 255   0 255 255   0   0 168 228
255   0  72 244 255   0  16  39   0   0   0   0
  0   0   0   0 136  19   1   0   0   0   0   0
                      |
                       ---Size (19=Ok / <19 = Small / >19 <59 = Big / >59 = Huge!)
  0   0   0 255 255   0




G) Icons in the nav map

  0   0   1   0  80 114 111  99 101 101 100  32           Proceed
 ---     ---
116 111  32  78  97 118  32  80 111 105 110 116        to Nav Point
 32  49   0   0   0   0   0   0   0   0   0   0         1

  Not much to be said here. The 1st byte:

  0 - Green Square.
  1 - Home base symbol (white triangle)
  2 - Symbol of friendly ship (purple cross)
  3 - Symbol of friendly ship (green circle)
  4 - Symbol of enemy craft (red circle)

  The second byte is always a ship, except when the first byte is 0, then the second byte
represents a nav point.

IMPORTANT: This is the same as wc2. Any doubt in the Wc2 file, come check here.

  

H) Stealth Missions

  On SM2, when you fly the Dralthi, you will notice that SOMETIMES the enemy
does NOT attack you because it doesn't recognise you as human pilot.
Here are the bytes that make the difference:

 46  83 110 101  97 107  32  66 121   0   0   0        .Sneak By
  0   0   0   0   0   0   0   0   0   0   0   0
  0   0   0   0   0   0   1   0  24   2 255   0               
  0   0   0   0 176  60 255  32  78   1   1 255            _<  N
                                      |   |
                                      |   |
                                       ---+-- If the first byte is 1,
                                           then they won't attack you.
                                           The second byte is the NAV number,
                                           so this is NAV 1 (if it were nav6,
                                           the second byte should be 6, or
                                           the Kilrathi will recognise you).
                                           To make normal battles
                                           insert 255 instead. 
                                           For more info see next chapter.
255 255 255 255 255  13   0 255 255   3   0   4                  
  0   5   0 255 255 255 255 255 255 255 255 255         

NOTE: It works ONLY when you're flying the Dralthi.

I) NavPoint Manipulation

For better comprehension, here are all nav points of S12 M3 of Wc1:


 46  84 105 103 101 114  39 115  32  67 108  97        .Tiger's Cla
119  32  49   0   0   0   0   0   0   0   0   0        w 1
  0   0   0   0   0   0   1   0   0   0   0   0              
                         ---

  0   0   0   0   0   0   0  32  78 255   0 255                N
  0 255   0 255   0   8   0 255 255   0   0   3                   
  0   4   0 255 255 255 255 255 255 255 255 255         
255 255 255 255 255  46  84 105 103 101 114  39             .Tiger'
115  32  67 108  97 119  32  50   0   0   0   0        s Claw 2
  0   0   0   0   0   0   0   0   0   0   0   0
  0 180 226 255   0  16  39   0   0 208 138 255         _  '  -
 32  78 255   0 255   0 255   0 255   0   8   0         N
255 255   0   0   3   0   4   0 255 255 255 255             
255 255 255 255 255 255 255 255 255 255  46  84                  .T
105 103 101 114  39 115  32  67 108  97 119  32        iger's Claw
 51   0   0   0   0   0   0   0   0   0   0   0        3
  0   0   0   0   0   0 104 197 255   0  32  78              h+   N
  0   0 160  21 255  32  78 255   0 255   0 255   =      N
  0 255   0   8   0  12   0   0   0  12   0  13
  0  14   0  15   0 255 255 255 255 255 255 255          
255 255 255  82 101 110 100 101 122 118 111 117           Rendezvou
115   0   0   0   0   0   0   0   0   0   0   0        s
  0   0   0   0   0   0   0   0   0   0   0 224                   _
177 255   0 168  97   0   0 128 199 254  32  78        _  a  Ǧ_ N
  0   6 255   0 255   0 255   0   8   0  12   0         
  0   0  12   0  13   0  14   0  15   0 255 255               
255 255 255 255 255 255 255 255  78  97 118  32                Nav
 49   0   0   0   0   0   0   0   0   0   0   0        1
  0   0   0   0   0   0   0   0   0   0   0   0
  0   0   1   0 192  99 255   0  16  39   0   0           +c  '

  0   0   0  16  39   0   0   1   1   0   2   0           '   
                      -------------------------
	
  3  23   0 255 255   5   0 255 255 255 255 255           
---

255 255 255 255 255 255 255 255 255 255 255 255
255  78  97 118  32  50   0   0   0   0   0   0         Nav 2
  0   0   0   0   0   0   0   0   0   0   0   0   =
  0   0   0   0   0   0   0   1   0 160  21 255                
  0 152  58   0   0 224 177 255 152  58   0   0         :  __ :
  0   1   1   2   0   3  23   0  13   0   6   0             
  7   0   8   0 255 255 255 255 255 255 255 255
255 255 255 255 255 255  78  97 118  32  51   0              Nav 3
  0   0   0   0   0   0   0   0   0   0   0   0
  0   0   0   0   0   0   0   0   0   0   0   0
  1   0 176  60 255   0  32  78   0   0  40  41         _<   N  ()
255 152  58   0   0   0   1   0   2   1   3  17         :    
  0  10   0   9   0  10   0  11   0 255 255 255           	
255 255 255 255 255 255 255 255 255 255 255   0

Note that:

- Tiger's Claw 1 is nav 0
- Tiger's Claw 2 is nav 1
etc ...

Now, pay attention at the underlined part at "Nav 1" (in fact nav4):
"0 0 1 1 0 2 0 3"

Now, let's organize it in pairs:
"0 0"  "1 1"  "0 2"  "0 3"

- The first byte is a switch: 0 off (disappear); 1 on (appear)
- The second byte is the nav point

This means that when you arrive at "NAV 1" (nav4 actually), nav 0 will 
disappear, nav 1 appears, and 2 and 3 disappear. This gives the effect of
seeing the Claw going from it's original position to Rendezvous.
It is also used to create the illusion of you going to clear NAVs 1, 2 and 3,
and then NAV 1 again.  

Note that only the first nav in that specific nav group can be the "Dominant"
nav point, having a "1" before the coordinates (see ".Tiger's Claw 1").

IMPORTANT: This can also be used in Wc2, I forgot to put it on the WC2 file.
---------  The bytes that do this in Wc2 are the ones after the "Jump Point"
           bytes.
-------------------------------------------------------------------------------------------------


X) The view of a nav point (2nd part of the mission)

 78  97 118  32  49   0   0   0   0   0   0   0        Nav 1
  0   0   0   0   0   0   0   0   0   0   0   0
  0   0   0   0   0   0   1   0  48 117   0   0               0u
                         ---     ------
120 236 255   0 152  58   0 152  58 255   0 255        x_  : :
-----------     -------     ------- ------- ---
  0 255   0 255   0  10   0 255 255   5   0   6                  
 -- ------- -------  --               -       -
  0   7   0 255 255 255 255 255 255 255 255 255
      -


Here's what up (underlined stuff):

  The first 1 is connected to nav point maniputation. Check that chapter out.
  Then, the 48 117, 120 236 255 and the first 152 58 0 are the coordinates, I think.(X,Z,Y)
(it's odd, I only found X and Y coordinates on Wc2. Umm... Could Wc1 be more complete than wc2?)
  As for the next 152 58, I don't have a clue. Don't change it.
  Then the four 255 0 are also connected with nav manipulation.
  The 10 is the Dralthi (check list). It means that the pic of the Dralthi will have to
be loaded to memory.
  Those 5,6 and 7 mean that ships 5, 6, and 7 will appear in this nav, which mean that
the ships 5,6 and 7 are either a) ships type 10 (Dralthi) or b) ships like the one you're
flying. Don't forget that the ship you're flying is always loaded to memory, so if you were
flying a Dralthi, you could replace the 10 0 with 255 255, meaning "don't load any ship".



Z) All about ships

           -- IFF          -- Orders
          |               |
 10   0   1   0   5   0   4   0   0   0   0   0
  0   0   0   0   0   0   0   0   0 100   0   0 <-  Coordinates are
  0   0   0   2  20   0   1   0   0   0   0   0 <-  here somewhere
  0   0   0   5   2   5           |
              |   |   |            -- Pilot
               -------+--Victim
                  |
                   --------Formation (not sure, but it makes sense. Looks a lot like WC2)


  Orders:

0 or 2- Attack
  4 - Follow
  6 - Jump out
  7 - Jump in

  I tried to make this file as complete and clear as possible, but if you don't understand 
something or found something I missed, E-Mail me. For more info, you could take a peek at 
the Wc2 file, since the two games are a lot alike. The two files complete each other. You 
could try to peek at original Wc1 missions and try to understand what happens. After you do,
it becomes a lot easier to make new missions.


				Mario Brito
	                   nop03079@mail.telepac.pt
				 PORTUGAL