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PC Gamer (Italian) 42
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PC Gamer IT CD 42 2-2.iso
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DATA
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BK_DES00.INI
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INI File
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1999-02-19
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8KB
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343 lines
; XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; X Fichier Bank de Sections pour CORMAP. X
; XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
VERSION = 1.0
;MER
[WATER]
NAME=DESERT\WATER.TGA
;______________________________________________________________________________
; Variables associees a un numero.
[ENUM]
PALT_FOR0 = 0
PALT_SAB0 = 1
PALT_CYA0 = 2
PALT_CYA0SAB0 = 3
PALT_TOWN1 = 4
PALT_SABPRI1 = 5
PALT_PRI1 = 6
PALT_ISLT1 = 7
PALT_LVL0SAB0 = 8
PALT_NEWTOWN = 9
;______________________________________________________________________________
; Nom de fichiers (*.555) associes aux palettes:
[PALETTES]
PALT_FOR0 = Desert\for0 ;- foret type pur
PALT_SAB0 = Desert\her0 ;- herbe type pur
PALT_CYA0 = Desert\mer1 ;- mer type pur
PALT_CYA0SAB0 = Desert\cotmer ;- cote mer
PALT_TOWN1 = Desert\compt_n ;- ville, Forteresses.
PALT_SABPRI1 = Desert\ch_princ ;- Plages, Chemin d'acces principaute.
PALT_PRI1 = Desert\princip ;- Principaute, Repaire Pirate.
PALT_ISLT1 = Desert\iles ;- Iles Bonus (tresor, bateau).
PALT_LVL0SAB0 = Desert\lvl0sab0 ;- Niveaux (Falaises Sable-Sable).
PALT_NEWTOWN = Desert\Newtown ;- Nouvelles villes avec plein de batiments
;______________________________________________________________________________
; Ennonce des carcateristiques des differentes sections:
; FORMAT:
[SECTIONnn]
NAME = nom de la section dans cormap.
LAND = type de terrain {WATER, GRASS, FOREST}
AROUND = Terrain entoure automatiquement ou non.
OBSTACLE = Terrain considere obstacle ou non.
TRANSP = Terrain peut contenir du transparent ou non.
PALETTE = palette dans l'ensemble de palette du haut.
FILE = fichier *.BG
TYPE = Type de section: {BLOCKS, GROUPE, SOUS-GROUPES}
[SECTION00]
; FOR0
NAME = Foret Pure
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\for0
TYPE = BLOCKS
[SECTION01]
; SAB0
NAME = Herbe Pure
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_SAB0
FILE = Desert\her0
TYPE = BLOCKS
[SECTION02]
; CYA0
NAME = Mer Pure
LAND = WATER
AROUND = YES
OBSTACLE = NO
TRANSP = NO
PALETTE = PALT_CYA0
FILE = Desert\mer1
TYPE = BLOCKS
[SECTION03]
; FOR0SAB0
NAME = Jonction Foret-Herbe
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\forher1
TYPE = BLOCKS
[SECTION04]
; CYA0SAB0
NAME = Jonction Cote-Mer
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_CYA0SAB0
FILE = Desert\cotmer
TYPE = BLOCKS
[SECTION05]
; FAL0
NAME = Falaises
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\fal0
TYPE = BLOCKS
[SECTION06]
; ROC0
NAME = Rochers
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\roch0
TYPE = BLOCKS
[SECTION07]
; FAL0ROC0
NAME = Falaises - Rochers
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\falroch0
TYPE = BLOCKS
[SECTION08]
; FAL1
NAME = Groupes Falaises
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\fal1
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 02,01,02,01,03,01,02,02,02,02
[SECTION09]
; PRT1
NAME = Repaire Pirate
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_PRI1
FILE = Desert\pirates
TYPE = GROUPE
[SECTION10]
; BEA1
NAME = Plages
LAND = GRASS
AROUND = NO
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_SABPRI1
FILE = Desert\ch_pir
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 02,04,02,04,04,02,04,02
[SECTION11]
; SAB1
NAME = Relief Herbe
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_SAB0
FILE = Desert\relief
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 06,02,06,03,06,03,06,03
[SECTION12]
[SECTION13]
; ISLB1
NAME = Ile Bonus Bateau
LAND = GRASS
AROUND = NO
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_ISLT1
FILE = Desert\iles
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 03,03,03,03
[SECTION14]
; PRI1
NAME = Principaute
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_PRI1
FILE = Desert\princip
TYPE = GROUPE
[SECTION15]
; SABPRI1
NAME = Chemins Principaute
LAND = GRASS
AROUND = NO
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_SABPRI1
FILE = Desert\ch_princ
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 03,03,03,03,03,03,03,03
[SECTION16]
; FOR1
NAME = Groupes Foret
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\for1
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 02,01,02,01,02,01,03,02
[SECTION17]
; SAB1
NAME = Groupes Herbe
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_SAB0
FILE = Desert\her1
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 02,02,02,02,02,02,02,01,02,01,02,01,02,01,02,01,02,03,02,01
[SECTION18]
; MOUNT1
NAME = Montagnes
LAND = FOREST
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_FOR0
FILE = Desert\mont1
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 06,06,04,02,02,01
[SECTION19]
; FORT1
NAME = Forteresse
LAND = GRASS
AROUND = NO
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_TOWN1
FILE = Desert\fortress
TYPE = GROUPE
[SECTION20]
; LVL0SAB0
NAME = Plateaux
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_LVL0SAB0
FILE = Desert\lvl0sab0
TYPE = BLOCKS
[SECTION21]
; COT1
NAME = Groupes Cotes
LAND = GRASS
AROUND = NO
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_CYA0SAB0
FILE = Desert\cotmerg
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 03,03,03,03,03,03,03,03,03,01,03,01,01,03,01,03
[SECTION22]
[SECTION23]
[SECTION24]
[SECTION25]
[SECTION26]
[SECTION27]
[SECTION28]
; TOWN1
NAME = Ville Nord
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_NEWTOWN
FILE = Desert\compt_n
TYPE = GROUPE
[SECTION29]
; TOWE1
NAME = Ville Est
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_NEWTOWN
FILE = Desert\compt_e
TYPE = GROUPE
[SECTION30]
; TOWS1
NAME = Ville Sud
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_NEWTOWN
FILE = Desert\compt_s
TYPE = GROUPE
[SECTION31]
; TOWW1
NAME = Ville Ouest
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = YES
PALETTE = PALT_NEWTOWN
FILE = Desert\compt_w
TYPE = GROUPE