' All accumulated documentation for the OCL editor for MOO2 ' Pasted into one file by Flenser flenser@ntlworld.com for ' upload to Apolyton forums www.apolyton.com May 2004 ' All copyrights remain with original authors. ' ' File boundaries are marked with a ## followed by the file ' name as I have it. This string only appears where I've ' added it, to facilitate searching (a little). ## ocl21-readme.txt [14-02-2000] OCL 'Master of Orion II' editor, v0.21. by Dmitry Yulmukhametov, Yulmukhametov@bsu.bashedu.ru, Feb. 2000. ------------------------------------------------------------------------------- INTRODUCTION This distribution contains the OCL (Operated from Command Line) editor for an outstanding space strategy game by Microprose, 'Master of Orion II'. Accompanying it are this file, the data format description file, and the source code files in a separate directory. The OCL editor is designed to alter the data embedded in MOO2 executable and 'techname.lbx' file. It works as a compiler, processing the input text file and editing the target files correspondingly. It is operated from MS-DOS command line. This program allows to edit such things as: - Tech tree (which technologies are assigned to which tech. fields); - Technologies' RP costs; - Buildings' Production and Maintenance costs; - Tech prerequisits, sizes and costs for Weapons, Special Systems, Buildings, Drives, Shields and Computers; - Weapons' ammo count, min. and max. damage, possible modifications, cost and size; - Main map speed (parsecs per turn) for Drives; - Main map movement radius (in parsecs) for Fuel Cells; - Shields' strength, Special Systems' effect and Computers' beam offense bonus; - and more... ------------------------------------------------------------------------------- OPERATIONAL BASICS The OCL editor has two modes of operation: Translation and Extraction. Translation (default): reads the specified input file and writes binary output to the game files. This mode allows to edit the game. Extraction ('-e' command line switch): reads the game files and writes formatted text to the specified output file, which can later be used in translation mode. The exctraction mode allows to access the data contained in the game and convert it into more readable format. REQUIREMENTS: A working copy of MOO2 v1.31 in a MS-DOS compatible OS. Intel 80386-compatible processor. INSTALLATION: Copy the executable (ocl_v021.exe) into your MOO2 directory. Run it from the MOO2 directory with an output filename (any you like) and an '-e' parameter (add a '-d' parameter if you only have DOS version of MOO2) in the command line: copy ocl_v021.exe C:\ORION2 cd C:\ORION2 ocl_v021.exe -e my_rules.txt This will produce a text file which you can now edit and translate back into the game. CALL FORMAT: ocl_v021.exe [-e] [-d] Here is the name of input (or output, depending on the mode) text file. An optional '-e' switch sets the extraction mode. Translation mode is the default. An optional '-d' switch tells the editor to work with the DOS version of MOO2 ('orion2.exe'). The program accesses the 'orion95.exe' file by default. NOTE: It is highly advisable that you backup the critical MOO2 files (namely, 'orion2.exe', 'orion95.exe' and 'techname.lbx') before using this editor! ------------------------------------------------------------------------------- HOW TO EDIT In order to edit the game using OCL, you need to: - extract the game data into a text file, using OCL with an '-e' switch (see CALL FORMAT). - edit the text file created in the previous step. - translate the altered text file back into the game (see CALL FORMAT). All the changes you made in the text file will affect the game. If you already have a valid input text file, you can obviously skip the first step. TEXT FILE FORMAT: The text file contains fourteen blocks of MOO2-relevant data. Each block is started with a statement of its nature, for example: [TECHNOLOGIES] , and finished with an '[END]' statement. The place between these two statements is filled with a number of records. The general record format is: [