  CCEdit  --  a Command and Conquer Editor
CCEdit v4, written by Andrew Griffin


==============================================================
!!BETA RELEASE NOTE!!

This is the final BETA release of CCEdit v4. Everything has been
implemented. I will not release a non-Beta version of CCEdit until
I am able to get CCEdit v4 running on Matrox cards.

As this will mean me purchasing an expensive graphics library ($300+)
you can guess that I'm not about to rush out and do this in a
great hurry. However, it will be done, just don't nag me about it,
as that will only slow it down.

Also note that this version DOESN'T use the dos4gw.exe file,
as I am using a different protected mode handler this version.

Andrew
==============================================================


CONTENTS:
[1]  Important Notices
      [1-1]  Copyright Notice and Distribution Restrictions
      [1-2]  Warnings
      [1-3]  How this version differs from version 2
[2]  CCEdit Requirements and Files
      [2-1]  Hardware requirements
      [2-2]  CCEdit v4 files in this distribution
      [2-3]  Where to get the files from
      [2-4]  What this program can do
[3]  How to use CCEdit v4
      [3-1]  Starting the program
          [3-1-1]  From windows95
      [3-2]  Where to put the files
      [3-3]  Command line commands
          [3-3-1]  -usepatch
          [3-3-2]  -makepatch
          [3-3-3]  -novideomemtest
          [3-3-4]  -novideotest
          [3-3-5]  -setup
      [3-4]  The setup program
      [3-5]  The screen layout
      [3-6]  Available commands
[4]  CClite
      [4-1]  What is this program?
      [4-2]  Why is it here?
[5]  Patch files
      [5-1]  What is a patch file
          [5-1-1]  Are they compatible with version 2 patches?
      [5-2]  Why do I need a patch file?
      [5-3]  Why patch files are so cool
      [5-4]  Using and making patch files
          [5-4-1]  Making a patch
          [5-4-2]  Using a patch
      [5-5]  They are a bit big - what can I do about it?
[6]  Problems running CCEdit v4
      [6-1]  Failure to initialise your graphics card
      [6-2]  Not enough memory on your graphics card
      [6-3]  Setting video mode failed
      [6-4]  I have a Matrox card or onboard VESA 2.0 support
[7]  Editing values
      [7-1]  Decimal values
      [7-2]  Hexadecimal values
      [7-3]  Yes/No values
      [7-4]  Payload values
      [7-5]  Weapons lists
      [7-6]  Buildable by lists
      [7-7]  Pre-requisites lists
[8]  Additional notes
      [8-1]  That notice at the end
      [8-2]  Contacting the author



------------------------------
Chapter [1]: Important Notices
------------------------------
[1-1]  Copyright Notice and Distribution Restrictions
=====================================================
   Command and Conquer is a trademark of Westwood Studios, and is so 
   acknowledge. Any trademarks not mentioned here are still acknowledged.

   This program is Copyright (c) 1996 Andrew Griffin. All rights reserved.

   This program is NOT part of the public domain.

   You are granted the right to freely distribute this program with the
   following restrictions:
   I.   It may not be included in cdrom compilations or on magazine
        cover disks without the express permission of the author.
   II.  That no charges be made for the copying or distribution of
        this program (beyond normal and reasonable access charges).
   III. That no changes be made to any of these files.

   If you would like the right to include this program and its files on a
   cdrom compilation or magazine cover disk, write to the author at
   "buggy@adam.com.au" on this internet. If this address bounces, visit
   that WWW page mentioned in section [2-3] where you will find my current
   email address.

   If you purchase the rights to distribute this program on cdrom, the
   exit message will be altered to reflect this (ie I will supply you
   with a new ccedit.exe file that contains a different message when the
   program is exited).

   If this program is put on a magazine cover disk without authorisation, 
   the publishers are accepting a copyright violation charge of US$500.

   If this program is put on a cdrom compilation disk without authorisation,
   the publishers are accepting a copyright violation charge of US$2000.

   Don't think that I am joking about this - I'm not.

[1-2]  Warnings
===============
   ********************************************
   ********* THIS IS REALLY IMPORTANT *********
   ********************************************

 * This program makes changes to the file: game.dat. This file is
   required to play Command and Conquer. You may feel safer if you
   make a backup copy of this file.

 * You use this program at your own risk. If anything happens as a
   result of you using this product, I am in no way accountable for
   any damage caused.

 * By using this program, you may be violating your licensing agreement
   with Westwood Studios. I am not liable if you do this.

 * I do not guarantee that this program will work on your system. It
   works on mine, that is all I can say.

[1-3]  How this version differs from version 2
======================================
   This is a very major advance over version 2.1 of CCEdit, as you are
   now able to edit every (*) variable in every unit and structure
   in Command and Conquer.

(*) Well, every variable except 1, which you don't want to edit anyway.

   Due to the increased funcitonality of CCEdit, it has also become a
   lot more complex to use, in some ways. It has also meant that I am
   no longer able to implement mouse control, but this means that I
   am able to include much more complex commands than before. Everything
   is now done via the keyboard.
   
   Once you get used to the new interface, it is very easy to do things
   very quickly. Mouse control will NOT be implemented.

   Another addition is the ability to run at a variety of resolutions:
      640x480 256 colour mode
      800x600 256 colour mode, and
      1024x768 256 colour mode.

   Running at high resolutions enable you to view more variables at once,
   but the font size doesn't change. The right sidebar will also be slightly
   larger in 800 and 1024 modes.



-------------------------------------------
Chapter [2]:  CCEdit Requirements and Files
-------------------------------------------
[2-1]  Hardware requirements
============================
   CCEdit requires the following hardware:
   - a 386 or better CPU
   - a video card with at least 512K of video memory
   - a VESA compatible video card (that doesn't have VESA 2.0 onboard)

   If you want to run this program in 1024x768 mode, then you must have
   a video card with at least 1024K (1M) of video memory.

   You should be able to run this program on a 4M system, but it will
   be tight. On anything above 4M, there should be no problem. But, then
   again, why are you playing C&C on a 4M system?

   CCEdit attempts to use VESA mode for switching into the various
   graphics resolutions, rather than trying to detect what type of
   video card you have and attempt to use it natively. This is to try
   and get as wide as possible support.

[2-2]  CCEdit v4 files in this distribution
===========================================
   These files should have been in the CCEdit v4 distribution:
   - ccedit.exe
   - ccedit.db
   - misc.db
   - ccedit.txt
   - cclite.exe
   - cclite.txt
   - newunits.txt

   If there are any other files in the distribution you received,
   it means that the zip file has been repackaged, and I cannot be
   held responsible if something bad happens as a result.

   If new variables are worked out, I will release new misc.db file
   periodically, so read section [2-3] to find out where to get the
   new versions.

[2-3]  Where to get the files from
==================================
   You can get the latest version of this program from my webpage. This
   is located at:
       http://www.geocities.com/TimesSquare/5458

   The files will be available from the Command and Conquer section.

[2-4]  What this program can do
===============================
   The brief answer is: just about anything.

   The longer answer is more complex. This program alows you to edit
   every single field in every single unit (with the exception of one
   field which you definitely don't want to mess around with). By 
   default, all values are displayed as hexadecimal numbers (ie base 16),
   but those values which have been identified may be displayed as a
   different type. Just how it is displayed will affect how you can edit
   it.

   Some things, such as the Can be built by variable and Pre-requisites
   list are edited by changing bits, while other work by editing the
   entire value. Everything is taken care for you. All you have to do is
   press Enter and you will bring up a context-sensitive input box or
   list where you can enter or choose the new value.

WARNING:
   Just because you are able to do something, doesn't mean that it is wise
   to do it. It is probable safe to change the values that have been 
   identified, but you must realise that if you muck around with the unknown
   values that C&C might crash on you.

   There are also some identified values that you shouldn't mess around
   with (such as ID number) as they may cause C&C to crash also (which is
   why I don't let you edit the Name Offset variable).



---------------------------------
Chapter [3]: How to use CCEdit v4
---------------------------------
[3-1]  Starting the program
===========================
   If starting from the dos prompt, you just have to type:
      ccedit
   and the program will start (of course, you have to unzip the distribution
   file first).

   There are a couple of command line parameters that CCEdit can understand,
   and they are discussed in section [3-3].
[3-1-1]  From windows95
-----------------------
   If you are running this from windows95 (from Explorer, etc, not from
   a dos prompt), then you should set the Properties->Screen such that
   it starts in full screen mode. If it attempts to start in a window,
   it may incorrectly identify your video card, and not work.

[3-2]  Where to put the files
=============================
   You should unzip the distribution file into the directory that you
   installed Command and Conquer.

   You use a program such as pkunzip or winzip to unzip the ccedit 
   distribution zip file into your Command and Conquer directory.

[3-3]  Command line commands
============================
   CCEdit v4 understands a few command line parameters. They are:
      -usepatch
      -makepatch
      -novideomemtest
      -novideotest
      -setup

   Onle one command can be given, so you can't do something like:
      ccedit -makepatch mypatch.pat -usepatch newpatch.pat
[3-3-1]  -usepatch
------------------
   This tells CCEdit to use a the specified patch file, altering the 
   game.dat file accordingly. The format is:
      ccedit -usepatch <file to use>

   You must specify (using the 8.3 file notation) the name of the patch to 
   use. The program will not work with long filenames.
[3-3-2]  -makepatch
-------------------
   This tells CCEdit to create a new patch file using the saved patch
   variables, and the information from the game.dat file. The format is:
      ccedit -makepatch <file to create>

   Again, use 8.3 format for the name. You should give your patch files
   the extension .pat so that they are recognised within the program as
   patch files.
[3-3-3]  -novideomemtest
------------------------
   This skips the testing of your video card for the appropriate amount
   of video memory. Do not use this if you have less than 512K on your card,
   as bad things will happen. Use this only if CCEdit continually fails to
   accurately recognise the amount of memory your card has. The format is:
      ccedit -novideomemtest
[3-3-4]  -novideotest
---------------------
   Use this parameter only when everything else has failed. It will bypass
   both the video memory check and also the check to make sure that the
   video card was put into the appropriate graphics mode. I have been told
   that the Matrox cards always fail the tests, even though they shouldn't
   be. This switch was added to see if cards having these problems can work
   by bypassing the tests. The format is:
      ccedit -novideotest

   Matrox cards using this switch will still not be able to use this program.
[3-3-5]  -setup
---------------
   The setup program is run so that you can change your resolution. Read
   section [3-4] for finding out how to use this program. The format is:
      ccedit -setup
   
[3-4]  The setup program
========================
   This program is used to choose the resolution you wish CCEdit to use.
   There are 3 available resolutions:
      640x480
      800x600, and
      1024x768

   To choose 640x480 mode, press the '1' key. To choose mode 800x600,
   press the '2' key. To choose mode 1024x768, press the '3' key.

   To accept the currently shown resolution, press the Return key.

   If you hit the Escape key, the setup program will exit without changing
   the resolution.

[3-5]  Screen layout
====================
   The main screen is very basic and just consists of a single list.

   Each information screen consists of 4 lists. Going from left to right, 
   they are:
   -  The list of unit/building names
   -  A list showing the current status of the patch variables. Each variable
      to the right has an associated patch variable. 
      A green circle means that this value will be changed if a patch was 
      made. 
      A yellow circle means that this value will not be changed if a patch 
      is made. 
      A red circle means that you are not allowed to change this value at all
      (this is for your own safety).
   - Next is a list of variable names, briefly describing what this
     variable does. There are a lot of Unknowns in there, so if you know
     what one does, please get in contact with me so that I can release a
     new misc.db file that contains this information.
   - Finally is a list of the actual values of each variable.
   
[3-6]  Available commands
=========================
[3-6-1]  Moving around
----------------------
   Once in the program, you use the keyboard to do things. Use the up and
   down keys on the keyboard to move up and down the lists. Use the PgUp
   and PgDown keys to traverse long lists faster. 

   If you are on the main screen, you press enter to move to the information
   on the currently highlighted set of units. 

   On any screen you can use a shortcut to move to a different information
   screen:
      i  go to the Infantry screen
      s  go to the Structures screen
      v  go to the Vehicles screen
      a  go to the Aircraft screen

   On the main screen only, you can use a shortcut to exit the program:
      e  exit the program

   In the information screens (Infantry, Structures etc), you use the left 
   and right keys to switch columns. The current column will have the current 
   item displayed in blue. The other column will have the current item 
   displayed in an orange-brown.

   Each time you see a list, you can press Escape to get rid of it with
   no changes taking place, and you move up and down lists by using the
   up, down, PgUp or PgDown keys. When using a list, you press Enter to
   accept the current value.

   You press the Space bar to change the Patch variable from True to
   False, and back again.
[3-6-2]  The command tab
------------------------
   Pressing the Tab key on either the main screen or an information screen
   gives you access to a variety of commands. The list is slightly different
   depending on whether you access it from the main screen or an information
   screen.

   The commands are:

   Save everything
   ---------------
   This first saves the patch variables, and then saves the values to
   the game.dat file using the current patch variables. 
   WARNING: if you have a lot (like all of them) set to true, then a
   save everything takes a bit of time as it is writing each and every
   value to the game.dat file.

   Save all values
   ---------------
   Like Save everything, except it doesn't write the patch variables to
   file. It uses the patch variables currently dispalyed as those that
   determine whether a value is to be saved to the game.dat file. Like
   before, a lot of True patch variables will take a while to save (a
   few seconds).

   Save current unit values
   ------------------------
   This only writes to the game.dat file the values for the currently
   displayed unit/building. The current patch variables are used, as normal.

   Save patch variables
   --------------------
   Saves the patch variables to file.

   Make a patch
   ------------
   Creates a specified patch file, using the current values and
   patch variables.
   It first prompts you to enter a file name before creating the
   patch.

   Use a patch
   -----------
   Creates a list of .pat files that it thinks are valid patch files,
   and allows you to choose which one to use. The patch variables stored
   in the patch are used to determine which values get altered. The changes
   to variables are made to the values in memory only. You still have to
   save them yourself.

   Undo changes to this unit
   -------------------------
   Any changes that you have made to this unit SINCE THE LAST TIME YOU
   SAVED THIS INFORMATION will be undone. One you save the inforamation
   for a unit, you are not able to undo it.

   This means, for example, that if you changed 5 values and set the
   patch variables for 4 of them, that if you did an Undo function after
   saving the values, that only the fifth value will be reverted back to
   its original value.

   Undo ALL changes
   ----------------
   Like the Undo function above, except that it undoes all changes to
   all of the units and structures since the last save.

   Unit patch variables TRUE
   -------------------------
   All the patch variables for the current unit are set to True (the green
   circle).

   Unit patch variables FALSE
   --------------------------
   All the patch variables for the current unit are set to False (the yellow
   circle).

   All patch variables TRUE
   ------------------------
   The patch variables for all units and buildings are set to True.

   All patch variables FALSE
   -------------------------
   The patch variables for all units and buildings are set to False.



-------------------
Chapter [4]: CClite
-------------------
[4-1]  What is this program?
============================
   This program is written because you may like to create distributions
   that change the values in C&C, yet don't feel like distributing the 
   entire CCEdit package just to utilise a patch. This program is able
   to use a CCEdit v4 patch just as like full program, using the patch
   variables to determine what to change.

   It is slightly slower in identifying the game.dat file, but that is
   because it does not need the dos4gw.exe file.

[4-2]  Why is it here?
======================
   Because it is part of the CCEdit v4 distribution. While it lacks the
   functionality of CCEdit, CClite does have the bonus of making using
   patch files very easy. Instead of having to save the values yourself,
   CClite writes the values being changed directly to the game.dat file,
   making it significantly faster when it comes to writing the changes.
   If you use patches often, it is probably worthwhile to use CCEdit v4
   to create the patch files, then use CClite to use them, so you don't
   have to start CCEdit to use them.



------------------------
Chapter [5]: Patch files
------------------------
[5-1]  What is a patch file
===========================
   A patch file is a small (ish) file that contains the information about
   the current status of the values of the game.dat file, and the patch
   variables. They are used to enable you to make and undo changes to
   your game.dat file without having to go through all the variables of
   the units making changes yourself, time after time. Now all you have
   to do is do the changes once, then create a patch file for those values.
   From now on, when you want to play with those values, you just load
   up the patch file.

   Another use is when you are playing multiplayer Command and Conquer
   and want to use some custom values. You create the patch file with
   these values and give the patch file to your buddy where he installs
   it, so that you can avoid synch errors.
[5-1-1]  Are they compatible with version 2 patches?
----------------------------------------------------
   No. The file format is completely different.

[5-2]  Why do I need a patch file?
==================================
   The first reason is that there is no longer a Default option in CCEdit.
   This is because there are a number of variables that change depending
   on the patch level of Command and Conquer. It would be safe for me to
   provide a Default option for some values, but it would be very dangerous
   to provide this for all values.

   Instead, what you should do is, before you make any changes with CCEdit
   you should create a new patch, with all patch variables set to True.
   This will enable you to undo changes that you make to the game.dat file,
   which will save you from having to keep a backup of the game.dat file,
   although you should do this also.

[5-3]  Why patch files are so cool
==================================
   Because they let you specify, precisely, which values you want to
   change with the patch. Instead of changing every single value, you
   can just create a patch that changes the 4 values (for example) that 
   you want to change, and distribute that.

   This makes the patches totally portable between versions of C&C - you
   just change those values which you want to, and leave all the rest
   as they were.

   Of course, there are some variables which you can change, but which
   would likely cause problems, but you are intelligent enough to work
   them out.

SUGGESTION:
   If you are creating patch files for distribution, may I suggest that
   you make a pair of them. The first to make the changes to the values,
   and the second to get rid of these changes. Unless you are doing 
   something very esoteric, editing values that change between versions,
   it should be no trouble creating a patch file that undoes the changes
   you are making. This will enable the users of your patch to try it
   you, then get rid of the changes, without having to rely on them
   having a patch containing all the default values.

[5-4]  Using and making patch files
===================================
[5-4-1]  Making a patch
-----------------------
   On the main screen, bring up the command tab (press TAB). To create
   a new patch file, highlight 'Make a patch' and press Return. A screen
   will pop up into which you can enter the name of the file that you
   wish to create.

   As a shortcut, once you bring up the command tab, you can just press
   'm' rather than having to highlight it.

   You will not be able to supply an extension, as CCEdit does this for you
   (it relies upon the extension .pat for determining what is a patch file).
   The filename can be only 8 characters in length (I am not supporting
   long filenames, only the dos 8.3 variety).

   A default filename will be in the input box. You can either accept this,
   or use the backspace key to erase it. You then type in the name of the
   file that you want created.

   Press Return to have this file created.
[5-4-2]  Using a patch
----------------------
   On the main screen, bring up the command tab (press TAB). To use a
   patch file, highlight 'Use a patch' and press Return. A list of available
   patch files will pop up on the left.

   You move up and down this list just as you would any other list. Pressing
   Escape will get rid of the list, and not utilise any patches. Pressing
   Return will cause CCEdit to use the currently highlighted patch file.

IMPORTANT:
   The changes made by using a patch file are done in memory only. You still
   need to save these - usually by the 'Save all values' command. Be warned
   that saving all the values may take a while.

   If you know which unit is being altered, then you can jsut save the values
   for that unit, which is a lot faster.

   I recommend for people distributing patch files to the public to include
   a brief explanation of which units are being changed (so that there is
   no need to do a 'Save all values', but rather one or two save currents).

[5-5]  They are a bit big - what can I do about it?
===================================================
   There is nothing you can directly do to change the size of the patch
   file - this is fixed (and is relied upon by CCEdit). However, the
   patch files do compress very well. If you use something like pkzip,
   you can compress them to a file that is about 5K in size. I suggest
   that you do this when distributing them.

   However, you must uncompress the files before attempting to use them
   in CCEdit (or CClite). CCEdit (and CClite) only recognise patch variables
   if they have the extension .pat, and are of a certain size.



---------------------------------------
Chapter [6]: Problems running CCEdit v4
---------------------------------------
[6-1]  Failure to initialise your graphics card
===============================================
   If you get the following message:
      CCEdit was unable to work out how to set your video card.
      Even going into VESA mode failed. You might like to see if
      loading a VESA driver will help.
   This means that CCEdit was unable to work out how to identify your
   video card. Since CCEdit uses VESA to try and work out how to set your
   card, it may be that you have to load a VESA driver before using CCEdit.

   If you get this message and have a video card that has VESA 2.0 support
   on board, then you will not be able to run CCEdit v4. This is because
   of a problem that the graphics library I used has with these cards.

   You will always get this message if you have a Matrox card.

[6-2]  Not enough memory on your graphics card
==============================================
   This means that CCEdit detected that you didn't have enough memory on
   your video card to run at the resolution that you specified. To run
   CCEdit at 640x480 or 800x600 resolution, you need at least 512K of video
   memory. To run at 1024x768 resolution, you need at least 1024K of video
   memory.

   There are some cases where CCEdit may fail to correctly detect the amount
   of video memory. If you run CCEdit in a dos box (not full screen) under
   windows 95, then this error may occur. Simply run CCEdit in a full screen
   dos box (see section [3-1-1]).

   If you know that your video card has more than the required amount of
   memory, but CCEdit disagrees, you one of the command line parameters
   to avoid this test ( see section [3-3]).

[6-3]  Setting video mode failed
================================
   If you get this error, it means that although CCEdit worked out how to
   put your video card into the required graphics mode, the call to do so
   failed for some reason.

   I have no idea of how or why this might happen.

[6-4]  I have a Matrox card or onboard VESA 2.0 support
=======================================================
   The grahpics library that I used to create this program seems not to
   like cards that have VESA 2.0 support built into them. This is 
   especially true of Matrox cards. You will not be able to use CCEdit v4
   until such a time as I purchase a new graphics library and recode all
   of CCEdit v4. You should continue to use CCEdit v2.1 if this is the
   case.


---------------------------
Chapter [7]: Editing values
---------------------------
   This section will deal with the different ways that you can edit various
   values, and the commands available. If a value is a 1 byte value, then
   it will have a maximum value of 127, and a minimum value of -127. If
   a value is a 4 byte value, then you can go up to (roughly) 2 billion.
   Whether going so high is very doubtful (eg. don't go above about 16000
   for structure hit points). It is probably unwise to go higher than
   about 30000 for any value.

   Please note that it doesn't matter which column is the active one.
   You can keep the unit/building list active, and still edit the currently
   highlighted value, just as normal.

[7-1]  Decimal values
=====================
   To edit a decimal value, there are a number of way to do this. The first
   is to use the + and - keys to increment or decrement the value by 1. You
   can keep the key down, and it will continue adding or subtracting 1 to
   the value.

   The other way is to press the Return key and bring up an input box. This
   box will contain the current value. You press the backspace key to erase
   the number, and can type in your number. If you press Escape, no change
   will be made to the value, while if you press Return, the change will
   be made. Pressing the '-' key while the input box is present will negate
   the current number (eg turn 10 to -10, and -500 to 500).

[7-2]  Hexadecimal values
=========================
   You can only edit hexadecimal numbers by pressing Return and typing in
   the value. Press Escape to discard the value, and Return to have the
   newly types in value accepted.

[7-3]  Yes/No values
====================
   There are two ways to edit values that are Yes/No values. You can either
   press 'y' to set it to Yes, or 'n' to set it to No.

   Alternatively, you can press Enter, which will bring up a list of two
   choices (Yes and No), and you treat it like a normal list.

[7-4]  Payload values
=====================
   You can only edit payload values by pressing Return and typing in the
   value. Payload values have a minimum value of 0, and a maximum value of
   127, so your values will be cropped to fit within these ranges.

   If the current value shows Unlimited, you can edit this by either pressing
   backspace and typing in the new number, or by simply typing in the new
   number. If you hit 'u', then the value will be set to unlimited.

[7-5]  Weapons lists
====================
   Pressing Enter on a value for a weapons type will bring up a list of
   available weapons. You treat it like any normal list. Press Escape to
   get rid of the list with no changes, or Return to accept the currently
   highlighted weapons.

[7-6]  Buildable by lists
=========================
   Pressing Return while one of these values are highlighted will bring up
   a dual list. To the left will be a set of circles, much like those of
   the patch variables, except that a green circle represents that this side
   can build this unit, while a red circle means that this side cannot
   build this unit. To the right are the set of sides available.

   GDI and NOD are self explanatory. CIV is civilian, JP is the Special
   team (side 3). MP1 to MP6 are the multiplayer sides.

   You move up and down the list as normal. You press the space bar to
   toggle whether the currently highlighted team can build the current
   unit. Press Escape to discard any changes, or press Return to accept
   the new value.

[7-7]  Pre-requisites lists
===========================
   Pressing Return while one of these values are highlighted will bring up
   a dual list. To the left will be a set of circles, much like those of
   the patch variables, except that a green circles means that this building
   is required to build this item, and a red cicles means that this building
   isn't required. To the right are the set of buildings that can be set.

   There are two different lists that may be shown, depending on the size of
   the vaule (either 1 or 4 bytes). Those values with a 1 byte value will
   only have 7 buildings shown, which can be toggled. Those with a 4 byte
   value will have 23 buildings shown. The buildings being shown are just
   a list created using the ID numbers of the structures (although changing
   the ID number won't change this list).

   You move up and down the list as normal. You press the space bar to
   toggle whether the currently highlighted building is required to build
   the current item. Press Escape to discard any changes, or press Return to
   accept the new value.



-----------------------------
Chapter [8]: Additional notes
-----------------------------
[8-1]: That notice at the end
=============================
   This notice will now be appearing at the end of every shareware/freeware
   program that I write. The reason is to stop games magazines and cdrom
   compilation companies from putting the program onto their coverdisk/cdrom 
   without getting my permission.

   These people seem to think that just because a program is freeware that
   they can distribute it any way they want. This, however, is simply not
   true.

   If you did get this program off a cdrom, can you please do the following:
      1. contact me at buggy@adam.com.au
      2. write to the publishers of the magazine (or distributors of the
         cdrom) and tell them that they are engaging in software piracy
         and that you think this is a pretty crap thing to do.

   I don't charge individual users to use my editors, but I don't write
   them just so that other people can make money by distributing them.

   As I didn't include a delay on the message I hope you people don't
   mind that I put it there. Not that I'm going to remove it even if you
   don't like it.

   Publishers beware: I do get in contact with companies that distribute
   my programs without my permission (I have done so in the past, and will
   do so in the future, if required). Expect to be contacted by a pissed-off 
   author if you pirate my programs.

[8-2]: Contacting the author
============================
   My current email address is:
     buggy@adam.com.au

   You can always get the latest versions of my editors at:
     http://www.geocities.com/TimesSquare/5458

   If you get in contact with me via email, please make it an intelligent
   comment. Saying "The program doesn't work" is not all that helpful.

   And remember, I don't promise to answer my email promptly, or at all.


Andrew Griffin


