                          The Mix Manager

Mix Manager v3.51 and associated utilities written by Vladan Bato

CONTENTS:
[1]  Important Notices
      [1-1]  Copyright Notice
          [1-1-1]  Copyright Notice for MMLite
          [1-1-2]  Copyright Notice for CCNames
      [1-2]  Mixman Trademark
      [1-3]  Warnings
      [1-4]  Mix Manager Support
      [1-5]  What's new in version 3.5
      [1-6]* What's new in version 3.51
[2]  System requirements and Files
      [2-1]  Hardware requirements
      [2-2]  Files in this archive
      [2-3]  Where to get the latest version
[3]  Using Mix Manager
      [3-1]  What is Mix Manager
      [3-2]  About MIX files
          [3-2-1]  The GENERAL.MIX file
          [3-2-2]  Other MIX files
          [3-2-3]  Filenames and file IDs
      [3-3]  Installing Mix Manager
      [3-4]  Starting Mix Manager
          [3-4-1]  Command line options
      [3-5]  MIX file viewer
      [3-6]  Viewing files
          [3-6-1]  File formats
          [3-6-2]  The Ascii viewer
          [3-6-3]  The Hex viewer
          [3-6-4]  The Palette viewer
          [3-6-5]  The Map (BIN) viewer
          [3-6-6]  The Template viewer
          [3-6-7]  The SHP file viewer
          [3-6-8]  The CPS file viewer
          [3-6-9]  The WSA file viewer
      [3-7]   Extracting files
      [3-8]   Replacing files
      [3-9]   Adding files
      [3-10]  Deleting files
      [3-11]  Creating new MIX files
      [3-12]  Other commands
      [3-13]  Command Line operation
          [3-13-1]  Extracting files
          [3-13-2]  Replacing files
          [3-13-3]  Adding files
          [3-13-4]  Deleting files
          [3-13-5]  Creating new MIX files
      [3-14]  Playing your own missions
      [3-15]  Mix Manager Lite (MMLITE)
[4]  Customizing Mix Manager
      [4-1]  The INI file
          [4-1-1]  The [Directories] section
          [4-1-2]  The [Options] section
          [4-1-3]  The [Mix] section
          [4-1-4]  The [Cps] section
          [4-1-5]  The [Map] section
          [4-1-6]  The [Shp] section
          [4-1-7]  The [Tmp] section
          [4-1-8]  The [Data] section
      [4-2]  The MM.DAT file
          [4-2-1]  Adding palettes
          [4-2-2]  Modifying the filename and description database
[5]  C&C File formats
      [5-1]  INI files
      [5-2]  BIN files
      [5-3]  SHP files
      [5-4]  CPS files
      [5-5]  Template files
      [5-6]  WSA files
[6]  Conversion utilities
      [6-1]  The CPS conversion utilities
          [6-1-1]  CPS2PCX
          [6-1-2]  PCX2CPS
      [6-2]  The Template conversion utilities
          [6-2-1]  TMP2PCX
          [6-2-2]  PCX2TMP
      [6-3]  The SHP conversion utilities
          [6-3-1]  Single file conversion
          [6-3-2]  Multiple file conversion
          [6-3-3]  SHP2PCX
          [6-3-4]  PCX2SHP
          [6-3-5]  MSHP2PCX
          [6-3-6]  MPCX2SHP
[7]  The CCNAMES utility
      [7-1]  The names file
      [7-2]  Using CCNAMES
[8]  Problems running Mix Manager
      [8-1]  Graphic cards problems
      [8-2]* Other problems
[9]  Future improvements
[10] Credits

------------------------------
Chapter [1]: Important Notices
------------------------------
   Just a few word about this document.
   I have marked with * those sections that have changed or have been added
   since last version of Mix Manager. This way you don't have to read all
   this again just to find what is new.

[1-1]: Copyright Notice
=======================
   Command & Conquer is a trademark of Westwood Studios, Inc.
   and Copyright (C)1995 Westwood Studios, Inc.

   Mix Manager and it's associated utilities and files are
   Copyright (C)1995-99 Vladan Bato. All rights reserved.

   The following notice is valid for the whole Mix Manager package.
   The MMLITE and CCNAMES programs can be distributed separately under
   different conditions. See the next two sections.

   You can freely distribute this program and its associated utilities and
   files as long as you respect the following restrictions:
     a)  That no changes are made to any of the files, and that all the
         files (see section (2-2) for complete list) are included.
     b)  That no charge is made for copying or distribution of this program
         and its associated files (beyond reasonable access fees).
     c)  It may not be included on cdrom compilations or magazine cover
         disks without the author's express permission.

   If you want the permission to include this program on a cdrom compilation
   or magazine cover disk, write to me the following e-mail address:
      bat22@geocities.com

[1-1-1]: Copyright Notice for MMLite
------------------------------------
   Mix Manager Lite (MMLITE) is Copyright (C)1996-98 Vladan Bato.

   This program can be freely distributed outside the original Mix Manager
   package, included with third party programs, missions, or files
   as long as:

   -The MMLITE.TXT file is included in the same archive.
   -The two files (MMLITE.EXE and MMLITE.TXT) are not modified in any way.

   When distributing these files with your missions or programs, you are not
   restricted in any way. You can sell your archive as shareware or
   distribute on cdroms.

   However:

   - I assume no responsibility for any damage caused directly or indirectly
     by using this program.
   - If this program is distributed outside the original Mix Manager archive,
     I won't provide any support for it. Support should be provided by the
     author of the package where it was found.

[1-1-2]: Copyright Notice for CCNames
-------------------------------------
   CCNames is Copyright (C)1996-99 Vladan Bato.

   This program can be freely distributed outside the original Mix Manager
   package, included with third party programs, missions, or files
   as long as:

   -The CCNAMES.TXT file is included in the same archive.
   -The two files (CCNAMES.EXE and CCNAMES.TXT) are not modified in any way.

   When distributing these files with your missions or programs, you are not
   restricted in any way. You can sell them as shareware or distribute on
   cdroms.

   However:

   - I assume no responsibility for any damage caused directly or indirectly
     by using this program.
   - If this program is distributed outside the original Mix Manager archive,
     I won't provide any support for it. Support should be provided by the
     author of the package where it was found.


[1-2]: Mixman Trademark
=======================
   The Mix Manager program has previously been known as Mixman.
   Mixman however is a registered trademark of Mixman Technologies Inc.
   That's why I will now use only it's full name "Mix Manager", and so
   should anyone else.
   If you are putting this program on your webpage or including a link to
   my page, please refer to it with the complete name. Do not use the name
   Mixman anymore. Thanks.

[1-3]: Warnings
===============
   - I provide this programs as-is, without any warranties. I can't guarantee
     that they work as described in this manual or that they work at all.
     I also can't guarantee that I will provide any support for these
     programs.

   - Use these programs at your own risk. I can't be held responsible for
     any damage caused directly or indirectly by these programs.
     For your own safety, back up all files before modifying them.

   - By modifying the C&C files you might be violating Westwood's copyright.
     I cannot be held responsible for any copyright violations that may
     arise from the use of these programs.
     It's entirely your responsibility.

[1-4]: Mix Manager Support
==========================
   Starting from this version I will no longer provide any support for
   Mix Manager and the other utilities. Only a few people use it now, and I
   really don't have time to answer the questions anymore.

   You can still try sending me an e-mail at bat22@geocities.com, but I
   can't guarantee that I will answer.

   If this e-mail address doesn't work try i3100785@ingstud.univ.trieste.it
   The first one should however remain valid longer.

[1-5]: What's new in version 3.5
================================
   You can now add and delete files in a Mix file and you can create
   new Mix files.
   Mix Manager doesn't need to recognize the Mix file in order to
   display filenames and descriptions, which means you'll be able to
   see filenames in your own Mix files (as long as the filenames are
   those used by C&C).
   The command line operation has been improved (now supports filenames).

   This version of Mix Manager supports C&C, C&C Gold, and the Covert
   Operations add on.

   There are some other minor improvements.

[1-5]* What's new in version 3.51
=================================
   This version is the same as the previous. It just fixes a bug where
   Mix Manager would crash with a Runtime error 200 if run on a very
   fast computer (Pentium II or faster).
     
------------------------------------------
Chapter [2]: System requirements and Files
------------------------------------------
[2-1]: Hardware requirements
============================
   The minimum required configuration is:
    - a 386 CPU
    - a VGA card
    - 560K of free base memory
   To be able to use high resolution in the viewers you will need a SVGA card
   with at least 512K of memory (1M suggested), and VESA drivers.

   Please note the increased memory requirements. You need 560K of
   conventional memory in order to run Mix Manager.
   You will need 20K more (580K total) to be able to run the WSA player.

   To find out how much free conventional memory you have run the MEM
   command at the DOS prompt, under Memory types find "Conventional",
   and look at the last column.

   Of course you also need a copy of Command & Conquer.

[2-2]: Files in this archive
============================
   The following files should be contained in this archive:
     - README.TXT      The Readme file
     - MM.EXE          Mix Manager, main program
     - MM.INI          The INI file for Mix Manager, see section (4-1)
     - MM.DAT          The data file, see section (4-2) for more information
     - MM.DOC          This file
     - HISTORY.TXT     History of Mix Manager versions
     - CPS2PCX.EXE     CPS to PCX converter, see section (6-1-1)
     - PCX2CPS.EXE     PCX to CPS converter, see section (6-1-2)
     - SHP2PCX.EXE     SHP to PCX converter, see section (6-3-3)
     - PCX2SHP.EXE     PCX to SHP converter, see section (6-3-4)
     - MSHP2PCX.EXE    Multiple file SHP to PCX, see section (6-3-5)
     - MPCX2SHP.EXE    Multiple file PCX to SHP, see section (6-3-6)
     - TMP2PCX.EXE     TMP to PCX converter, see section (6-2-1)
     - PCX2TMP.EXE     PCX to TMP converter, see section (6-2-2)
     - CCNAMES.EXE     Utility for changing unit names, see Chapter (7)
     - CCNAMES.TXT     Copyright notice for CCNames
     - MMLITE.EXE      Mix Manager Lite, see section (3-15)
     - MMLITE.TXT      Copyright notice for Mix Manager Lite

   If any of these files is missing, please get the full version (see next
   section for information on where to download the Mix Manager).

[2-3]: Where to get the latest version
======================================
   You should be able to find the latest version of Mix Manager on my
   homepage:

      http://www.geocities.com/SiliconValley/8682

   I don't know for how long this page will remain valid though.

   If you can't find it there, then e-mail me at (bat22@geocities.com) and
   I'll send you a copy by e-mail or tell you where to find it.

   I will put any updates, new versions, FAQs, etc., on my homepage.

------------------------------
Chapter [3]: Using Mix Manager
------------------------------
[3-1]: What is Mix Manager
==========================
   Mix Manager is a utility for the game Command & Conquer.
   It allows you to browse through MIX files and view the files inside of
   them.
   You can also use it to create new Mix files or modify the existing ones
   by replacing, adding and deleting files.
   It also comes with a set of utilities that let you convert the graphics
   files used by C&C. This way you can also customize the graphics.

   Please note that this program is not a GAME.DAT editor and won't let
   you change the units' statistics. It's not a mission editor either.
   It can be used to replace the old C&C missions or add your own, but it
   it can't assist you in editing them.

[3-2]: About MIX files
======================
   If you looked at your C&C directory on the hard disk, or the root
   directory of the C&C cdrom, you might have noticed that both contain
   files with the .MIX extension.
   These files are somewhat special, as they contain several files inside.
   The GENERAL.MIX file in particular contains all the mission description
   files (see next section).
   Mix Manager displays a list of all the files inside a MIX and lets you
   view them.
   You can also extract a file of your choice, replace it with an external
   file, add a file, or delete a file.

[3-2-1]: The GENERAL.MIX file
-----------------------------
   The most interesting of the MIX files is certainly the GENERAL.MIX file.
   It contains all the mission description files.
   There are two different GENERAL.MIX files: one on the GDI CD, and one on
   the NOD CD.

   Inside the GENERAL.MIX file there are two different files for each
   mission. One has the INI extension, the other the BIN extension.
   Note that in Mix Manager versions before 2.2 the BIN files were called
   MAP, because I didn't know the correct extension.

   The BIN file contains the map for the mission and is a binary file.
   The INI file contains all other information for the mission and
   is a text file.
   For more information see sections (5-1) and (5-2).

   The names of the mission files follow certain rules.
   The filenames for the single player missions have this structure:
     SCGnnww.INI
     SCGnnww.BIN  for the GDI missions and
     SCBnnww.INI
     SCBnnww.BIN  for the NOD missions,
   where nn is the mission number, and ww can be EA,EB,EC,WA,WB,WC and
   indicate one of the submissions (when in the game you can choose
   multiple missions).
   For example the first GDI mission is:
     SCG01EA.INI and SCG01EA.BIN.

   The multiplayer missions follow the same rules, but the filenames start
   with SCM.

   You can find out the number of a mission you're playing by going to
   the options screen. The mission name is displayed in the lower right
   corner of the dialog box.

[3-2-2]: Other MIX files
------------------------
   There are other interesting MIX files in the C&C directory and on the
   C&C CD. Here are some:

     - LOCAL.MIX : In the C&C directory. An interesting file can be
         found in this MIX. It's the file named CONQUER.ENG.
         It contains all the text of the game, including the names of all
         the units and structures. The CCNAMES program in this archive can be
         used to edit it. See chapter (7) for more information.
     - CONQUER.MIX : This file contains the units and structure graphics
         for C&C. The files in this MIX are SHP files. See later for
         an explanation of these files and the utilities to edit them.
     - TEMPERAT.MIX, WINTER.MIX, DESERT.MIX. From now on, I will refer to
         these files as the THEATER MIX FILES. These contain the map
         tiles, tree graphics, civilian buildings and units for the
         three different theaters. Again, utilities are provided for
         converting the SHP and map tiles files.

   Other MIX files contain the sounds, music and movies, but since
   Mix Manager is not able to read sounds or movies, I won't talk about them.

[3-2-3]: Filenames and file IDs
-------------------------------
   Before using Mix Manager you should understand how the file IDs work.

   Although you'll see the filenames while viewing a MIX file, the filenames
   are not stored inside the MIX file. Instead each file has a 32-bit ID
   associated to it.

   This ID is computed from the original filename, so it's easy to obtain
   the ID when you know the filename, but it's impossible to work out the
   filename from the ID.
   Mix Manager solves this problem by keeping a database in the MM.DAT file
   of (almost) all possible filenames used by C&C and each time it opens
   a MIX file it checks all possible filenames against the IDs inside the MIX
   file to match them.
   The database also contains descriptions for the various files.

   Some of the filenames in the C&C MIX files are still missing as was unable
   to find them anywhere.

   When you add a file to a MIX file, Mix Manager will automatically compute
   the correct ID.

   If you want, you can edit the filename database by adding new filenames
   or changing the description of existing ones. See Chapter (4) for more
   information.

   Previous versions of Mix Manager had to recognize a MIX file in order
   to display the filenames and descriptions. From version 3.5 this is
   not necessary anymore. I also usually used file Indexes inside MIX files
   to identify them, I now use filenames as it's much safer.

[3-3]: Installing Mix Manager
=============================
   You can put Mix Manager in any directory you want, as long as the
   MM.INI and MM.DAT files are in the same directory as MM.EXE.

   If you want, make a separate directory for Mix Manager and the other
   utilities, and put all the files of this archive in that directory.

   Let's assume you put all the Mix Manager files in the C:\MM directory.

   To be able to display the maps, Mix Manager must know where to
   find the theater mix files (TEMPERAT.MIX, WINTER.MIX and DESERT.MIX).
   You can either put one of the C&C CDs in the drive, in which case
   Mix Manager will automatically find the files there, or edit the
   MM.INI file and edit the Theater= field in the [Directories]
   section. You should add the name of the directory where the files
   can be found.
   For example, if you copied the three files into the C:\C&C directory,
   you should write : Theater=C:\C&C

   If you want Mix Manager to read the files from the CD, leave the Theater=
   entry blank.
   If you have some space on your hard disk I suggest that you copy these
   files to the hard disk as it will speed up the map viewer a lot.

   If you want, you can also put the directory where you installed Mix
   Manager on the path.

   If your graphics card doesn't have built-in VESA support, install
   your VESA drivers before running Mix Manager. If you don't, the viewers
   will use low resolution.

   Note that Mix Manager is better run from DOS. It works correctly under
   Windows 95. If it won't run, start it from the DOS prompt in a DOS box
   in order to see any error messages it displays on screen.

   The conversion utilities are all command line utilities and must be run
   from the DOS prompt (either in a DOS box or in DOS mode).

[3-4]: Starting Mix Manager
===========================
   Go to the directory where the mix files you're interested in are stored.
   Start Mix Manager by typing
     C:\MM\mm
   (if you installed it in the C:\MM directory).

   You will see a list of the files in the directory.
   Select a file to view and press <Enter>. If the file is a MIX file,
   you will see a list of all the files in the MIX, and you will again be
   able to select one for viewing.

   In both cases Mix Manager will try to identify the types of the files,
   and these will be displayed in a separate column.

   While viewing the contents of the directory, you can change the order in
   which they are displayed. Press the "O" key and chose the order
   you prefer.

   You can also create a new MIX file by pressing the N key. See section
   (3-11) for more information.

   Depending on the file you will see a different viewer. See section (3-6)
   for more information.

   To exit the program, press <Esc>.

   You can supply a directory name on the command line. Mix Manager will
   display the contents of the given directory instead of the current one.

   You can also supply a MIX filename on the command line. In this case
   you will go straight to the listing of the files inside the MIX.

[3-4-1]: Command line options
-----------------------------
   There are a few command-line options that you can supply when starting
   Mix Manager:

   -v : Display information on VESA Support.
        This option displays information on the VESA support of your
        graphics card. This switch is provided for debugging purposes.

   -l : Force low resolution.
        Use this switch if you have problems running Mix Manager in high
        resolution. See section (8-1) for more information.
        This option can also be set in the INI file. See chapter (4).

   -p : Single page VESA mode.
        See section (8-1) for more information.

   -f : Don't check for correct file size.
        Almost useless now. It was provided in the first version of Mix
        Manager, for compatibility with another utility that didn't set
        the file size correctly when saving. Use it on MIX files you
        modified using the utilities that come with Andrew Griffin's
        CC-SCEN.

   You can also use the -n, -e, -r, -a and -d options to extract and replace
   files without starting Mix Manager in interactive mode. See section (3-13).

   You can optionally supply a directory name or a MIX file name on the
   command line.

   If you supply a directory name, it's contents will be displayed instead
   of the current directory.
   If you supply a MIX file name, the contents will be displayed.

[3-5]: MIX file viewer
======================
   If you supply the name of a MIX file on the command line, or you select
   a MIX file in the directory listing, you will be taken to the MIX file
   viewer, which is the heart of Mix Manager.

   You will see a list of all the files inside the MIX.

   The first two columns contain the Index and Position of the file
   inside the MIX.

   Index is the file's position in the header of the MIX file. This header
   is found at the begging of the MIX files and contains information
   about the files, like size, offset from start of MIX file, etc.

   But the position in the header may not be the actual position of the file
   inside the Mix. This is because the header is always sorted according to
   the file ID, while the files are written following a more "natural order".

   The Pos column indicates the actual position in the MIX file.

   The Size column displays the size in bytes of the file.

   The Type column displays the type of the file. Mix Manager will
   automatically identify many of the file formats used by C&C. Usually each
   format has an associated viewer.
   Note that Mix Manager will identify AUD (sounds) and VQA (movies) files,
   but it doesn't have a viewer for them.

   If the file type is '???' that means Mix Manager was not able to identify
   it. The Hex viewer will be used as default in this case.

   The Description column shows a brief description of the file for the
   files that have an associated description in the filenames database.

   The last column displays the filenames by default. You can also display
   the offset of the file from the start of the MIX file, or the File ID.
   Use the 'L' key to change which is displayed.

   Mix Manager versions prior to 3.5 had to identify MIX files in order
   to display descriptions. A three-letter code was displayed in the upper
   right corner when a MIX file has been recognized. From version 3.5 it's
   no longer necessary to identify MIX files so this code is not displayed
   anymore.

   The descriptions are not provided for all the files.

   In the lower right corner there can be three indicators :

   - A 'T' letter on either red or green background.
     It indicates whether Mix Manager was able to find the theater mix files
     on startup. If it's red it means the files were not found and that
     the map viewer is disabled.
     See section (3-3) for information on how to tell Mix Manager where to
     find them.
   - A 'C' letter on either red or green background.
     The meaning is the same as for the 'T' letter but for the CONQUER.MIX
     file. This file is not needed in this version, and the indicator
     is future upgrades.
   - An 'R' letter on either blue or red background.
     If it's missing it means that the MIX file is not read-only and it can
     be modified.
     If it's on a blue background, it means that the MIX file is read-only,
     but the read-only attribute can be removed. When you try add, replace
     or delete a file, you will be asked if you want to remove the read-only
     attribute.
     If it's on a red background, it means that the file is on the CD and
     that it can't be modified. It will also be red if you open the MM.DAT
     file while it's in use by Mix Manager. You can't modify it while
     Mix Manager is using it. In order to edit it, you must make a copy
     and work with it. See section (4-2) for more information.

   By pressing the 'O' key you can change the order in which the files
   are displayed. The default order can be changed in the INI file.

   You can change the last column by pressing the 'L' key. This too can
   be customized in the INI file.

[3-6]: Viewing files
====================

   You can view files both inside and outside MIX files.
   Select the file you want to view and press <Enter> to view it.

   If the file type was not identified (??? is displayed in the Type column),
   the Hex viewer will be started.
   Otherwise the viewer for that file type will be used.

   The AUD and VQA files don't have a viewer, so the Hex viewer will be
   used.

   The Hex and Ascii viewers are available with any file type (press the
   'H' or 'A' key while viewing the file).

[3-6-1]: File formats
---------------------

   Here's list of the file formats recognized by Mix Manager. Some of them
   are explained in greater detail in chapter (5).

   - TXT : This is a text file. The Ascii viewer is used.
   - INI : This is a text file that has the structure of an INI file.
           The mission description files use this format.
   - BIN : This file contains the map for a mission. In previous versions
           of Mix Manager the MAP extension was used. That extension however
           was wrong.
           The map viewer is used.
   - PAL : This file contains a palette. The palette viewer is used.
   - TMP : This is a Template file. The TMP extension is wrong. As these
           files are contained only in the theater MIX files, they all have
           the extension set by the theater. In the theater MIX files both
           the SHP and TMP files have the same extension which is .DES for
           DESERT.MIX, .TEM for TEMPERAT.MIX and .WIN for WINTER.MIX.
           This file contains the map tiles. The TMP viewer is used.
   - SHP : This file contains graphics. All the units, structures and many
           other elements use SHP files. Each SHP file can contain several
           images or animation frames. The SHP viewer is used.
   - CPS : This file contains a 256-color 320x200 image.
   - WSA : This file contains an animation. Some short animations in C&C use
           this format. It's not used for movies though.
           The WSA viewer is used.
   - VQA : This file contains a movie. There's no viewer for it, so the
           Hex viewer is used by default.
   - AUD : This file contains sounds (music included). There's no viewer
           (there's nothing to view anyway). The Hex viewer is used.

[3-6-2]: The Ascii viewer
-------------------------
   The Ascii viewer lets you view the file as plain text.
   It's available for any file, by pressing the 'A' key while viewing
   it with another viewer.

   Use the 'W' key to turn line wrapping on and off.
   If line wrapping is off, you can use the left and right keys to scroll
   left and right.

   Use the Up/Down keys to scroll one line up or down, the PgUp/PgDown keys
   to scroll one screen up or down and the Home/End keys to go to the
   start or end of the file.

   You can always press the 'H' key to go to the Hex viewer. For most files
   there will be a third viewer available, depending on the file type.

   Press the <ESC> key to exit the viewer.

[3-6-3]: The Hex viewer
-----------------------
   The Hex viewer shows you the Hex codes of the bytes in the file on the
   left side, while the ASCII equivalent is shown on the right.

   The number at the start of the line is the offset from the start of the
   file (not from the start of the MIX).

   This viewer is available for any file, by pressing the 'H' key while
   viewing it with another viewer.

   You can use the Up/Down and PgUp/PgDown keys to scroll the display.
   The Home and End key will take you to the start or end of the file.

   The Ascii viewer is always available through the 'A' key. Other viewers
   might be present depending on the type of the file.

   Press the <ESC> key to quit the viewer.

[3-6-4]: The Palette viewer
---------------------------
   The Pal view shows you all the 256 colors of the palette.

   If you are viewing it in SVGA, the color numbers will be displayed
   under the colored bars.

   You can view the file as Ascii or Hex by pressing the 'A' or 'H' key.

   Press <ESC> to exit the viewer.

[3-6-5]: The Map (BIN) viewer
-----------------------------
   The map viewer displays graphically a BIN file.

   When you first use it, you'll notice a short delay (on slow computers).
   That's because Mix Manager must load the information on map tiles from
   the MM.DAT file.

   The BIN files contain the map for a mission. Only the terrain is stored
   here; other elements like trees, bases, etc., are stored inside
   the INI file and are not shown in this viewer.

   The map can be viewed at 4 zoom levels (3 in low-res).
   The first is a zoom-in available only in high-res, and there are two
   zoom-outs. In high-res the zoom level 4 shows you the whole map.

   If the whole map is not shown, you can scroll the view with the arrow
   keys.

   You can change the zoom level by pressing the 'Z' key.
   The default zoom at startup can be changed in the INI file in the [Map]
   section (see section (4-1-5)).

   As the theater is not stored inside the BIN file, Mix Manager has to guess
   it. It will choose the theater that best suits the tile numbers (i.e., the
   one for which there are less or no invalid tiles). However, sometimes
   it can be wrong, especially because it's difficult to tell if a map
   uses the temperate or winter theater.

   The only way to know which theater is used, is by looking into the
   associated INI file.

   You can manually change the theater by pressing the 'E' key.

   If there are any bad tiles, a message will appear in the lower right
   corner of the screen. Also, the bad tiles will be shown as black squares
   with a white cross.

   Note that in the game bad tiles will be shown as black squares and will
   cause a Hall of Mirror effect if a unit steps over it.

   See section (5-2) for more information on BIN files.

   As usual both the Ascii and Hex viewers are available.

   To exit press <ESC>.

[3-6-6]: The Template viewer
----------------------------
   The template (TMP) files contain the graphics for the map tiles.
   Each file contains a complete template, which is usually a terrain feature
   like a cliff, a piece of coast, a bridge, etc.

   Some of the tiles in a template don't have a graphics associated and
   shouldn't be used, these will be shown as black squares with a white
   cross.

   For more information on template files and their connection with BIN
   files see sections (5-2) and (5-5).

   The template viewer will show you the entire template.
   You may notice a short delay when you use the TMP viewer for the first
   time. Don't worry, Mix Manager is reading data from the MM.DAT file.

   As the horizontal and vertical dimensions are not stored inside the file,
   Mix Manager will have to guess them.

   Sometimes this is easy. For example, if there are 9 tiles, the only
   possibilities are 1x9, 3x3, 9x1. Most likely it will be 3x3. But if there
   are 12 tiles it's difficult to choose between 3x4 and 4x3.

   That's why you can change the horizontal dimension with the left and
   right arrow keys.

   However if the name of the template file is one of those in the theater
   mix files (even if found outside), the above is not entirely true, as
   Mix Manager will be able to choose the correct dimensions if the size
   of the template has not been modified. You will still be able to change
   them however.

   Neither the palette is stored inside the file. Mix Manager comes with a
   set of common palettes in the MM.DAT file, from which you can choose.
   Press the 'P' key to change the palette.

   If the extension of the template file is .DES, .TEM or .WIN indicating
   which theater it' part of, Mix Manager will chose the right palette.

   The default palette can be changed in the INI file in the [Tmp] section
   (see section (4-1-7)).

   If you are viewing the file in high-res, you can zoom in and out using
   the 'Z' key.

   The default zoom can be set in the INI file (see section (4-1-7)).

   Some useful information will be displayed on the right of the screen.

   The Ascii and Hex viewers will be available.

   Press <ESC> to quit.

[3-6-7]: The SHP file viewer
----------------------------
   The SHP files are probably the most interesting. They contain all the
   graphics for the units and structures.

   Each SHP file can contain several images. These can be part of an
   animation, or different views of the same object.

   In the viewer the images are shown on the left side of the screen.
   By default only one image is shown, and you can change the image
   by using the left and right keys.
   By pressing the 'L' key you can view all the images at once (as much as
   can fit on the screen). Using the cursors you can select an image.

   Information about the selected image will be shown on the left.
   Also if you are using high-res, and viewing All the images, a magnified
   version of the selected image will be shown on the right.

   The images on the left can be zoomed using the 'Z' key. (Works only in
   high-res.)

   The information shown on the left is :
     - File : the filename or position and index inside the Mix.
     - x/n : x is the currently selected image (same as CurImg), while n is
         the total number of images (same as NumImg).
     - NumImg : number of images in file.
     - CurImg : currently selected image (from 0 to NumImg-1).
     - Format : compression format used by image. See section (5-3) for more
         information.
     - Reference : Used with images that have format 4000 or 2000. See
         section (5-3).
     - Shadows : By pressing the 'S' key you can turn shadows on and off.
         In unit and structure's graphics a special color is used
         for shadows. It's color number 4. In the normal palette
         it's green, but in the game it's not drawn as such, but
         a shadow is computed instead.
     - Background : By default, the images are displayed on Black background.
         Some of them are very dark though, so you have the option to use
         either a black or white background. Use the 'B' key to toggle the
         background.
     - Zoom : You can turn zoom on and off by pressing the 'Z' key.
     - Palette : As the palette is not stored inside the file, you must
         select one. There are several palettes included with Mix Manager,
         and you can change the palette by pressing the 'P' key.
         The provided palettes should be enough for all the SHP files that
         came with C&C.
         More can be added to the MM.DAT file (see section (4-2)).
         Although Mix Manager has been designed for C&C it can also be
         used to view the files in Red Alert as most formats are the same
         (except for the MIX files, which is the biggest problem).
         For this reason the palette used by Red Alert has been added to
         those used by C&C.

   The defaults for some of the above features can be changed in the INI
   file in the [Shp] section (see section (4-1-6)).

   To exit from the viewer press <ESC>.

[3-6-8]: The CPS file viewer
----------------------------
   CPS files contain 256-color 320x200 images.

   The image will be displayed in the upper part of the screen.
   If you are viewing it in low-res, it will fill the whole screen and
   nothing else will be displayed, you will however be able to select all
   the options available in high-res (except for zoom).

   In high-res, some information will be shown in the lower part of the
   screen.

   You can change the zoom level by pressing the 'Z' key.

   Some CPS images don't have a palette, in this case you will be able
   to select one using the 'P' key.

   The only CPS files without palette that I have seen, are those in
   the SETUP.MIX file.

   You can also select the Ascii and Hex viewers.

   The default zoom level and palette can be changed in the INI file in the
   [Cps] section (see section (4-1-4)).

   For more information on CPS files see section (5-4).

[3-6-9]: The WSA file viewer
----------------------------
   WSA files contain full screen animations. (The movies don't use this
   format though.)

   You can find some files of this type in the GENERAL.MIX file.

   The viewer will display some information on the screen:
     - Number of Frames :
         This is the number of frames. If there's a +1 after the number,
         it means that there's one more frame that contains the differences
         between the last and the first frame, so that the animation can
         be looped.
     - Dimensions :
         The dimensions of the animated area.
     - Position :
         Upper left corner of the animated area.
     - Speed :
         Speed at which it should be played. I'm not sure if the number
         in the header is the speed, but it gives reasonable values.
         Mix Manager will try to play the animation at the suggested speed,
         but is usually slower.

   To play the animation press the 'P' key.
   Note that you will need 580K of free conventional memory in order
   to be able to play the WSA files.
   You can stop the animation at any time by pressing the <ESC> key.

   Use 'A' and 'H' to use the Ascii and Hex viewers.

   Use <ESC> to exit.

   For more information on WSA files see section (5-6).

[3-7]: Extracting files
=======================
   Extracting files from a MIX is easy.

   Highlight the file you want to extract and press the 'E' key.
   You will be asked for a file name.

   If the name of the file is known Mix Manager will suggest it. You can
   either accept it or modify it. If the filename is not known you will
   have to provide one.

   If the files with the correct name are left in the C&C directory, C&C
   will load them instead of looking into the MIX file. This way the missions
   can be easily changed, by placing the INI and BIN files into the C&C
   directory.

   The file will be extracted into the current directory. You can provide
   a different path when prompted for filename, however.

   Note that if a file with the same name already exists it will be
   overwritten without a warning, so be careful.

[3-8]: Replacing files
======================
   To replace a file inside a MIX highlight it and press the 'R' key.

   The files in the current directory will be shown. Now select the file
   you want to replace with. Note that you will need enough disk space
   for a temporary file, that is the same size of the original MIX file.
   When the file has been replaced, a message will pop up.

   If the MIX file is on the CD, a message will tell you that you can't
   modify a file on the CD (that seems quite obvious to me).

   If the MIX file is read-only, you will be asked if you are sure
   you want to modify the file. If the answer is affirmative, the
   read-only attribute will be automatically removed.

   I added this feature because when you copy a file from the CD,
   the read-only attribute is not removed (unless you use the DOS copy
   or xcopy commands); and this created a lot of troubles to the users
   of previous versions of Mix Manager.

   Note that the ID of the file inside won't be changed when you replace it
   with an external file. If you would like the new file to have the ID
   associated to the name of the external file, you should first add the new
   file to the MIX and then delete the old one.

[3-9]: Adding files
===================
   To add a file to a MIX, press the A key while viewing the MIX file.

   The files in the current directory will be shown. Now select the file
   you want to add. Note that you will need enough disk space for a
   temporary file, that is the size of the original MIX file plus the
   size of the file being added. When you choose the file to be added,
   you will be asked to provide an ID for the file. You should accept the
   suggested one which is automatically computed from the filename.

   If a file with the same ID already exists in the MIX file, you won't
   be able to add it as there can't be two files with the same ID.
   If you want to replace the original file, please use the replace command.

   The Position of the file inside the MIX will be right after the
   highlighted file, unless you highlighted the first file, in which case
   the new file will be inserted before the first file.

   If the MIX file is on the CD, a message will tell you that you can't
   modify a file on the CD (that seems quite obvious to me).

   If the MIX file is read-only, you will be asked if you are sure
   you want to modify the file. If the answer is affirmative, the
   read-only attribute will be automatically removed.

[3-10]: Deleting files
======================
   To delete a file inside a MIX, select the file and press the D key.
   A message box will ask you to confirm the deletion, after which the
   file will be removed from a MIX.

   Note that you will need enough disk space for a temporary file, that is
   the size of the original MIX file minus the size of the file being
   deleted.

   If the file you are trying to delete is the last file in a MIX you won't
   be allowed to do so, as Mix Manager is unable to handle empty MIX files.

[3-11]: Creating new MIX files
==============================
   To create a new MIX file, press the N key while viewing a directory.

   You will be prompted for a filename and a MIX file with that name will
   be created in the directory being viewed.

   The new MIX file will contain only a file named EXPAND.DAT that's 0 bytes
   long. This is necessary because Mix Manager can't handle empty MIX files.
   (Such a file is also contained in the MIX files that come with the
   Covert Operations add on.)

   You can then add files to the newly created MIX file. Please see section
   (3-14) for more information on how to put your own missions in a new
   MIX file.

[3-12]: Other commands
======================
   There are a few "secret" keys in Mix Manager, that you can use while
   viewing a MIX file.

   "Secret" means that the keys are not shown on the status bar, but are
   documented here.

   The following keys can be used :
     - Alt-F :
         This is not very useful. It should be used with the -f switch
         (see section (3-4-1)). When a corrupted MIX file was loaded using
         the -f switch, this command will fix it.

   In the previous version of Mix Manager there were other commands that
   are now useless.


[3-13]: Command Line operation
==============================
   You can extract, replace, add and delete files in a MIX and create new
   MIX files from the command line without going to interactive mode.

   This way it's possible to use Mix Manager from a batch file, for automatic
   installation of missions and new graphics.

   Note that the Mix Manager Lite utility provides the same functionality,
   and has the advantage that it can be distributed with your own missions
   or graphics patch.

[3-13-1]: Extracting files
--------------------------
   The command line syntax is :

     MM mixname[.mix] -e infile [outfile]

   Note that the -e switch must be specified AFTER the MIX filename.

   Infile specifies which file you want to extract.
   It can be specified in four different ways :

      - filename : the ID will be computed automatically
      - #hhhhhhhh : specify ID as a hex number (e.g. #8D9E3DF2)
      - =i<num> : specify index (e.g. =i110)
      - =p<num> : specify position (e.g. =p110)

   The last two options are provided for backward compatibility (although
   the syntax is different) and shouldn't be used as, the position and
   index can change.

   Outfile is the filename you want to use for the extracted file. If you
   use the filename to specify infile, you don't need to provide outfile,
   in which case it will be the same as infile.

   Use the =i<num> option to specify the Index of the file you want to
   extract.
   Use the =p<num> option to specify the Position of the file you want
   to extract.


   Example :
     To extract the TITLE.CPS file from GENERAL.MIX you would type :

       MM general.mix -e title.cps
     or

       MM general.mix -e #D1D7822E title.cps

     or

       MM general.mix -e =i9 title.cps

     or

       MM general.mix -e =p117 title.cps

     or if you want to save it with a different name :

       MM general.mix -e title.cps myname.cps


   The above Index and Pos are valid for the GDI GENERAL.MIX.

   Note that D1D7822Eh is the ID associated to TITLE.CPS and there's no need
   to use it if you know the filename. The option to use the ID is provided
   for those files whose name is unknown.

[3-13-2]: Replacing files
-------------------------
   The command line syntax is :

     MM mixname[.mix] -r infile [outfile]

   Specify the -r switch AFTER the name of the MIX file.

   Infile specifies which file in the MIX you want to replace.
   It can be specified in four different ways :

      - filename : the ID will be computed automatically
      - #hhhhhhhh : specify ID as a hex number (e.g. #8D9E3DF2)
      - =i<num> : specify index (e.g. =i110)
      - =p<num> : specify position (e.g. =p110)

   The last two options are provided for backward compatibility (although
   the syntax is different) and shouldn't be used, as the position and
   index can change.

   Outfile is the name of the file you want to replace with. If you use a
   filename to specify infile, and you don't provide outfile, the same
   name will be used.

   Use =i<num> to specify the Index of the file to be replaced.
   Use =p<num> to specify the Pos of the file to be replaced.

   For example to replace TITLE.CPS in GENERAL.MIX with a file with the
   same name use one of these commands:

     MM general.mix -r title.cps

   or

     MM general.mix -r #D1D7822E title.cps

   or

     MM general.mix -r =i9 title.cps

   or

     MM general.mix -r =p117 title.cps

   To replace it with a file named MYTITLE.CPS you should use :

     MM general.mix -r title.cps mytitle.cps

   or

     MM general.mix -r #D1D7822E mytitle.cps

   or

     MM general.mix -r =i9 mytitle.cps

   or

     MM general.mix -r =p117 mytitle.cps


   The above Index and Pos are valid for the GDI GENERAL.MIX.

   Note that D1D7822Eh is the ID associated to TITLE.CPS and there's no need
   to use it if you know the filename. The option to use the ID is provided
   for those files whose name is unknown.

[3-13-3]: Adding files
----------------------
   The command line syntax is :

     MM mixname[.mix] -a [infile] outfile

   Specify the -a switch AFTER the name of the MIX file.

   Outfile is the name of the file you want to add to the MIX.

   Infile is optional. If you don't provide it, the ID will be computed
   from the name of the external file.
   If you provide Infile you can use one of the following forms:

      - filename : the ID will be computed automatically
      - #hhhhhhhh : specify ID as a hex number (e.g. #8D9E3DF2)

   In either case the computed or specified ID will be used for the file
   when it's added to the MIX.

   Note that if there's already a file with the same ID in the MIX you will
   get an error as there can't be two files with the same ID in the same
   MIX file.

   For example to add a file called SCG51EA.INI to SC-001.MIX use one of
   these commands:

     MM general.mix -a scg51ea.ini

   or

     MM general.mix -a #31E8E5F8 scg51ea.ini

   If you want to add a file named MYMAP.INI to GENERAL.MIX but you
   want C&C to recognize it as SCG51EA.INI you should use:

     MM general.mix -a scg51ea.ini mymap.ini

   or

     MM general.mix -a #31E8E5F8 mymap.ini

   or

     MM general.mix -r =i9 mytitle.cps

   or

     MM general.mix -r =p117 mytitle.cps


   The above Index and Pos are valid for the GDI GENERAL.MIX.

   Note that 31E8E5F8h is the ID associated to SCG51EA.INI and there's no
   need to use it if you know the filename. The option to use the ID is
   provided for those files whose name is unknown.

[3-13-4]: Deleting files
------------------------
   The command line syntax is :

     MM mixname[.mix] -d infile

   Specify the -d switch AFTER the name of the MIX file.

   Infile specifies which file in the MIX you want to delete.
   It can be specified in four different ways :

      - filename : the ID will be computed automatically
      - #hhhhhhhh : specify ID as a hex number (e.g. #8D9E3DF2)
      - =i<num> : specify index (e.g. =i110)
      - =p<num> : specify position (e.g. =p110)

   The last two options are provided for backward compatibility (although
   the syntax is different) and shouldn't be used, as the position and
   index can change.
   I strongly discourage you from using these two methods when deleting
   files as the Indexes and Positions change each time you add or delete
   a file in a MIX.

   If you use the filename the ID will be automatically computed.

   For example to delete the file called SCG51EA.INI from SC-001.MIX use one
   of these commands:

     MM general.mix -d scg51ea.ini

   or

     MM general.mix -d #31E8E5F8

   Note that 31E8E5F8h is the ID associated to SCG51EA.INI and there's no
   need to use it if you know the filename. The option to use the ID is
   provided for those files whose name is unknown.

[3-13-5]: Creating new MIX files
--------------------------------
   The command line syntax is :

     MM mixname -n

   Specify the -n switch AFTER the name of the MIX file.

   A new MIX file with the specified filename will be created.

   Beware : if a file with the same name already exist it will be wiped
   out without any warning, so be very careful !

[3-14]: Playing your own missions
=================================
   One of the most frequently asked questions about the old versions of
   Mix Manager was how to play the missions created with an editor.

   The problem was that this was not explained neither in Mix Manager's
   documentation, nor in the documents that came with CCMAP.

   So here's a better explanation on how to do that.

   As many people think that it's absolutely necessary to replace the
   missions inside GENERAL.MIX, let me say that again:

   It is not necessary to modify the GENERAL.MIX file to play
   custom made missions!

   And even if you want to modify the GENERAL.MIX file, THERE'S NO NEED
   TO MODIFY GAME.DAT TO MAKE C&C READ GENERAL.MIX FROM THE HARD DISK.
   All you have to do is put the desired (GDI or NOD) GENERAL.MIX file
   into the C&C directory.

   There are a few ways you can play your own missions, and here's how :

   Let's assume you have just finished making your missions with an
   editor, that you edited your INI file, and that everything is ready
   for playing it.
   Let's say the files are named MYMISS.INI and MYMISS.BIN.

   Some older editors use the .MAP extension instead of .BIN, so rename the
   map file to .BIN before proceeding.

   Now, there's another choice to make :
   You can either replace one of the original missions, or if you have
   Covert Operations you can make your mission appear in the NEW MISSIONS
   menu. You can do this even if you don't have Covert Operations, and it's
   the suggested method.

   1) Replacing one of the original missions.

     First of all choose which mission you want to replace.

     Note that the technology level (i.e., the structures and units
     available) depends upon the mission you chose to replace, and can't
     be changed in the INI file.

     I already explained the naming conventions for the mission files
     in section (3-2-1), so I won't explain that again.

     Let's say you want to replace the last GDI mission. There are three
     different last missions. Let's say you want to replace the first: EA.

     So, the mission name is SCG15EA. The INI and BIN files have the names:

       SCG15EA.INI
       SCG15EA.BIN

     To replace the original missions, all you have to do is place these
     two files in the C&C directory.

     Next thing you have to do, is find a way to play mission 15 without
     playing all the missions before.

     If you have played all the GDI missions, and if you were wise enough
     you have a saved game for each mission.

     If not, there are two ways how you can obtain it.

     First, there's a Level Selector program by Andrew Griffin than
     can change the level of a saved game. You should be able
     to find this file on some C&C sites.

     Second, some sites carry savegames for each C&C mission that you
     can download.

     Now that you have a saved mission, start C&C and load the mission.
     When it starts, you'll see it's still the old one. Go to the
     options menu and choose RESTART.
     Your mission should now start.

     Some common problems may arise, like a blank screen.
     I won't give solutions to such problems, as they have nothing to do
     with Mix Manager, and because I don't have much experience in mission
     editing.

     If you want you can also edit the MISSION.INI file in order to change
     the briefing for the mission.
     All you have to do, is extract the MISSION.INI file from GENERAL.MIX
     and edit the appropriate section. Leave the MISSION.INI file in the
     C&C directory and it will override the one in GENERAL.MIX.

     You can also use Mix Manager to replace the original missions INSIDE
     GENERAL.MIX although I don't suggest so. If you do so, be sure to
     make a backup copy of the file or keep the C&C CD handy.

   2) Run the mission through the NEW MISSIONS menu.

     In order for this to work you will either need the Covert Operations
     add on, or install the version 1.19 patch or newer.
     You can get the latest patch on Westwood's site
     (http://www.westwood.com).

     There are two ways of doing this.

     The first way is very simple :

       This method only works if there's already a SC-???.MIX file in the
       C&C directory. You'll already have two of them if you installed Covert
       Operations, but if you have just the patch, you need to create such
       a file. Please see below how to do that. In both cases the files in
       the C&C directory will override any files with the same name in
       the SC-???.MIX files.

       Put a mission with a number greater than 15 in the C&C directory.
       For example, name you mission as :

         SCG51EA.INI
         SCG51EA.BIN

       and put them in the C&C directory. Be sure to give a name to
       the mission through the Name= field in the [Basic] section of the
       INI file.

       You can also add a briefing through the [Briefing] section.

       If you use mission numbers greater than 50, you are sure not to
       override any of the Covert Operations missions.

     The other way is by making a new SC-???.MIX file like those that come
     with C.O. This is especially useful if you plan to distribute your
     missions on Internet as you can place them all in one MIX file and
     they don't clutter up your C&C directory.

     Another advantage is that you can place your new graphics in the same
     file too instead of patching the original C&C files. More about this
     in chapter (6).

     The names of these files range from SC-000.MIX to SC-999.MIX.
     The files with lower numbers take precedence. That means that if two
     scenarios with the same number are present in two different SC-???.MIX
     files, the one in the MIX file with the lower number will be used.
     The files in GENERAL.MIX take precedence over all SC-???.MIX files.

     The exact order in which C&C looks for missions is :
       - the C&C directory
       - the GENERAL.MIX file
       - SC-000.MIX
       - SC-001.MIX
       - ....
       - SC-999.MIX

     So all you have to do is create such a file and place your own missions
     in it. Note that the SC-000.MIX and SC-001.MIX files are used in C.O.
     so if you plan to distribute your missions don't use these name in
     order to prevent potential problems.

     Note that C&C looks for the graphics in the opposite order, so if you
     are changing them you either need to replace them in CONQUER.MIX (and
     the theater mix files) or place them in a SC-???.MIX file. Placing them
     in the C&C directory won't work.

     Try also to use mission numbers above 50 to prevent conflicts with
     C.O. Note that if you use mission numbers lower than 50 and you place
     them in a SC-???.MIX file with a high number they may be overridden
     by the C.O. missions.
     Also be aware of the potential conflicts with other SC-???.MIX files
     the users might have installed.

     After you create such a file, even if you don't have C.O. (but you have
     installed the 1.19 or newer patch), the NEW MISSIONS menu will show up.

     Once you have a SC-???.MIX file in your C&C directory, you can use
     the first way described above and place the new INI and BIN files
     directly in the C&C directory. Note that these files will override any
     file with the same name in any MIX file.

[3-15]: Mix Manager Lite (MMLITE)
=================================
   The Mix Manager Lite is a stripped down version of Mix Manager.
   It has only the command line operation mode of Mix Manager, and is
   designed to be run from batch files for installation of third party
   missions or graphics patches.

   It has a few advantages over Mix Manager :
     - It is smaller.
     - It requires less memory.

   But the main advantage is that you can distribute it together with
   your missions or other add-ons for C&C. This way the users don't have
   to download Mix Manager if they only want to use other people's patches.

   For distribution conditions see section (1-1-1).

   The command line syntax is :

      MMLITE mixname       -n
   or MMLITE mixname[.mix] -e infile [outfile]
   or MMLITE mixname[.mix] -r infile [outfile]
   or MMLITE mixname[.mix] -a [infile] outfile
   or MMLITE mixname[.mix] -d infile

   The commands are the same as for Mix Manager. See section (3-13) for an
   explanation.

------------------------------------
Chapter [4]: Customizing Mix Manager
------------------------------------
[4-1]: The INI file
===================
   The main purpose of the MM.INI file is to change the default
   settings for most of the Mix Manager viewers.

   There are also some general options and a section dedicated to the
   MM.DAT file.

   The INI file is subdivided in several sections, each dedicated to
   a particular viewer or another set of features.

   Each section starts with the section name surrounded by square
   brackets.
   Each option is made of an option name followed by an equal sign and
   a value.

   Option names and values are not case-sensitive.

[4-1-1]: The [Directories] section
----------------------------------
   There are two options in this section. These tell Mix Manager where some
   particular MIX files can be found.
   The options are :

   - Theater =

     The value is the name of a directory, and tells Mix Manager where it can
     find the DESERT.MIX, WINTER.MIX and TEMPERAT.MIX files. If left
     blank, Mix Manager will look for them on the CD.
     Mix Manager will also look for them in the current directory.
     If you use this option, make sure that all three files are in the
     same directory.

   - Conquer =

     The value is the name of a directory, and tells Mix Manager where it can
     find the CONQUER.MIX file.
     This option is not used in this version of Mix Manager, as it doesn't
     need the CONQUER.MIX file. It may be used in a future version.

[4-1-2]: The [Options] section
------------------------------
   These are general Mix Manager options.
   The options are :

   - Lowres =

     The possible values are "True" and "False"

     If True, tells Mix Manager to use low resolution, even if a SVGA card
     has been detected. Use it if you have problems running Mix Manager in
     high-res.

     This corresponds to the -l command line switch.

   - SinglePageVesa =

     Possible values : "True", "False"

     By default, on graphics cards with more than 512K of memory, Mix Manager
     will use two video pages for double buffering. Some cards may have
     problems with page switching, so if this option is True, Mix Manager
     will not use this feature.
     Use it if you have problems running Mix Manager in high resolution.

     For more information on graphic cards problems see section (8-1).

     This option corresponds to the -p command line switch.

[4-1-3]: The [Mix] section
--------------------------
   This section is dedicated to the MIX file viewer (the one that displays
   a list of all files inside a mix).

   There are two options :

   - Order =

     Possible values : "Index", "Pos"

     Tells Mix Manager how the files should be sorted. You can change the
     order inside Mix Manager by pressing the 'O' key.

   - LastCol =

     Possible values : "Filename", "Offset", "ID",

     Tells Mix Manager what to display in the last column.
     Can be changed from inside Mix Manager by pressing the 'L' key.

[4-1-4]: The [Cps] section
--------------------------
   This section contains the options for the CPS viewer :

   - Zoom =

     Possible values : "On", "Off"

     Sets the default zoom. If On, while viewing in high-res, the image
     will be zoomed by default.
     You can change the zoom in the viewer by pressing the 'Z' key.

   - Palette =

     Possible values : one of the palette names defined in the [Data]
       section. By default these are "TEMPERAT", "DESERT", "WINTER",
       "SCORE", "MAP", "SETUP", "REDALERT".
       New palettes can be added. For more information see sections (4-1-8)
       and (4-2).

     This is the default palette to use for CPS files that don't have
     a palette included.

     You can change the palette in the CPS viewer by pressing the 'P' key.

[4-1-5]: The [Map] section
--------------------------
   This section contains options for the Map (BIN) viewer.
   The only option available is :

   - Zoom =

     Possible values : "-2", "1", "2", "4"

     Sets the default zoom level for the map viewer. The values "2" and
     "4" are zoom-outs, while "-2" is a zoom in.

     In the map viewer use the 'Z' key to change the zoom level.

[4-1-6]: The [Shp] section
--------------------------
   Contains options for the SHP viewer :

   - All =

     Possible values : "On", "Off"

     Sets the default state of the All option. If All is on, all the
     images of a SHP file are displayed at once, if it is off, then only
     the selected image is displayed.

     See section (3-6-7) for more information.

     You can change the All state by pressing the 'L' key inside the
     SHP viewer.

   - Shadows =

     Possible values : "On", "Off"

     Tells Mix Manager whether the shadows should be displayed by default or
     not. As explained in section (3-6-7), a special color is used for
     the shadows. If displayed as is, the shadow pixels look green.

     You can change this by pressing the 'S' key in the SHP viewer.

   - Background =

     Possible values : "Black", "White"

     Specifies the default background for the images in the SHP viewer. You
     may want a light background for some SHP files that contain very dark
     graphics.

     The background can be toggled by pressing the 'B' key in the SHP viewer.

   - Zoom =

     Possible values : "On", "Off"

     Sets the default zoom state for high-res mode.

     Use the 'Z' key in the viewer to change it.

   - Palette =

     Possible values : one of the palette names defined in the [Data]
       section. By default these are "TEMPERAT", "DESERT", "WINTER",
       "SCORE", "MAP", "SETUP", "REDALERT"
       New palettes can be added. For more information see sections (4-1-8)
       and (4-2).

     This is the default palette to be used in the viewer.
     Change it by pressing the 'P' key in the viewer.

[4-1-7]: The [Tmp] section
--------------------------
   These are the options for the template viewer :

   - Zoom =

     Possible values : "On", "Off"

     Sets the default zoom state in high-res mode.

   - Palette =

     Possible values : one of the palette names defined in the [Data]
       section. By default these are "TEMPERAT", "DESERT", "WINTER",
       "SCORE", "MAP", "SETUP", "REDALERT".
       New palettes can be added. For more information see sections (4-1-8)
       and (4-2).

     This is the default palette to be used in the viewer. Note that this
     is only used when viewing template files that have not been recognized
     as belonging to any of the three theaters. If the file extension is
     .DES, .TEM or .WIN, the palette for the corresponding theater will
     be used.

     Change it by pressing the 'P' key in the viewer.

[4-1-8]: The [Data] section
---------------------------
   This is section contains some information about the MM.DAT file.

   It can be used to specify the location of the MM.DAT file and to
   add new palettes for the viewers.

   You should read section (4-2) for information on adding palettes to
   the data file.

   - DataFile = <filename>

     <filename> is the full filename (with path) of Mix Manager's data file.
     If left blank, the default filename is MM.DAT and the default location
     is the same directory as MM.EXE.

   - PaletteNum = <Num>

     <Num> is the number of palettes in the MM.DAT file.
     Should correspond to the number of elements in the next two options.

   - PaletteNames = <Name1>,<Name2>,....,<NameN>

     These are the names of the palettes found in MM.DAT that will
     be displayed in the various viewers. The names can have up to eight
     characters and are case-insensitive.
     There should be as many names as defined in the PaletteNum option.

   - PaletteEntries = <FName1>,<FName2>,...,<FNameN>

     These are the filenames in MM.DAT of the palettes defined with the
     previous option.

   For more information read section (4-2).

[4-2]: The MM.DAT file
==========================
   The MM.DAT file contains several data files needed by Mix Manager.
   It contains the palettes used in the viewers, data about map tiles,
   and a database of filenames and descriptions of C&C files.

   Note that you can't modify MM.DAT while it's in use by Mix Manager.
   If you want to modify it, make a copy and work with it. When you're
   done copy it back to MM.DAT.

   The [Data] section of the MM.INI file is used to tell Mix Manager about
   the palettes in MM.DAT file. Please read section (4-1-8).

   Following is an explanation of how to add new palettes and how to add
   new filenames and descriptions.

   If you add new files to MM.DAT (i.e. palettes), you should also add their
   filenames with a suitable description to filename database (see next
   section).

[4-2-1]: Adding palettes
------------------------
   Here are the instructions on how to add new palettes although I have
   included all the palettes that you should ever need.

   In order to modify the MM.DAT file, you must work with a copy as
   Mix Manager won't let you modify the file while it's in use.
   You can for example copy the file to MM.MIX, modify it, and then copy
   it back to MM.DAT.

   First, a few words about the format of the palette files :

     The palette file is 768 bytes long, and is an array of 256 records
     of three bytes each. Each record contains the red, green and blue
     values for one of the 256 colors. Only the lowest 6 bytes of the red,
     green and blue values are used.
     This is the standard palette format used by VGA cards.

   Here are step-by-step instructions on how to add a palette.

     - Make a backup copy of MM.DAT and MM.INI in case something goes wrong.
     - Make a copy the MM.DAT and call it for example MM.MIX.
     - Put the palette file in the directory where you put MM.MIX.
     - Run Mix Manager and open the MM.MIX file.
     - Press the 'A' key.
     - Select the palette file you want to add.
     - Accept the ID suggested by Mix Manager.
     - Exit Mix Manager.
     - Edit the MM.INI file.
     - Increase the PaletteNum= number in the [Data] section.
     - Add a palette name to the PaletteNames= option.
       (This is the name that will be displayed in the viewers, NOT the
       filename.)
     - Add the filename of the palette to the PaletteEntries= option.
     - Save the INI file.
     - Copy the MM.MIX file back to MM.DAT
     - Run Mix Manager again and check whether the palette shows up in
       the SHP (or some other) viewer.
     - If you want you can also add the palette's filename to the
       Mix Manager's filename database (see next section for more
       information on how to do that).

[4-2-2]: Modifying the filename and description database
--------------------------------------------------------
   As I explained in section (3-2-3), Mix Manager must have a list of
   all possible filenames to be able to display them when viewing a
   MIX file.

   These filenames are stored, along with a description, in the ALL.INF
   file in MM.DAT.

   It's a normal text file in which each line has the following structure:

     <Fname>,<Type>,<Description>

   <Fname> is the filename that will be displayed in the last column when
           viewing a mix file. This can be either an ordinary filename or
           it can have the following structure:
             #hhhhhhhh where hhhhhhhh is the ID in hex form.
           This is used to provide descriptions for those files for which
           the filename is unknown.

   <Type> is the type of the file (3 characters). This is used to speed
          up the opening of MIX files, as Mix Manager doesn't have to check
          the types of the files when opening a MIX file. If the file has
          a different type from the one specified here you will get a
          warning the first time you try to view it.
          If the type is unknown ??? should be used (you can also use it
          if you want Mix Manager to check the file type every time).

   <Description> is the description that is displayed in Mix Manager
                 (max. 31 chars). This is optional, but you must leave
                 the comma after the type.

   To add new filenames, just put them at the end of the file. Although
   the filenames are sorted alphabetically in the original file, it is not
   necessary.

   You can also add descriptions to those files that don't already have
   one (or modify existing descriptions).

   Remember that you must work with a copy of MM.DAT as you can't modify
   it while Mix Manager uses it.

   As an example, imagine that you just added a new palette called NEW.PAL,
   and that you want to add the filename to the database so that it's name
   is displayed when viewing MM.DAT. Here are step by step instructions on
   how to do that :
     - Backup the MM.DAT and MM.INI files for safety.
     - Copy the MM.DAT file to a new file. You can call it for example
       MM.MIX.
     - Open the MM.MIX file with Mix Manager and extract the ALL.INF file.
     - Exit Mix Manager and edit the ALL.INF file with a text editor.
     - Add this line at the end of the file:
         NEW.PAL,PAL,My new palette
       (The description can be anything you want)
     - Save the file and run Mix Manager again.
     - Open the MM.MIX file and press R key. Now select the ALL.INF file
       you just edited to replace the original one.
     - Exit Mix Manager.
     - Copy the MM.MIX file back to MM.DAT
     - The new filename should now correctly show in Mix Manager the next
       you open the MM.DAT file.

   You will probably notice that the mission .INI and .BIN files are not
   listed in ALL.INF but Mix Manager still displays their filenames.
   That's because these files follow certain rules, and Mix Manager can
   build up all the possible filenames automatically.

-----------------------------
Chapter [5]: C&C File formats
-----------------------------
   Here's a brief description of the various file formats used by C&C.
   This is not a detailed description that will let you read this
   files in your own program.

   I added these descriptions only as an aid to those that will use
   the converters.

   You can find a few documents on my homepage describing in detail the
   various file formats.

[5-1]: INI files
================
   The INI files contain the description of a mission.
   I will not explain here the structure of INI files, as there are other
   documents on the net explaining this, and because the information
   available is not complete.

   A good editor (or a set of editors) should let you make an INI file
   without having to edit them. (This is not true as some advanced
   features are available only by editing manually the file).

   The INI file is structured as a standard INI file, subdivided in
   sections, each containing several options.

   The INI files are used together with the BIN files to completely
   describe a mission.

[5-2]: BIN files
================
   The BIN files contain the map for a mission.
   The map is always 64x64 squares, even if less are actually used.

   There are two bytes for each square, the first tells which template to
   use (see section (5-5) for an explanation of template files), the
   second, which image in the template to use.

   Each template number corresponds to one file inside the theater MIX
   files.

   The BIN files are always 8192 bytes long (having 64*64 words).

[5-3]: SHP files
================
   SHP files contain graphics. There can be several images (all of the
   same size) in on file. There is no palette.

   This format is used for units, structures, other overlay elements, and
   some small animations.

   The header contains the number of images, the width and height of the
   images, and three unknown fields.

   I don't know what are these numbers. I changed them to 0 and nothing
   changed in the game.
   The converters will show you these numbers however, and you can put
   them back when you convert to SHP format.

   Following the header there's an array of records, one for each image.
   Each record contains the offset to the start of the image, the format of
   the image and an optional reference to another image in the file.

   The format field can have three different values : 80h, 40h, 20h.

   The 80h images are compressed and don't contain references to other
   images in the file. The compression used is a variant of LZ77.

   The 40h images contain a reference to a previous 80h image and
   are xor-ed over it. These images are used when there's only a little
   difference between a previous image and the current one.

   The 20h are the same as a 40h, but they are always xor-ed over the
   image right before them in the file (which is either a 40h or 20h
   image).

   The converters to SHP format I made, don't use the 40h and 20h images;
   they compress the images separately.

   They also don't compress the images very much, as they don't make use
   of all the possibilities of the 80h format.

   The format and reference explained here are shown in the SHP viewer.

[5-4]: CPS files
================
   CPS files contain 320x200 images in 256 colors.
   Most have a palette, but the palette is optional.

   The image itself is compressed using the same format as the 80h images
   of the SHP files.

[5-5]: Template files
=====================
   Template files contain the graphics for the map tiles. There is no
   palette in the file as each theater has its own palette stored in
   the MIX file.

   As I said in section (5-2), each square of the map has two values;
   a template number that indicates one of the template files, and a
   tile number that indicates an image inside the template file.

   I use the TMP extension for the template files, but it's wrong
   because the extension depends upon the theater MIX file in which it
   is stored (but I wanted to use a unique identifier for the file type).

   Each template file contains several tiles that form some kind of
   terrain feature like a cliff, a coastline, a bridge, etc.

   Some of the tiles however are "empty" and should not be used while
   making a map. They should be filled with tiles from another template
   on the map, so that for example two diagonal pieces of road can be
   connected. Everything should be more clear by looking at the
   template files themselves. Mix Manager displays empty tiles as black
   squares with a white cross.

   The dimensions (number of rows and columns) of the template are not
   stored inside, so you'll have to tell the converter the number of tiles
   in each row.

   If you view the template files which are in Mix Manager's database, it
   will know the dimensions (from a table contained inside MM.DAT), so
   you should write that down before extracting it.

   The images themselves are not compressed.

[5-6]: WSA files
================
   WSA files contain animations.
   They are not used for the movies, but for some other short animations,
   like the spinning earth before mission selection, the score screen, etc.

   Each WSA file contains several images. Each image is encoded using
   the 40h format of the SHP files (i.e., each frame is xor-ed over the
   previous one) and the encoded images are further compressed using
   the compression of 80h images.

   The WSA files usually contain a palette, but some WSA files (those in
   SETUP.MIX) don't have a palette. Mix Manager is unable to read such files.

   Some WSA files have an extra frame, which contains the difference
   between the last and the first image, so that the animation can be
   looped.

   There are no converters for WSA files in this version of Mix Manager.

---------------------------------
Chapter [6]: Conversion utilities
---------------------------------
   Here's a set of utilities to convert many of the file formats used
   by C&C to PCX files and from PCX files back to the C&C formats.

   All the utilities are command-line, and you should have some practice
   working in DOS to use them.

[6-1]: The CPS conversion utilities
===================================
   The most interesting CPS file is probably the TITLE.CPS file in
   GENERAL.MIX.

   This file contains the title screen that is displayed on the background
   of the main menu.

   If you want to replace it, there's no need to modify GENERAL.MIX, just
   place the file in the C&C directory.

   Be sure to read section (6-1-2) for a note about the palette used by
   TITLE.CPS.

   Some CPS files don't have a palette. You can find such files in
   SETUP.MIX. In this case the CPS2PCX program requires a palette. The
   palette that should be used is the SETUP.PAL, found either in the
   SETUP.MIX file, or the MM.DAT file.

   If the CPS file has no palette, put a palette file named SETUP.PAL in
   the current directory.

[6-1-1]: CPS2PCX
----------------
   This utility converts CPS files to PCX.
   The command line syntax is :

     CPS2PCX surce[.CPS] [dest[.PCX]]

   It should be self-explanatory.

   If the CPS file has no palette, put a palette file named SETUP.PAL
   in the current directory.

[6-1-2]: PCX2CPS
----------------
   This utility converts a PCX file to CPS.

   The PCX file must be a 256 color image and it must be 320x200 as
   these are the only dimensions supported by the CPS format.

   The command line syntax is :

     PCX2CPS [-f] source[.pcx] [dest[.cps]]

   The -f switch is used to automatically fix the palette for the TITLE.CPS.

   The problem with the palette of TITLE.CPS is that if you change it
   (i.e., you replace TITLE.CPS with an image that has a different palette),
   the colors of the main menu will be garbled.

   C&C expects to find the green colors of the menu in certain positions
   of the palette, and will use whatever colors are there to display the
   menu. There are 25 such colors.

   The -f option will automatically fix the palette. It will replace those
   colors with the original ones, and approximate the replaced colors
   with those available.

   Sometimes this can produce odd results, but I can't do anything about
   it.

[6-2]: The Template conversion utilities
========================================
   These utilities allow you to convert a TMP file to PCX and from PCX
   to TMP.

   An additional problem is due to the empty tiles. For this purpose
   there's a special option that will create a file containing the map
   of empty tiles. It's a normal text file that has an 'O' for each
   normal tile and an 'X' for each empty tile.

   Use this file when you later make the TMP file from the PCX.

   I don't know if it makes sense changing the dimensions of the
   templates, unless the editor supports such changes.

   Also remember that you must supply the dimensions. Before extracting
   the file write down the number of tiles in each row.

   You must also supply a palette for the PCX file, as it is not included
   in the TMP file.
   You should use the palette of the theater from which the file was
   extracted.

[6-2-1]: TMP2PCX
----------------
   This utility converts a template file to PCX.

   The command line syntax is :

     TMP2PCX [options] source[.tmp] [dest[.pcx]]

   The options are :

     -w:<Cols>
       This is the number of tiles in each row. You must use this
       option.

     -p:fname[.pal]
       This option is used to specify the palette file to use. If you
       don't use this option, the program will look for TEMPERAT.PAL in
       the current directory.

     -e:[fname[.txt]]
       This option is used to specify the file where information about
       empty tiles will be saved. If you use only the -e switch without a
       filename the name of the TMP file will be used as default with a TXT
       extension.

[6-2-2]: PCX2TMP
----------------
   This utility converts a PCX file to TMP.

   The command line syntax is :

     PCX2TMP [options] source[.pcx] [dest[.tmp]]

   The options are :

     -w:<Cols>
       Specifies the number of tiles in each row. Use this if the full
       width of the image is not used. If not specified the number
       of tiles in a row is computed by dividing the Width of PCX by 24.

     -h:<Rows>
       Specifies the number of tile rows. Use this if the full height
       of the PCX is not used. If not specified, the number of rows
       is computed by dividing the PCX height by 24.

     -e:[fname[.txt]]
       Specifies the file where information about empty tiles is stored.
       You should use the file created by the TMP2PCX program.
       If you use the -e switch without filename, the name of the PCX file
       is used but with a TXT extension.
       If you don't use the -e switch, the converter assumes that there
       aren't any empty tiles.

[6-3]: The SHP conversion utilities
===================================
   There are two sets of utilities, the first one convert a SHP file to
   a single PCX file by tiling the various images on a single PCX file;
   the second converts a SHP file to several PCX files, one for each
   image.

   Here are a few notes for those who want to change the graphics.

   Palette :
     You will need to supply a palette. For the units and structures,
     TEMPERAT.PAL will be OK.
     Note that you MUST use this palette. Even if you change the
     palette of the PCX file, it will be excluded when converting
     to SHP because SHP files don't contain palettes, as the
     theater palettes are always used in the game.

   Colors :
     When making new graphics for units and structures, you should use
     GDI colors for those parts you want to change for the various sides.
     The GDI colors are colors B0h to BFh (176 to 191) of the palette.
     Also note that some colors are different between the three theaters.
     If you're editing a general graphic (not in a theater MIX file), do
     not use those colors.

   Shadows :
     A special color is used for shadows. It's color 4, and it is green
     in the theater palettes. There's an option in the converters to
     include or exclude the shadows from the converted file.
     The pixels that have color 4 are automatically turned to shadows (by
     darkening the pixels) when displayed in the game.

   Changing the number frames:
     While we were working for the C&C:IE project, we tried to replace some
     units. We wanted to change the number of frames associated to a unit,
     but we were unable to do that.

     This is also an answer to those who will ask : As far as I know there's
     no way to change the number of animation frames for a unit. And there's
     no way to change their use (for example n frames for vehicle, n frames
     for turret). So, if you want to replace a vehicle without a turret, with
     a vehicle with a turret, you'll probably have problems.

     You can change the number of frames in the SHP, but that won't help, as
     C&C will expect the same structure of the SHP file and number of frames
     as for the old unit.

     Try experimenting yourself, as I don't have any experience. I have tried
     one thing though :
     Using CCEDT I copied all the fields from one building to another one,
     except for the field that points to the name of the building (otherwise I
     wouldn't be able to get in the game).
     The result was that the graphics didn't change ! The behavior of the
     structure was the same as for the other one, but the graphics didn't
     change.

     My conclusion is that there must be some other data structures in
     GAME.DAT that contain information about the graphics.

   Replacing the files :
     You can't replace the graphics by just putting them in the C&C
     directory as you can with missions. C&C will always read from the MIX
     files first.
     You can either replace the SHP files in the original MIX files or put
     them in a SC-???.MIX file. See section (3-14) for more information
     on creating such a file.

[6-3-1]: Single file conversion
-------------------------------
   With these two utilities you can convert a SHP file to a single PCX
   file by tiling the images in the PCX image, and convert such a PCX
   file back to a SHP file.

   You should write down the information displayed when converting
   from SHP to PCX as you'll need it when converting back.

   Most important are the total number of frames (images), and
   the number of images in each row.

   Also write down the width and height of each frame (image).

[6-3-2]: Multiple file conversion
---------------------------------
   Often it is more useful to have a separate PCX file for each
   image of a SHP file.

   The first of the two utilities will convert a SHP file to several PCX
   files, one for each frame. The other will convert a set of PCX files
   to a SHP file.

   You will have to supply a base name of up to 5 characters, and the
   program will append a three-digit number to the base name for each
   image.

   The other one expects such a set of PCX files to convert it to SHP.

   The only important information you should write down is the total
   number of frames.

   There's always the set of three unknown numbers that you should
   write down, but I don't know their purpose.

[6-3-3]: SHP2PCX
----------------
   This utility converts a SHP file to a PCX.

   The command line syntax is :

     SHP2PCX [options] source[.SHP] [dest[.PCX]]

   The options are :

     -i
       Displays information about the SHP files without converting it.

     -s
       Removes the shadows from the images. (Turns color 4 to 0.)

     -c:<Cols>
       Specifies how many images should be put in row.

     -w:<Width>
       Width of PCX image. The program will fit as many images in a
       row as it can. The actual with of the PCX image will probably
       be smaller.

     -p:fname[.pal]
       Specifies the palette to use. If not specified the program will
       look for TEMPERAT.PAL in the current directory.

   Note that the -c and -w options are mutually exclusive.

[6-3-4]: PCX2SHP
----------------
   This utility converts a single PCX file that contains several tiled
   images into a SHP file.

   The command line syntax is :
     PCX2SHP options source[.PCX] [dest[.SHP]]

   The options are :

     -n:<NumImg>
       Specifies the total number of images. You must specify this option.

     -w:<Width>
       Specifies the Width of each image.

     -h:<Height>
       Specifies the Height of each image. You must specify this.

     -c:<Cols>      Number of frames in each row
       Specifies the number of images in each row. You should either
       specify the Width of each image or the number of images
       in each row. The other value is computed automatically.

     -u1:<hhhh>
       Unknown header field 1, Hex (word)

     -u2:<hhhh>
       Unknown header field 2, Hex (word)

     -u3:<hhhhhhhh>
       Unknown header filed 3, Hex (longint)

[6-3-5]: MSHP2PCX
-----------------
   This utility converts a SHP file to a set of PCX, one for each image
   in the SHP file.

   The command line syntax is :

     MSHP2PCX [options] source[.shp] [dest[.pcx]]

   The options are :

     -i
       Displays information about the SHP files without converting it.

     -s
       Removes the shadows from the images. (Turns color 4 to 0.)

     -p:fname[.pal]
       Specifies the palette to use. If not specified, the program will
       look for TEMPERAT.PAL in the current directory.

   Dest should be a name of up to 5 characters, as a three-digit number
   will be append for each frame. Image you want to convert a file named
   NUKE.SHP that has 16 images in it.
   The command :

     MSHP2PCX nuke.shp nuke

   will create sixteen files named NUKE001.PCX, NUKE002.PCX,....,NUKE016.PCX.

[6-3-6]: MPCX2SHP
-----------------
   This utility converts a set of PCX files to a single SHP file.

   The program expects a set of PCX files like the one created by the
   MSHP2PCX program. The names of the files should be composed of a
   base name of up to 5 characters plus a 3 digit number.
   For example : TEST001.PCX, TEST002.PCX,....

   Note also that all the PCX file should have the same dimensions
   (as all the frames in a SHP image must have the same width and height).
   The program won't check this, and will use the dimensions of the
   first PCX file.

   When specifying the source filename, use only the base name, without
   the numbers.

   The command line syntax is :

     MPCX2SHP options source[.pcx] [dest[.shp]]

   The options are :

     -n:<NumImg>
       Specifies the total number of images. You must specify this option.

     -u1:<hhhh>
       Unknown header field 1, Hex (word)

     -u2:<hhhh>
       Unknown header field 2, Hex (word)

     -u3:<hhhhhhhh>
       Unknown header filed 3, Hex (longint)

--------------------------------
Chapter [7]: The CCNAMES utility
--------------------------------
[7-1]: The names file
=====================
   The CONQUER.ENG file, located in LOCAL.MIX contains almost all the text
   that appears in C&C, from the menus to the names of the units.
   The latter are probably more interesting.

   The CCNAMES utility lets you view and edit this file.

   The LOCAL.MIX file is in your C&C directory.

   If you modify the file, there's no need to replace it back into LOCAL.MIX.
   Just put in the C&C directory and it will work.

   If you read the copyright section of this document you have seen that
   this utility can be distributed separately, in your own archives.
   I did that so that you can give it together with your patches that
   modify units, so that you can change the unit names from a batch file
   (as CCNAMES has a command line mode too).

   You can use Mix Manager Lite to extract it and replace the names from a
   batch file.

   There could be a problem, however.
   The CONQUER.ENG file could not be the same among different versions of C&C.
   I haven't checked, if the unit names are in the same position in all
   the versions (from 1.07 to 1.20). I'd appreciate if someone could check
   it. It's also probably different in the French and German versions of
   C&C (as .ENG probably stands for English).

   I have found that the Units, Infantry, Aircraft, and Structures have
   a special field in GAME.DAT that points to a name in CONQUER.ENG.
   Here are the field numbers as shown in CCEDT :
     Aircraft    : field 22h
     Structures  : field 2Dh
     Infantry    : field 7Eh
     Units       : field 2Eh
   The value is the index of the name inside CONQUER.ENG.
   You should check if this is the same for all versions of C&C.

[7-2]: Using CCNAMES
====================
   CCNAMES has two modes of operation : interactive and command-line.

   To use it in interactive mode, just start it without any options (or give
   it a filename if it's different from CONQUER.ENG or it's not in the
   current directory).
   You will see a long list of text strings. You can use the cursors to
   scroll up and down.

   To edit a string, press <Enter>. A dialog box will pop up, and you will
   be able to edit the string.

   Note that strings longer than 70 characters will be truncate, so do
   not edit them unless you want to replace them with strings shorter than
   70 characters.

   Some strings contain carriage return characters. You could have problems
   editing such strings, as you'll be unable to insert carriage returns in
   the text.

   When you're satisfied with the changes, press the 'S' key, and the file
   will be saved.

   For the command line mode, the syntax is :

     CCNAMES [filename] -r[:]<num> "Text to replace"

   <num> is the index of the string you want to replace, and it will be
   replaced by the string in the quotes. Don't forget the quotes!

-----------------------------------------
Chapter [8]: Problems running Mix Manager
-----------------------------------------
   Here's a short list of problems you might have while using Mix Manager.

   Please note that I don't provide support for Mix Manager anymore.
   You can try sending me an e-mail, but I can't guarantee that I will
   answer.

   Also check my homepage to see whether there are any updates or new
   versions.

   If you e-mail me about Mix Manager, please tell me what version you
   are using.

[8-1]: Graphic cards problems
=============================
   My SVGA routines have not been tested on many systems, so I'm not sure
   they will work.
   I once heard of a problem on a Cyrus Logic card, and I would like to
   know from other users of these cards if they have problems.

   I also heard of problems with Mix Manager garbling the screen on some
   cards in Windows 95 if you use the SHP viewer (thanks Szeming). I don't
   know if I managed to solve the problem as it doesn't occur on my PC.

   First, if Mix Manager uses low resolution, even if you have a SVGA,
   check that you installed your VESA drivers. They are either built in
   the video BIOS, or you can get them from the manufacturer.

   However, should you have problems with the SVGA graphics, first of all
   try running Mix Manager in single-page SVGA mode. Use the -r command line
   switch. If this solves the problem, than there's little I can do. Your
   SVGA card doesn't support the DisplayStart functions. You can set this
   option permanently in the INI file. The only difference will be a lot
   of flickering in graphics mode.

   If this doesn't solve the problem, then all you can do is use low
   resolution. Use the -l switch on the command line to force Mix Manager
   into low-res. You can also set this option in the INI file.

[8-2]* Other problems
=====================
   I'm not sure, but if you have a very large disk (>1Gb), when replacing
   a file, Mix Manager could report that there's not enough free space, even
   if you have lots of megabytes free.

   Should this happen, the only thing you can do is find a smaller disk drive
   (or use a smaller partition).

   Version 3.5 would crash on a fast computer (Pentium II or faster).
   This was due to a bug in the Turbo Pascal 7 runtime libraries. This
   problem has been fixed in version 3.51 (It has merely been recompiled
   with an updated runtime library).

--------------------------------
Chapter [9]: Future improvements
--------------------------------
   I'm not planning to release any new versions of Mix Manager. I simply
   don't have time to continue it's development.
   There should be some other utilities available on the Internet that have
   the features missing in Mix Manager (mainly Red Alert support).

---------------------
Chapter [10]: Credits
---------------------
   Here's a list of people I must thank for their help in developing
   Mix Manager and decoding the file formats :

   - The guys at Westwood. Without their great game, Mix Manager wouldn't
     even exist.
   - Andrew Griffin (buggy@adam.com.au), for being the first to hack C&C.
     Thanks for making such user-unfriendly utility for extracting and
     replacing files in a MIX. If you made something easier to use, I
     probably wouldn't have done Mix Manager.
   - Denis Moeller (d.moeller@rendsburg.netsurf.de) and
     Aaron Glover (arn@ibm.net) for their initial work on SHP files.
   - Carl Kenner (Andrew.Kenner@UniSA.Edu.Au) for the information on CPS
     files.
   - All the guys of the former C&C:IE group. Thanks for the great time we
     had working on our project. They were also my official beta-testers.
     Special thanks go to Szeming Lau, Christopher Dickens and
     Tommy Gerschman for reporting bugs and suggesting improvements.
   - Owen Graupman (Owen_Graupman@msn.com) for the descriptions of the files
     in CONQUER.MIX.
   - Benny Den Trooster (bdentroo@uia.ua.ac.be) for the ID coding algorithm
     and the list files for the MOVIES.MIX files.
   - Szeming Lau (szeming@INTERLOG.COM) for the song list.
   - Aaron Glover (arn@ibm.net) for the VQA format specs (although not used
     in this version).
   - Saurus (Dino Leonardo Sangoi) for checking this document.
   - And finally, all the other C&C players, who kept making new missions
     all this time.
