The DAT files & co
------------------
written 1999 by Sokke

DAT file list and explanations of the important ones:

17TO23.DAT	- System internal stuff (lookup table). Don't edit.
31TO59X.DAT	- System internal stuff (lookup table). Don't edit.
60TO111X.DAT	- Same as the last two files
APOGEE.PAL	- Color palette to imitate the classic 16 color EGA table used by old apogee games
AUTOMAP.DAT	- Contains the complete AUTOMAP. Described later on in this file.
EFFEKTOR.TXT	- Quick effector reference
GOALS.DAT	- Contains the mission goal's descriptions. See CMDHelp.txt
ITMCAPT.DAT	- Item explanations file. Described later on in this file.
ITMNAMES.DAT	- LookUp table containing the names of all inventory items.
LAND.DAT	- Contains the short cut sprites and parameters of landscape objects in the MAPEDIT.
		  Described later on in this file.
LUCIDABL.QBF	- Main menu font file, can be replaced by SOME other QBFs.
MASTER.PAL	- The original game palette.
MCMCI.DAT	- Exchange file. Used for communication with the VB MCI player module. (Which is NOT
		  needed for running the game! SO it's pure QB if you WANT.)
MIDI.DAT	- LookUp table that contains the length of all used MIDI files.
		  Described later on in this file.
PEOPLE.DAT	- LookUp table that contains information on all persons in the game. Only needed for
		  the MAPEDIT. Described later on in this file.
PRELOAD.DAT	- Contains the names and paths of ALL sprites in the game, so they will be preloaded
		  at the beginning of the game and found by the BACKSPACE search function in the MAP-
		  EDIT. Run PRELOADF.BAT to update this LookUp table.
RELOAD.SGN	- System internal stuff (main menu exchange file). Don't edit.
SFX_LIST.DAT	- System internal stuff (lookup table). Don't edit.
SHADOWS.DAT	- LookUp table that contains the names of sprites to be applied with a shadow. 
		  Described later on in this file.
SLOTS.INI	- Contains the savegame names and the actual savegame number.
SOUND.INI	- System internal stuff (soundcard settings). Don't edit.
VERSION.DAT	- Contains the version number of the game.
CREDITS.DAT	- Contains the names of actors and programmers of the game. (explained later in this
		  document)

Note: The DEF_ files won't be explained here! (See DEFINITIONS.TXT)

Further information: Important DAT file formats.

AUTOMAP.DAT
This file contains MAP coordinate captions in every second line. This helps you finding a MAP which's
AUTOMAP icon you want to change. In the line under the caption, you can enter a valid AUTOMAP icon
sprite filename. Such as Ebene, Meer, Gebirge.
You can also add a 40x40 AUTOMAP overlay, such as Vulkan or Schloss by ading an '&' to the first
filename and then add the second filename, such as: Ebene&Schloss. The overlay appears centered on the
selected MAP:
 _______
|       |
|       | <- big 40x40 overlay
|   _   |
|__[_]__|

    ^- small icon


ITMCAPT.DAT
This file contains the descriptions of several items in the following format:

...
nr
SOUND
text
text
text
text
text
...

While nr equals the main item number, SOUND must be a valid sound filename and
text should be the description, normally in thif format:

NAMEOFITEM

TEXT
TEXT
TEXT

So the Item can be shown at the top left of the box.


LAND.DAT
The following format is used:

...
SPRITE
TAG 1
TAG 2
Description
...


MIDI.DAT
One line always contains the MIDI filename without extension/path and the next
line contains the length in seconds.
Blank lines are not allowed.


PEOPLE.DAT
The following format is used:

...
SPRITENAME
Description
value
...

If value = 1, the animation is set to normal, when it's = 2, it's set to LOOPED.


SHADOWS.DAT
This file contains all sprite names that shall have a shadow, seperated by '&'s.
The filenames can have the following prefixes: '%' lets the shadow be 5 pixels higher and '$' creates
a double shadow for 40x40 sprites.
All sprites in the first line have shadows when the shadow detail level is set to one level before the
best.
The second line can also be used. The sprites in this line only have shadows when the shadow detail
level is set to the best value.
This tow line feature is not used in SoP, because of the enormous speed of the real time shadows, but
it's supported.


CREDITS.DAT
The following format is used:
...
[MAP_Y-UPPER/LOWER]
text
text
text
text
...

And the parameters mean:

MAP_Y=The Y coordinate of the MAP in which this text block shall be shown
UPPER/LOWER=1 for the upper half of the screen (Holger walks down, you know); 2 for the lower half.
