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CD Direkt 1995 #6
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CDD_6_95.ISO
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dosanw
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game_sta
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resource.000
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REBEL.EXE
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RAEASY.DOC
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Text File
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1994-01-04
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14KB
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277 lines
DOCUMENTATION FILE FOR RAEASY VER 1.2
******************************
******************************
PLEASE READ:
This version of RAEASY supports BOTH the ORIGINAL Rebel Assault game as well
as the VERSION 1.4 PATCH. The 1.4 patch included a new version of the
ASSAULT.EXE file. Since RAEASY verifies/modifies binary data at specific
locations in ASSAULT.EXE, the new version of ASSAULT.EXE required a new
version of RAEASY to support it.
To implement this version of RAEASY with the 1.4 patch, just place RAEASY
in the same hard drive directory as the patch (usually \rebel), and run
RAEASY. To run Rebel Assault, follow the patch file's directions which are
given in its readme.txt file. Do NOT run reb.bat or other batch files if you
are using the 1.4 patch. Since the 1.4 ASSAULT.EXE file is already located on
your hard drive, there is no need to copy it from the CDROM or modify any batch
files.
If you are running the ORIGINAL Rebel Assault without the 1.4 patch, READ THE
REST OF THIS FILE for information on copying the ASSAULT.EXE executable from
the CDROM to your hard drive. Information is also given for modifying
the reb.bat or other batch files. Please note that if you are using RAEASY
to modify the ORIGINAL game's ASSAULT.EXE file, you MUST run Rebel Assault
from a batch file, usually reb.bat (type "reb" to run it) which is created for
you by the game. DO NOT START THE GAME BY TYPING "rebel" -- THIS RUNS THE
CDROM-BASED REBEL.EXE FILE, AND WILL RUN THE GAME FROM THE CDROM ONLY, WITH NO
RAEASY MODIFICATIONS ACTIVE. (The author hilights this point because a number
of RAEASY users modified their hard drive version of ASSAULT.EXE, modified
a batch file for calling ASSAULT.EXE on the hard drive, and then typed "rebel"
to run the game. Sorry for any confusion caused by the RAEASY 1.1 text file.)
Quite a few people reported trouble with RAEASY not being able to open their
hard drive versions of ASSAULT.EXE. This was caused by the read attribute
bit on ASSAULT.EXE not clearing when they copied ASSAULT.EXE from their CDROM
to the hard drive. Most computers automatically clear this bit during the copy
process, but some don't and require the user to manually clear it. The author
has posted a file, RAHELP.ZIP, that will clear the bit for you. There are
MANY DOS utilites available that will clear the read bit -- Norton Utilities,
the DOS ATTRIB command, etc.
The rest of this file duplicates the RAEASY 1.1 text file. Please read it
if you want to modify the ORIGINAL Rebel Assault game.
******************************
******************************
RAEASY is a "trainer" utility written for Rebel Assault by LucasArts. It
functions by altering the mission data records in the game's executable file,
ASSAULT.EXE. Rebel Assault is distributed only in CDROM format (all files are
read-only). In order for you to use RAEASY on the ASSAULT.EXE file, these 2
files must be located on and run from the Hard Drive -- this necessitates
copying the Rebel Assault executable from the CDROM to your Hard Drive.
Instructions for doing this copy command and other game execution-related
info is discussed later in this file.
Rebel Assault mission data is stored as 3 groups of data structures. These
groups are identified by the game difficulty level - Easy, Normal, and Hard.
One data group contains ALL the mission data for the EASY level, another
contains ALL the mission data for the NORMAL level, etc. RAEASY allows you to
edit INDIVIDUAL or ALL missions at ANY selected difficulty level. (The author
wrote RAEASY in this manner so you can tailor specific levels. For example,
you can make all the missions VERY EASY at the EASY game setting while keeping
the NORMAL and HARD levels unchanged. Then just choose which level you wish to
play at game run time.)
This version of RAEASY allows you to edit the following mission parameters for
any or all missions at any difficulty level:
1) SCORE POINT INCREMENTS FOR GAME PLAY TIME, KILLS, LEVEL
COMPLETION, AND BONUSES.
The Score Point Increment for Game Play Time is the point
increment you get just for surviving. It is on a system timer
and automatically bumps your point score. The Score Point
Increment for Kills is the number of points you get for making
a kill. Level Completion and Bonuses are the points you get for
successfully completing game Levels and any Bonuses which are
awarded at that time.
2) JOYSTICK-TO-SHIP ROLL, LIFT, SLIDE, AND DRIFT CONTROL
SENSITIVITIES.
Alter these values when you want to make your ship more or less
sensitive to joystick movement. The game functions by taking
input from your joystick and mixing it with predefined ship
movement pathways. Note that you can set these values to 0 and
the ship will almost fly itself through missions.
3) DAMAGE MONITORING LEVELS FOR MISSILE, COLLISION, AND GUN FIRE
DAMAGE.
Sets the amount of damage your ship can sustain before it is
destroyed. Rebel Assault uses these 3 damage parameters for
determining total damage to your ship. Normally, the game sets
these values based on the type of mission you are doing, i.e.,
the Collision Damage setting will be a higher value than the
other two levels if you are mainly flying through canyons or
river valleys during a mission. If you set all 3 levels very
low (0 or 1), your ship will take little or NO DAMAGE.
4) AUTO TARGETING LEVEL.
Controls how much manual targeting you have to do (with your
joystick) before getting a "Lock/Fire" indicator for shooting
your weapons. Setting this value high (over 100) forces the game
to do ALL the targeting for you -- essentially an AUTO TARGET
mode. Just pull the trigger and you will auto target and destroy
enemy both in front of and behind your vehicle.
5) COMBAT FINE TUNING SWITCHES FOR TARGET FRAMING, TARGET RETICLE
DISPLAY, VISIBLE WEAPON FIRE, TARGET EXPLOSIONS, TORPEDO PRIMARY
WEAPON CONTROL, AND KILL SCORE DISPLAYS.
Target Framing -- Controls whether or not the enemy currently
being targeted is "framed" or bracketed by colored lines.
Target Reticle Display -- Turns the target reticle display on
and off. Turning this off makes it hard to target enemy!
Visible Weapon Fire -- This switch determines whether or not you
see the laser or torpedo as it fires from your ship.
Target Explosions -- Determines whether or not an explosion is
generated when you hit a target.
Torpedo Primary Weapon Control -- Determines what your primary
weapon is. If ON, torpedoes are you primary, otherwise you
are given lasers. If you're tired of lasers, try this switch.
Kill Score Displays -- Activates a special display that shows
you the points you just received for a kill. The display is
written to the screen at the location where you just made the
kill, i.e., when you shoot a TIE Fighter you'll see a number
come up on the screen at the TIE's last location. This number
is the score increase you just got for destroying the TIE
Fighter.
The RAEASY author set up a "demo" game by changing all CONTROL SENSITIVITIES to
0, all DAMAGE LEVELS to 0, and AUTO TARGETING to 32767. The ships essentially
fly themselves and all you do is pull the trigger. Of course, play with these
parameters to tailor the game to your flying and combat skills.
*******************************************************************************
INSTALLATION
Installation is easy. Just copy RAEASY.EXE, and this text file (if desired)
to your Rebel Assault directory (\rebel, usually). Run RAEASY by typing the
filename, "raeasy". For program information, type "raeasy ?".
Once RAEASY completes its initial security checks on the ASSAULT.EXE file, you
will be presented with a difficulty level menu. Select the level you want to
modify and press <Ret>. The "Mission Alteration Menu" will come up next.
Select items <1> to <21> to alter an individual missi