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PC Gamer (Italian) 42
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PC Gamer IT CD 42 2-2.iso
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corsairs
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DATA
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CRK
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BK_FOW00.INI
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INI File
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1998-03-11
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4KB
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197 lines
; XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
; X Fichier Bank de Sections pour CORMAP. X
; XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
VERSION = 1.0
;______________________________________________________________________________
; Variables associees a un numero.
[ENUM]
PALT_MER = 0
;______________________________________________________________________________
; Nom de fichiers (*.555) associes aux palettes:
[PALETTES]
PALT_MER = fow\Vc_mer0
;______________________________________________________________________________
; 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 = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_FOR0
TYPE = BLOCKS
; SOUSGROUPESTR = 01,01,01,01,01,01,01,01,01,01,01,01,01,01,01,01,01,01
[SECTION01]
; SAB0
NAME = Terre
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_HER0
TYPE = BLOCKS
[SECTION02]
; CYA0
NAME = Mer
LAND = WATER
AROUND = YES
OBSTACLE = NO
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_MER0
TYPE = BLOCKS
[SECTION03]
; FOR0SAB0
[SECTION04]
; CYA0SAB0
NAME = Cote
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_COTE
TYPE = BLOCKS
[SECTION05]
; FAL0
[SECTION06]
; ROC0
[SECTION07]
; FAL0ROC0
[SECTION08]
; FAL1
[SECTION09]
; PRT1
[SECTION10]
; BEA1
[SECTION11]
;SAB1
NAME = Monts
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_MONTS
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 02,01,02,01,02,01,02,01,02,01,02,01
[SECTION12]
; Bateaux
NAME = Bateaux
LAND = WATER
AROUND = YES
OBSTACLE = NO
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_BOATS
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 01,01,02,01,02,02,02,02
[SECTION13]
; Poissons
NAME = Poissons
LAND = WATER
AROUND = YES
OBSTACLE = NO
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_POISS
TYPE = SOUS-GROUPES
SOUSGROUPESTR = 03,02,05,01,01,02,02,01,02,01,02,01
[SECTION14]
; PRI1
NAME = Principaute
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_PRINC
TYPE = GROUPE
[SECTION15]
; SABPRI1
[SECTION16]
; FOR1
[SECTION17]
; SAB1
[SECTION18]
; MOUNT1
NAME = Monts2
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_MONT1
TYPE = BLOCKS
; SOUSGROUPESTR = 01,01,01,01,01,01
[SECTION19]
; FORT1
[SECTION20]
; LVL0SAB0
[SECTION21]
; COT1
[SECTION22]
[SECTION23]
[SECTION24]
[SECTION25]
[SECTION26]
; TOWN1
NAME = Ville
LAND = GRASS
AROUND = YES
OBSTACLE = YES
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_TOWN1
TYPE = GROUPE
[SECTION27]
; ROSACE1
NAME = Rosace
LAND = WATER
AROUND = YES
OBSTACLE = NO
TRANSP = NO
PALETTE = PALT_MER
FILE = fow\VC_ROSA1
TYPE = GROUPE
[SECTION28]
;
[SECTION29]
; TOWE1
[SECTION30]
; TOWS1
[SECTION31]
; TOWW1