Explanation to LucasArts Games X-Wing control file MISSIONS.LFD
===============================================================

This is, what I found about the internal structure of the missions.lfd.
I don't know, if this is all correct. I patched some examples e.g. text
in German, changed original missions with home builded missions (Thanks
to Neal Westfall for the marvellous XMB!) and it works all.
MISSIONS.LFD looks like a declaration file in C or C++. Next I will try
to write a own source code. Just you can only patch the original file.
BTW, I use Norton's DiskEditor de.exe. Is somewhere a Hexeditor with more
fun?
Please enjoy the follow and let me know, how you find it.

Reinhard Hess
700136,676
Berlin/Germany

/*****************************************************************************/
struct *RMAPresource[10] {
	struct *TEXTcomships,
	struct *TEXTlevel,
	struct *TEXTtour3,
	struct *TEXTacombat,
	struct *TEXTxcombat,
	struct *TEXTtour1,
	struct *TEXTtour2,
	struct *TEXTycombat,
	struct *TEXTtours,
	struct *TEXTtour4
};

/* The next looks like 3 new fighters and 4 new TOD's */
struct TEXTcomships[3] {
	{"X-Wing",Y-Wing","A-Wing","B-Wing","Unused","Unused"},
	{Tour 1","Tour 2","Tour 3","Tour 4","Tour 5","Tour 6","Tour 7",
	"Tour 8"},
	{"xcombat","ycombat","acombat","bcombat","unsused","unused","tour1",
	"tour2","tour3","tour4","tour5","tour6","tour7","tour8"}
};


TEXTlevel[8] {
	{
		"level1", /* This section contents the names of           */
		"level2", /* the XWI and BRF files. You may change it.    */
		"level3", /* Be careful! The string length can varying,   */
		"level4", /* but the length of the structure element must */
		"level5", /* be the same!                                 */
		"level6", /* Note: All strings must be closed with 0x00!  */
		"level7",
		"level8"
	},
	{
		"Level One",    /* This is the mission briefing headline */
		"Level Two",    /* section. Don't overwrite the length   */
		"Level Three",  /* of the structure element!             */
		"Level Four",
		"Level Five",
		"Level Six",
		"Level Seven",
		"Level Eight"
	},
	/* Now comes a section with the briefing texts.                 */
	/* Every text can have 7 lines. Every line must be closed with  */
	/* 0x00. The max. line length is 30 character (without controls)*/
	/* Highlight on is ^A (0x01), highlight off is ^B (0x02).       */
	/* You may varying the line length, the field length must be    */
	/* constant!                                                    */
	{
		{
			"Navigate carfully trough the",
			"gates. You have ^B8.5 minutes^A ",
			"to finish the course. If you",
			"get too far off track you",
			"may press ^BH^A t abort this",
			"run. Each missed gate incurs",
			"a ^B15 second^A time penalty."
		},
		{
			/* Mission text field 2 */
		},
		{
			/* Mission text field 3 */
		},
		{
			/* Mission text field 4 */
		},
		{
			/* Mission text field 5 */
		},
		{
			/* Mission text field 6 */
		},
		{
			/* Mission text field 7 */
		},
		{
			/* Mission text field 8 */
		}
	}
};
/* In the same manner are the other elements of RMAPresource constructed. */
/* This is an example for a translated mission text.                      */
*waistem[]={
	"In this mission you will",
	"learn to adjust your power",
	"configuration system, target",
	"the enemy and destroy ",
	"unarmed Imperial TIE fighters",
	"and stationary Cargo ships."
}
*waistem[]={
	"In dieser Mission lernst",
	"Du, die Energie zu verteilen",
	"richtig zu zielen und unbe-",
	"waffnete Imperiale TIE Jaeger"
	"zu bekaempfen und passive",
	"Frachter zu zerstoeren."
}
