THE RED ALERT SCENARIO CREATION GUIDE

Release v1.04

Last Updated: 16th February 1997

(c) 1997 Gavin Pugh
(email - rascenedit@geocities.com)

(WWW - http://www.geocities.com/TimesSquare/Arcade/5553)

The purpose of this guide is to assist in the creation of scenarios for the game Red Alert By Westwood Studios, especially concerning the structure of the INI files used to do this.


Command & Conquer : Red Alert is a trademark and copyright of Westwood Studios, and is so acknowledged. Any trademarks not mentioned here are still acknowledged.

If you intend to use quite a bit of this guide in your FAQ or similar text then I would quite like to hear from you, as I can create a reference to it in my guide. Also I want be credited if you use parts of this guide in your own.

If you have a contribution then please email it to the above address, it'll be more than welcome, and of course, you'll be credited for it. Remember these are only the initial releases of the guide, so is far from perfect, so any help is appreciated.

Web Site Authors : You are welcome (and encouraged) to have my guide on your page(s), as long as you either:

If you have my guide on your site, could you create a link to my site as it gives your users the ability to get the latest version of the text, in case you don't. Note that the guide is usually uploaded on Sunday night(GMT).

Enough of the legal crap, enjoy....


Getting Started

As you may or may not know, there were a series of editors and documents regarding the same subject for the original C&C game, some of the processes and sections are similar so a past knowledge is more than helpful

Well, I reccommend starting with the Terrain Editor that comes with Red Alert, just create a suitable battleground for the scenario you wish to create, a MPR file will be created. (I found a BARRIERS.ZIP file, which I included in this ZIP, it is a map which has walls and crates on it so you can easily cut and paste them around the map, thanks to ????)

Copy this MPR file to another file with the extension INI, like : MYSCEN.MPR --> MYSCEN.INI (Please note that I will not detail the use of the RA Terrain Editor)

It is best to keep the original MPR file, if you wish to change the terrain you can use this, (will be discussed later)

You should now be able to edit the INI file under Windows '95 by simply double clicking on it, or alternatively under DOS use the command line : EDIT MYSCEN.INI

Once you have completed your INI file, rename it to one of the following: SCGxxEA.INI (allied mission) or SCUxxEA.INI (soviet mission) replacing the xx with the mission number, starting at 01. You may remember the SCMxxEA.INI files from C&C.

I've found that calling it MAPNAME.MPR, as RA multiplayer maps have always been, will allow you to have the extra features as described in this text in multiplayer games, meaning that you can design a co-operative map with a common enemy which has a massive base complete with air and sea reinforcements!
(I have not tried using SCMxxEA.INI, it seems redundant if .MPR's are availiable)

Note that the EB and EC are also used at the end instead of EA, for missions where more than one choice is open on the map select screen. But if you set the SkipMapSelect property in the [BASIC] section to yes, you'll have no worries.

You can now run RA, if you made a mission 1 scenario, just begin as you would normally, and it'll start. Otherwise load a savegame from the mission you have replaced, (you'll have to do this unless theres a mission selector I do not know of) and restart the mission, it'll then play you're customised one. I suggest that if you want to distribute your scenarios, you save the game as soon as it starts, and distribute that (do a Win95 and DOS If you're feeling friendly). This is probably the best method as it stops people from modifying your maps. Remember to put a blank MISSION.INI file in the /REDALERT directory, otherwise the Briefing for the mission will not work. However, if you distribute a savegame, the end-user only needs that, and no other files, the MISSION.INI doesn't matter when loading a saved game.

Remember also to delete the whole [DIGEST] section, as otherwise you'll get an unsightly error message pop up every time you run the scenario.

Sections In The INI file (usual order)

[Basic]

You should find:
[Basic]
NewINIFormat=3          1
Name=My Scenario        2
As far as I know, the following are also possible:
Intro=                  3
Brief=ALLY1             4
Win=SNOWBOMB		5
Lose=BMAP               6
Action=LANDING		7
Player=Greece		8
Theme=No theme		9
CarryOverMoney=0.25	10
ToCarryOver=no		11
ToInherit=no		12
TimerInherit=no		13
CivEvac=no              14
CarryOverCap=0		15
EndOfGame=no		16
NoSpyPlane=no		17
SkipScore=no		18
OneTimeOnly=no		19
SkipMapSelect=no        20
Official=yes		21
FillSilos=no		22
TruckCrate=no		23
Percent=0               24

1  If it is 3 then it uses Mappack and Overlaypack as created with the Terrain editor.
   If it is 1 then an Overlay section can be used instead of overlaypack (a'la C&C)
2  Name of the scenario, if a covert ops style add-on pack is ever released for RA, then this would be
   displayed in a listbox.
3  Video clip (see MOVIES.TXT or MOVIES2.TXT for lists)
4  Video clip
5  Video clip shown when mission is completed successfully
6  Video clip shown when mission is lost
7  Video clip
8  Player name (i.e. side playing for) mainly for colour, all references to players units later on refer to this side
	Spain, Greece, USSR, England, Germany, Ukraine, France, Turkey, GoodGuy, BadGuy, Neutral, Special, Multi1-Multi8
	Yellow Blue    Red   L.Green  Grey     Orange   D.Green Brown   Blue     Red     Yellow   Yellow    ??????????
9  Music track played throughout scenario :
   BIGF226M
   CRUS226M
   FAC1226M
   FAC2226M         Mike McFall found these, cheers for the help.
   HELL226M         (102412.471@compuserve.com)
   RUN1226M
   SMSH226M         Personally though, stick an 'Oasis' track on a nearby Hi-fi
   TREN226M         with a decent set of speakers, ahhh, much better :)
   WORK226M         , or 'Prodigy' if you like dance music even more;)
   AWAIT
   DENSE_R
   FOGGER1A
   MUD1A
   RADIO2
   ROLLOUT
   SNAKE
   TERMINAT
   TWIN
   VECTOR1A
   MAP
   SCORE
   INTRO
   CREDITS

10 Fraction of money carried over from previous mission (1=100%, 0.5=50%, 0.25=25%)
11 Carry money over from last mission, or not.
12 ??
13 Where timer left off on last mission, carry it on now from same number
14 Evacuate Civilians if attacked
15 ?? 
16 Using yes means that the game will show the credits once the win video has been shown for this scenario
17 Disables Spy Plane from use
18 Skips the scoring section after the mission
19 ?? 
20 Set this to yes to get rid of the map advancement screen when you've done the scenario.
21 ?? Could affect the credit sequence or map screen, havent checked yet...
22 Silos are designated full at start of mission
23 Crate appears when truck is destroyed
24 ??

[USSR],[GREECE],[ENGLAND],[BADGUY],etc..

The section for the side's properties works as follows, substitute the side name though!
[USSR]
Edge=West              1
Maxunit=200            2
Maxinfantry=200        3
Maxvessel=50           4
Maxbuilding=200        5
Techlevel=15           6
Credits=40             7
IQ=5                   8
Allies=England,Ukraine 9
PlayerControl=yes      10

1  The edge of the map that reinforcements come for that side (North, East, South or West)
2  The maximum amount of air and land units that can be built
3  Maximum number of infantry
4  Maximum number of sea units
5  Maximum number of buildings
6  Techlevel of side (determines what can be built)
7  Credits side starts with /100. As Credits=40 gives 4000 credits
8  IQ of side (see [IQ] Section later)
9  Sides that this side will not attack, and will have information on
10 Whether the Main Player Side can control this side (yes/no)
   Similar to Warcraft 2 Style Play, where you control a load of units of
   one colour, and when you find this other colour's units, you can
   then control them.

[TeamTypes]

See Trigteam.htm file (included in the ZIP this 'should' have come with)

[Trigs]

See Trigteam.htm file (included in the ZIP this 'should' have come with)

[Map]

You should also find that from the MPR file the Map section is
[Map]
Theater=TEMPERATE  1
X=1                2
Y=32               3
Width=126          4
Height=64          5

1  The map setting, can be TEMPERATE, SNOW, or INTERIOR.
2  The X offset of the map
3  The Y offset
4  The width of the map
5  The height of the map
It is best to change the map section of the MPR file then edit it with the terrain editor again, this allows you to create maps of any size, but note that the (width * height) cannot exceed 8064, and both the width and height individually cannot exceed 126. A good formula to centre the map on radar is to use the following values of X and Y with the values of height and width:
     128 - Width         128 - Height
  X= -----------      Y= ------------
          2                    2

[Waypoints]

The waypoints allow the initial screen position to be chosen and the cells to use for teamtypes and trigs
[Waypoints]
0=6332
1=7094
2=6826
98=5678
^   ^ 
1   2

1  Incrementing number, triggers and teamtypes refer to this as Waypoint 'x'
    (So 0=6332 means Waypoint 0 is at cell 6332)
2  Cell number

Also, Waypoint 98 is used to denote the top-left corner of the screen when the mission starts

[Celltriggers]

The celltrigger section is also involved with triggers
[CellTriggers]
6631=bom1
6952=watr
  ^    ^
  1    2

1  The cell number
2  The trigger name to activate when the cell is moved through (see Trigs)

[MapPack]

MapPack is automatically created by the terrain editor as is OverlayPack, as of yet I have not been able to decode either of these sections.
[MapPack]
1=DQAAIII5AMsAAP7vH/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/
2=+B/4AJAAAggQD+/h8AgQCACQAAIIEA/v4fAIEAgA==
^          ^ 
1          2

1  Incrementing reference numbers
2  The coded map data - PLEASE PLEASE PLEASE email if you know how it is coded.

[TERRAIN]

The Terrain section is started for you by the Terrain editor, so it can easily be added to
[TERRAIN]
4391=T01
4529=TC03
5408=TC03
 ^     ^
 1     2

1  Cell Number
2  Terrain Tiles:
   MINE       - ** ORE MINE ** THANKS TO JULIUS AND PER JACOBSEN FOR CORRECTING ME!
   BOXES01-09 - Boxes as seen in Interior terrain (untested as yet in SNOW or TEMPERATE)
   ICE01-05   - Ice slabs (look good on SNOW terrain)
   T01-17     - Individual Trees (Use Terrain Editor)
   TC01-05    - Tree Collections (Use Terrain Editor)

[UNITS]

The units section specifies where the starting off units are placed on the map
[UNITS]
0=Spain,MRJ,256,6453,128,Guard,None
1=Greece,MCV,256,7854,224,Guard,None
2=USSR,MRJ,256,6455,128,Guard,None
^  ^    ^   ^   ^    ^    ^    ^
1  2    3   4   5    6    7    8

1  Make sure the units are referred to in this way, from 0 upward, it doesn't matter
   where on the map they go in relation to this number
2  Side the unit belongs to
3  Unit type:
   V2RL - V2 Rocket Launcher
   1TNK - Light Tank
   3TNK - Heavy Tank
   2TNK - Medium Tank
   4TNK - Mammoth Tank
   MRJ  - Radar Jammer
   MGG  - Mobile Gap Generator
   ARTY - Artillery
   HARV - Ore Truck
   MCV  - Mobile Construction Vehicle
   JEEP - Ranger
   APC  - APC
   MNLY - Mine Layer
   TRUK - Truck

   These are termed as units, but will not work under [UNITS] only [Teamtypes]
   BADR - Badger Bomber
   U2   - Spy Plane
   MIG  - MIG Jet
   YAK  - Yak Plane
   TRAN - Chinook
   HELI - Longbow Chopper
   HIND - Hind Chopper

4  Hitpoints, where 256 is full strength and 128 is half.
5  Cell on map where it is:
   Remember the X and Y values from the [MAP] section, they are the top-left co-ordinates
   of the map, to get the cell from any co-ordinates use: Cell=(Y*128)+X
6  Direction it is facing (0=North, 64=East, 128=South, 192=West)
7  Action it undertakes: 
   Guard      - Guard This Area
   Hunt       - Seek out enemy
   Harvest    - Use on ore trucks to harvest when mission starts
   Area Guard - More agressive guard
   Sticky     - Will stay at the cell, but will attack if provoked
   Harmless   - Use on units which can't attack (Radar Jammer, Mobile Gap Gen)
   Sleep      - Will not do anything, moving or attacking, used on indoor maps mostly.
   
   These actions may not be applicable to starting units, but still may work:
   Attack       - ?? Same as hunt
   Move         - ?? Move to waypoint ?? or cell ??
   QMove        - ??
   Retreat      - ?? Go to owners base
   Enter        - ??
   Capture      - ?? Use to get engineers and spies to capture at start of mission
   Return       - ?? Go to owners base
   Stop         - ??
   Ambush       - ?? 
   Unload       - ??
   Sabotage     - ??
   Construction - ?? Deploys MCV
   Selling      - ??
   Repair       - ?? Goes to a free owners repair bay
   Rescue       - ??
   Missile      - ??
8  Trigger related to the unit ('None' if not needed, See [Trigs])

[SHIPS]

The ships section allows you to place ships on the map.
[SHIPS]
0=Greece,PT,256,6541,64,Guard,None
1=Greece,PT,256,7053,64,Guard,None
2=USSR,SS,256,6699,224,Guard,None
^  ^    ^   ^   ^    ^    ^    ^
1  2    3   4   5    6    7    8

1  Incremental I.D number
2  Side Owned by
3  Vessel type:
   SS  - Submarine
   DD  - Destroyer
   CA  - Cruiser
   LST - Transport
   PT  - Gunboat
4  Strength left (256=full)
5  Cell number to place at
6  Direction facing (See Units)
7  Action Undertaken (See Units)
8  Trigger associated with (See Trigs)

[INFANTRY]

The infantry section is very similar to the units section
[INFANTRY]
0=Greece,MEDI,38,6120,1,Harmless,192,None
1=USSR,E1,256,11097,3,Guard,64,None
2=USSR,E1,256,11097,1,Guard,64,None
^   ^  ^   ^    ^   ^   ^    ^   ^
1   2  3   4    5   6   7    8   9

1  Incrementing numbers assigned to each infantry unit
2  Side owned by
3  Infantry Type:
   DOG       - Attack Dog
   E1        - Rifleman
   E2        - Grenadier 
   E3        - Rocketer
   E4        - Flamethrower
   E6        - Engineer
   SPY       - Spy
   THF       - Thief
   E7        - Tanya
   MEDI      - Medic
   GNRL      - General
   C1-10     - Civilians
   EINSTEIN  - Einstein/Scientist
   DELPHI    - Agent Delphi
   CHAN      - Chan
4  Hitpoints left (256=full strength)
5  Cell number it is in
6  Each cell can have 5 infantry units in, this specifies this "sub-cell" from 0 to 4.
7  Action undertaken : (See Units section above)
8  Way infantry is facing (See Units)
9  Trigger associated with (See Trigs)

[STRUCTURES]

The next section is also similar, but involves structures.
[STRUCTURES]
0=USSR,TSLA,256,7623,0,None,1,0
1=USSR,POWR,256,8267,0,None,1,0
2=USSR,POWR,256,7363,0,None,1,0
^   ^    ^   ^    ^  ^  ^   ^ ^
1   2    3   4    5  6  7   8 9

1  Incrementing number
2  Side Owned By
3  Structure Name:
   BARL - Single Barrel
   BRL3 - Group of 3 Barrels
   MINV - AT Mine (??Does it work??)
   MINP - AP Mine (??Does it work??)
   IRON - Iron Curtain
   FCOM - Forward Soviet Command Centre
   ATEK - Allied Tech Center
   PDOX - Chronosphere
   WEAP - War Factory
   SYRD - Shipyard
   SPEN - Sub Pen
   PBOX - Pillbox
   HBOX - Camo. Pillbox
   TSLA - Tesla Coil
   GUN  - Gun Turret
   AGUN - AA Gun
   FTUR - Flame Turret
   FACT - Construction Yard
   FACF - Fake Cons. Yard
   WEAF - Fake War Factory
   PROC - Ore Refinery
   SILO - Ore Silo
   HPAD - Helipad
   DOME - Radar Dome
   GAP  - Gap Generator
   SAM  - SAM Site
   MSLO - Missile Silo
   AFLD - Airfield
   POWR - Power Plant
   APWR - Advanced Power Plant
   STEK - Soviet Tech Center
   HOSP - Hospital (C&C1 Style)
   BIO  - Bio Labs (C&C1 Style)
   BARR - Soviet Barracks
   TENT - Allied Training Tent
   KENN - Kennels
   SYRF - Fake Shipyard
   SPEF - Fake Sub Pen
   DOMF - Fake Radar Dome
   FIX  - Repair Yard
   V01
    ..  - Civilian Buildings
   V37
   MISS - Tech Centre (C&C1 Style)
4  Strength left (256=Full bar, 128=Half damaged, 24=Critical)
5  Cell number to place building's topleft corner
6  ??
7  Trigger associated with (See Trigs)
8  ??
9  ??

[Base]

The base section denotes which buildings of a CPU side should rebuild, used if IQ if that side is set to a level preventing the CPU from rebuilding.
[Base]
Player=Spain    1    
Count=4         2
000=POWR,7523
001=PROC,8036
002=SILO,7782
003=GUN,8035
 ^   ^    ^
 3   4    5

1  Side name that it applies to
2  Number of buildings used in Base section
3  Incrementing number (follow this format from 000 to Count - 1)
4  Structure ID String (See Structures Section)
5  ?? Could be result of algorithm (a'la C&C1), or a cell number

[OverlayPack]

If NewINIformat is 2 or 3 then the following applies instead of Overlay, you should use this format, as Overlaypack is automatically created by the terrain editor, as of yet I have not been able to decode this section.
[OverlayPack]
1=mQAAIIH//iQP/4MFBQUgBP52AP+BCXCI/ncA/wD+MQD/dQAqDyB4MYP/dQAtECB9gQlRAv
2=5xAP8g+xIHgQkAhP93AC8RgQUAfRCAEgn+bwD/MfQwgf91AK8QQ/4gf/91AK0QUIBACf5v
3=AP8z9hMBMQD+cAD/IHMihP93AKoQI3Uwgf90AC0UyJwT/34AqA//eQAqD3CC/lIJ/4H/gA
4=kAACCB//7+H/+B/4A=
^          ^ 
1          2

1  Incrementing reference numbers
2  The coded overlay data - PLEASE PLEASE PLEASE email if you know how it is coded.

[SMUDGE]

The smudge section allows you to place craters and scorch marks on the map, making it look more realistic
[SMUDGE]
12473=CR1,12473,0
12474=CR1,12474,0
12475=CR1,12475,1
  ^    ^    ^   ^
  1    2    3   4

1  Cell Number
2  Type of smudge:
   CR1-6  - Six kinds of crater
   SC1-6  - Six kinds of scorchmark
   BIB1-3 - ??
3  Cell number
4  ??

[Briefing]

This section allows you to make a briefing for the scenario

However, you must put a blank text file into the /REDALERT directory called MISSION.INI, otherwise RA will not use your briefing, it'll take the briefings from the original levels instead ** THANKS TO MIKE COCCA **

[Briefing]
1=Rescue the moronic and utterly out-of-his-head Einstien from the Polish boot
2=camp, remember that any sudden movements could result in failure of this mission.
^  ^
1  2

1  Just keep going up in numbers
2  Put your briefing here, just try to keep it within reason. :)

[Digest]

Digest is automatically created by the terrain editor as well, but you should really delete it to avoid error messages.
** NEW BIT THANKS TO ALL THOSE WHO TOLD ME!! **
The digest section is a checksum created by the editor, RA will throw
up an 'Incompatable Scenario File' Error if you edit the file after
the checksum is made by the RA terrain editor.
It is however, thankfully, perfectly safe to delete, allowing your
scenario to look more 'Error-free' ;)
** NEW BIT THANKS TO ALL THOSE WHO TOLD ME!! **

[Digest]
1=a86ye5teiKVqFYuoImnEz34fU1E=
^          ^ 
1          2

1  Incrementing reference numbers
2  The coded digest data

[Overlay] (never seen it used, but does work)

This next section is only used when NewINIformat in the [Basic] section is 1
[Overlay]
3456=GOLD04
  ^     ^
  1     2

1  Cell Number (see above)
2  Overlay Tile I.D:
   SBAG       - Sandbag wall
   CYCL       - Chain Link Fence
   BRIK       - ?? Concrete Wall
   BARB       - Barbed Wire
   WOOD       - ?? Wooden Fence
   FENC       - ??
   GOLD01-04  - Ore 1=Most Dense
   GEM01-04   - Gems 1=Most Dense
   V12-18     - ?? Civilian Blgs.
   FPLS       - ??
   WCRATE     - Wooden Crate
   WWCRATE    - Wooden Water Crate
   SCRATE     - Silver Crate

Appendix A : 'Packed' Sections

(I started writing this as I got into decoding it, and sort of became an ongoing 'journal' of what I did, so includes some ramblings about completely insignificant things!) Well, here's all I know so far about the packed sections...
First, in relation to C&C1 where each cell is represented by 2 bytes, as the total map size in
RA seems to be 128x128 then the binary file for the map which could then be fiddled with and read
by third-party editors would be a 128x128x2 byte binary file (=32k)

(This would definately be needed if an editor was created allowing the creation of INDOOR maps)
To think about.....Maybe putting a 32k SCG01EA.BIN file along with the INI (a'la C&C1), this would
be a solution, but unfortunately the RA terrain editor only handles packed maps :( 
(note that NewINIFormat=1 would PROBABLY be needed for this way to work.)

I 'think' it would be a 2-part process:

[MapPack]
1=983704304RREREW84790....... 
2=8743907547054.........         >    Compressed Binary          >    32k Map Binary
3=.....                               (probably Run-length)           2 bytes per cell
.....        And So On
..
  <      70 chars a line    >


From writing a mini program to analyse ALL the RA mission INIs, the Packed sections use the ASCII
codes as follows:
Written in ASCII order:
                       +/0123456789=ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz
                       (Note : ASCII 32, ' ' [space] never appears in a Packed Section)

Aha! Looked in GAME.DAT for the full alphabet and saw:
                       =.ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/
                       ^^
               Special/  \Ascii 00
 
Note that there are 65 characters above, but the '=' character is only used at the end of
packed sections curiously... So more likely 64 is the key number, from 0 to 63 of course.
(That Ascii 00 in game.dat is a bit of a mystery, but C/C++ stores strings null terminated,
so the '=' is definitely special in the packed sections, Hex was ... 00 3D 00
                                                                     ^   ^  ^
                                                Null from prev. string  '=' Null terminate of '='

Theory:
-------
The GAME.DAT sequence shows that A would be 0, B=1, C=2..... +=62 and /=63
Each character represents 6 bits, arranged as follows

6 bits [000000][111111][000000][111111]

So in the compressed Binary form:

8 bits [00000011][11110000][00111111]

Maybe the '=' character is a padding to an incomplete last 8bit.

Ok then, try some mappacks:
---------------------------

Blank  : CQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCBAP7+HwCBAIAJAAAggQD+/h8AgQCA
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80 
1 Rock : DAAAIIT//2EA/vsf/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIH//v4f/4H/gAkAACCBAP7+HwCBAIAJAAAggQD+/h8AgQCA
         0C 00 00 20 84 FF FF 61 00 FE FB 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80 
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80 
2 Rocks: DgAAIIb//2EAYQD++R//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA=
         0E 00 00 20 86 FF FF 61 00 61 00 FE F9 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80 
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80 00
3 Rocks: DgAAIIT//2EAEAL+9x//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA=
         0E 00 00 20 84 FF FF 61 00 10 02 FE F7 1F FF 81 FF 80 
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80 
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80 00
4 Rocks: DgAAIIT//2EAMAL+9R//gf+ACQAAIIH//v4f/4H/gAkAACCB//7+H/+B/4AJAAAggf/+/h//gf+ACQAAIIEA/v4fAIEAgAkAACCBAP7+HwCBAIA=
         0E 00 00 20 84 FF FF 61 00 30 02 FE F5 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80 
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 FF FE FE 1F FF 81 FF 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80
         09 00 00 20 81 00 FE FE 1F 00 81 00 80 00 

Well, it seems to be that an = sign is on every byte sequence ending with a '00'. This probably
means chuck the last byte (unwanted discrepance from 6-8 bit conversion)

BLOODY HELL, taking a break for a while, doin my head in!

*********** NEW *************
The DECODER.ZIP file has a 
utility which will do the
above process for you.
*****************************

Appendix B : RULES.INI and scenarios

The sections from the now well known RULES.INI can be padded into the scenario INI (or MPR)
to make a special map conforming to those rules.
For example, in order to create higher tech things on a level 1 scenario (SCG01EA.INI), you'll
need to set the techlevels of certain structures and units (and maybe prerequisites) in order
to build those there.
I will not go into the RULES.INI file in detail here (it speaks for itself, pat on the back
to the programmer that stuck it in!). However it is essential really to create a fully
functional scenario, sections such as [IQ] reside here which are commented and explain how
you can set the AI of computer sides (see [USSR] etc...). The [General] section is also 
very handy.
If you do not know about, or have a commented RULES.INI file in your REDALERT directory, then
you'll be able to get one from:


http://www.best.com/~phenix/ra/archive/rulesini.zip (On The IRON CURTAIN site)

Appendix C : The Scenarios from the game

The Scenarios from the actual game can be extracted from the MAIN.MIX file on the CDROM.
Search for "[Missions]" with your friendly neighbourhood hex editor to find near the beginning
them. The whole load of INIs amount to about 1 meg. **NOT REDALERT.MIX SORRY ABOUT BEFORE**
There will be a utility with this guide which will extract the missions for you, it'll
be ready when v1.1 is released (when my editor is too)

Appendix D : Scenario Editors

Email me if you want to be sent a BETA version of my scenario editor when it is availiable.

I do not know of any other editors out at this time (excluding the masses of RULES.INI ones)

Appendix E : What's left to do

Few bits from [Basic]
Many parts of [Trigs]
Many parts of [TeamTypes]
The packed sections fully, (from packed to 32k binary)
I'm hoping to include a sample INI file with information
on how I created it sometime... (along with a savegame file so you can play it!)


Thanks to:

Westwood for making the great game

Mike McFall for the feedback (and encouragment!)  (102412.471@compuserve.com)

White Fury (whitefury1@hotmail.com)
Frank Gray (rbrnk@hotmail.com) 
Julius (juul@xs4all.nl)
Per Jacobsen (perjac@inet.uni-c.dk) 
R. Cranen (cranen@worldaccess.nl)
Geoff J. Taylor (gtaylor@gotham.eastcoll.nf.ca)
Erkki Nenonen (enenonen@oktasys.fi)
FOR ALL OF YOUR CONTRIBUTIONS, THANKS!!!

Guy Ulmer (pookie@zigzag.pl) and Shaun Lyle (MrLyle@msn.com) for your movie lists,
I got them both on the same days, and I didn't want to exclude one of them :)

Mike Cocca (102543.406@compuserve.com) for helping me out with the packed info,
and the briefings section.

Al Paterson (alpat@globalnet.co.uk) for clarifying most of the [Basic]
section.

Check out Al Paterson's text on INI files at 
http://www.globalnet.co.uk/~alpat/red.htm

Whoever made the BARRIERS.MPR map, thanks (give me your name so you'll get the credit).

Anyone who thinks they deserve it.

Also, email me if you see anything that is wrong, or missing, or should be included, I'll give you credit for that particular part of course :)

You'll find the latest version of this text here:

http://www.geocities.com/TimesSquare/Arcade/5553

(Under Heavy Construction, Editor (AFTER TESTING) will be there by March, hopefully)


(c)Gavin Pugh 1997 rascenedit@geocities.com