 ======================================================================
  RA-MIXer 5.1 for Command & Conquer RED ALERT [ENGLISH/GERMAN/FRENCH]
               and Counterstrike               [ENGLISH/GERMAN/FRENCH]
               and The Aftermath               [ENGLISH/GERMAN]

  Copyright (C) 1997,1998 by Moritz Mertinkat (MoehrchenSoft)

  eMail: ramixer@gmx.net
  WWW 1: http://come.to/tesla                    (THE TESLA COIL)
  WWW 2: http://members.xoom.com/tesla           (THE TESLA COIL)
  WWW 3: http://home.t-online.de/home/moehrchen    (Turbo Pascal)
 ======================================================================


 MIX Editing [ENGLISH]
 ---------------------

 CHAPTER 1: Introduction
   [1.1] Advanced MIX editing
   [1.2] About the filenames

 CHAPTER 2: Tables (filenames)
   [2.1] Available Red Alert Movies
   [2.2] Available Red Alert Songs
   [2.3] Available Red Alert Speeches
   [2.4] Available Red Alert Sound Effects
   [2.5] Available Red Alert Buildings
   [2.6] Available Red Alert Infantry Units
   [2.7] Available Red Alert Vehicles
   [2.8] Available Red Alert Aircraft
   [2.9] Available Red Alert Ships

 APPENDIX A: About this document  (Important!)


 ======================================================================


 CHAPTER 1: Introduction
 -----------------------
   When it comes to creating campaigns for Red Alert, is the rules.ini
 file really enough for what you need, or do you feel the need to add
 your own special touch to Red Alert?  In the following paragraphs, I
 will discuss various items I have been able to edit for Red Alert that
 goes well beyond what the rules.ini file allows.  Indeed, as I
 discovered these things, I was left pondering the question: just how
 extensible is Red Alert?


 [1.1] Advanced MIX editing
 --------------------------
   The first, and most important bit of knowledge you should have is
 that Red Alert can read the C&C-style .MIX files.  This is important
 because the C&C-style .MIX file headers are understood, which allows the
 placement and replacement of files, while the Red Alert-style .MIX file
 headers are not understood.  To do the following pieces of editing, you
 can use RA-MIXer 5.1. RA-MIXer allows you to create new MIX files,
 replace or delete files from MIX and you can even add new files!

   To have Red Alert recognise that you want it to use your new .mix
 file, you need to give the .mix file a particular name.  This name has
 the format sc*.mix (and apparently also ss*.mix), where * is replaced
 by up to 6 letters or digits.  You then place this new .mix file in
 your Red Alert directory (the directory with GAME.DAT; do NOT put your
 selfmade MIX files in the CDROM directory when using RA-HD!), and Red
 Alert will be able to utilise any data you place in it.
 It is common to use the filenames sc-001.mix, sc-002.mix etc (up to
 sc-999.mix).  If you use these names, you can be certain that the
 information in the higher numbered mix file will be used if it ia also
 contained within a lower number mix file (eg. a file called scu01ea.ini
 appearing in sc-812.mix will not be used if a similarly named file
 appears in sc-890.mix).

   For most Red Alert campaign creators, you will want to use the basic
 functionality that these sc*.mix files provide.  If you place your new
 .ini files into one of these .mix files, when Red Alert goes to play
 that mission, it will use the ini file from your .mix file, rather than
 that of the original mission.  If your mission contains many mission
 files, it is much cleaner to supply one .mix file for the user to use.
 However, if you are just supplying one or two missions, I wouldn't
 bother.  You should always remember to stick to the correct naming
 conventions for the new ini files.  Unfortunately, it does not appear
 that the file tutorial.ini gets read from your .mix file, so if your
 campaign uses new text from a tutorial.ini file, you will still have to
 supply that separately.  Nor does the mission.ini file get read, so that
 must also be supplied separately. [However, my Red Alert version has
 no problem with that - it is able to read mission.ini and tutorial.ini
 from a MIX file I created with RA-MIXer; Moritz]

   To those people that want to go the extra mile, these .mix files can
 contain more than just the various mission ini files of your campaign.
 They can also contain .shp and .aud files.  This is the method that you
 can use to give the civilian buildings V20 to V37 that don't originally
 have a set of graphics some graphics of their own.


 [1.2] About the filenames
 -------------------------
   Normally when you want to place a .shp file to replace the graphics
 of a unit or building you give it the extension .shp.  However, civilian
 buildings are slightly different.  The graphics for civilian buildings
 are normally stored in the snow.mix or temperat.mix files, rather than
 the normal conquer.mix (inside the main.mix file).  To replace the
 graphics of a civilian building, you must give it an extension related
 to the theater it will appear in.  For the Temperate theater, this
 extension is '.tem'; for the Snow theater, this extension is '.sno' and
 for the Interior theater it is '.int'
 For example, if I wanted to provide a graphic for civilian structure V23
 for the Temperate theater, the file I would add to my .mix file would
 have the filename of 'V23.tem'.

   For non-civilian buildings, the files you add have the extension
 '.shp'.  Say I was going to add a graphic called ANDR that I could then
 call from the rules.ini file.  If I didn't intend this structure to be
 buildable, then I would just add the file 'andr.shp' to the .mix file.
 However, if I wanted this to be used on a structure that gets build,
 then I should also include a file called 'andrmake.shp'.  This file
 contains the graphics that Red Alert will use during the 'building up'
 phase after the structure is placed.  If this file does not exist, when
 the structure using the ANDR graphic is placed, it will just suddenly
 appear (which does not look good).  Finally, if I wanted the user to be
 able to build this structure, I should also include the file
 'andricon.shp', which contains the graphic that Red Alert uses for the
 icon.  If this file isn't supplied, the cell in the sidebar where this
 icon would normally be displayed will be blank, and suffer from
 'bleeding' from the other graphics.  The filenames used by Red Alert
 for Windows 95 are exactly the same ones, but they are stored in different
 MIX files (LORES.MIX for DOS and HIRES.MIX for Windows). I'm not sure
 if Red Alert reads selfmade LORES.MIX or HIRES.MIX files. So, you can
 only make a MIX file for DOS or for Windows95, you can't put graphics
 for both versions in ONE MIX file!

   The same is done for vehicles, ships and infantry that you want to
 replace (although they only need the base graphic and the icon graphic).
 The base graphic must have a maximum 4 letter title (CFH will work but
 CFHAR will NOT).  Construction graphics (for buildings) take this base
 name and add MAKE to the end, while icon graphics take the base name and
 add ICON to the end.

   Special Note: the graphics for the hidden pillbox and the missile
 silo are also theater-specific, so they must be treated as you would
 when replacing civilian building graphics. ie to replace the graphic
 for a missile silo in the temperate theater with a graphic called BANG,
 you would need to include the file bang.tem, bangmake.tem, and
 bangicon.shp.  Yes, the icon has the .shp extension.
 [Because bangicon.shp is normally stored in REDALERT.MIX]

   One final note on replacing graphics: your new graphics should be as
 close to the original size of the building as possible, otherwise
 graphics clipping problems occur.  You will have to work out what size
 you can use for yourself.  You should also keep the number of frames
 of animation in your new graphic the same as of the original graphic.

   RA-MIXer comes with a set of conversions tools which also contains
 a wav to aud converter.  This means that you can create your own .aud
 files, and place them in your .mix files.  If you look in section [2.3]
 "Available Red Alert Speeches" you will see the list of .aud files that
 Red Alert uses to inform you of certain occurances.  By placing your own
 .aud files with the same name as the original (eg say I wanted to
 replace the original "Mission accomplished" speech, I would put a file
 called 'misnwon1.aud' in my .mix file), you can get Red Alert to use
 your .aud files instead of the original ones.

   In addition, it is possible to change the responses of the various
 units by placing the correctly-named .aud file into your .mix file.  For
 example, if I recorded and converted James Bond saying "Shaken, not
 stirred", I could get the spy to say that by placing the file
 'sking1.aud' (this would replace the "For king and country" response of
 the spy).  See Section [2.4]  "Available Red Alert Sound Effects" for the
 filenames (in the Abbrev. column) that you would need to replace.

   It may also be possible to replace the songs in Red Alert with your
 own music.  I have only tried this with replacing the AWAIT soundtrack
 (as it doesn't originall appear), and this worked (ie I placed the file
 await.aud in my .mix file).  I am unsure of whether the other songs can
 be replaced by placing the specified file in your .mix file (you will
 have to work this out for yourself).

   You can replace even the videos in Red Alert, although you cannot add
 new ones apparently.  I am talking about the .vqa videos, not the .wsa
 animations (I have not tested whether .wsa animations can also be
 replaced, but I would guess that they could).  To do this, you simply
 place a .vqa file in your .mix file that has the same name as the
 abbreviation of the movie (see Available Red Alert Movies for this
 listing).  I do not know whether there is a .vqa encoder available at the
 current moment, nor do I know whether Red Alert's vqa format is the same
 as that of C&C's vqa format (you can use C&C videos in Red Alert, but
 the palette is so different as to make this pointless).

   Looking back, it seems as though pretty much everything in Red Alert
 can be replaced by using a custom-made mix file.  The question is: what
 else can be changed?  Really, only the actual map graphics themselves
 are left to be seen if they can be changed.




 CHAPTER 2: Advanced Editing
 ---------------------------


 [2.1] Available Red Alert Movies
 --------------------------------
 These are the names and numbers of all the video clips in RA.
 (The movie numbers are placed in the third parameter of the trigger
 action in the mission files).

 To get the original filename, add '.VQA' to the name.
 Example: The correct filename for the VQA movie "BATTLE" (number 4)
          is BATTLE.VQA


             Movie  Plays on Plays on
 Names       #'s    Soviet   Allies    Descriptions
 --------------------------------------------------
 AAGUN        0     yes      yes        anti-aircraft guns firing at yaks
                                          while barracks get strafed
 MIG          1     yes      no         MIG flying along and shooting tank
 SFROZEN      2     yes      no         dead (Soviet) soldier in bunker in
                                          snow
 AIRFIELD     3     yes      no         yak moving out of hanger onto
                                          airstrip with lots of other yaks
 BATTLE       4     no       yes        destroyed tanks, jeeps etc on field
                                          (ends with tank exploding)
 BMAP         5     yes      yes        dagger falling onto map of Europe,
                                          filling it red (Soviet win video)
 BOMBRUN      6     yes      no         bombing run by badger bomber onto
                                          building
 DPTHCHRG     7     yes      no         depth charge attack on sub
 GRVESTNE     8     no       yes        gravestone of Tanya
 MONTPASS     9     no       yes        convoy of 3 trucks
 MTNKFACT    10     yes      no         construction of heavy/mammoth tank
 CRONTEST    11     no       yes        chronosphere in action (expanding
                                          blue field engulfs units)
 OILDRUM     12     no       yes        looking through binoculars into
                                          base, tank fires shell into barrel
                                          that explodes

 ALLYEND     13     no       yes        allied ending (Stalin found but left
                                          buried)
 RADRRAID    14     yes      no         2 tanks attacking radar dome and
                                          pillboxes
 SHIPYARD    15     no       no        ****NOT ON EITHER DISK****
 SHORBOMB    16     no       yes        cruiser tactical display and then
                                          bombing shore target
 SITDUCK     17     yes      no         sub attacking cruiser (2 torpedo hits)
 SLNTSRVC    18     yes      no         sub glides past, along ocean floor
 SNOWBASE    19     no       no        ****NOT ON EITHER DISK****
 EXECUTE     20     yes      no         firing squad kills person in snow
 REDINTRO    21     yes      yes        Red Alert's intro movie sequence
 NUKESTOK    22     yes      no         mushroom cloud from A-bomb
 V2ROCKET    23     yes      no         2 V2 rockets being launched off ledge
 SEARCH      24     yes      no         search lights being trained on
                                          prison complex
 BINOC       25     no       yes        man with binoculars looking at
                                          heavy tanks travelling along road
 ELEVATOR    26     no       yes        soviet lift going down (or up)
 FROZEN      27     no       yes        dead (Allied) soldier in bunker
 MCV         28     no       yes        MCV is snow (stops moving but
                                          doesn't deploy)
 SHIPSINK    29     no       yes        helicopter over water going to
                                          damaged and sinking cruiser
 SOVMCV      30     yes      no         MCV in snow (stops moving but
                                          doesn't deploy)
 TRINITY     31     no       yes        Eiffel Tower in foreground of
                                          nuclear strike
 ALLYMORF    32     yes      yes        morph into Allied symbol (Allied
                                          win animation)
 APCESCPE    33     no       yes        APC running away from burning base
 BRDGTILT    34     no       yes        bridge over a river (snow)
 CRONFAIL    35     yes      yes        chronosphere blowing up while trying
                                          to activate
 STRAFE      36     yes      no         yak strafing jeeps as they cross a
                                          bridge
 DESTROYR    37     no       yes        boats travelling up river (snow)
 DOUBLE      38     yes      no         2 MCV's travelling across grass field
 FLARE       39     yes      yes        person signalling with flare, then
                                          planes fly overhead (snow)
 SNSTRAFE    40     yes      no         yak making strafing row of people
                                          in village; teddy bear is dropped
 LANDING     41     yes      yes        soviet tech. centre with 2 tesla coils
                                          out front, transport helicopter
                                          lands (snow)
 ONTHPRWL    42     yes      no         sub moving along ocean floor
 OVERRUN     43     no       yes        2 soldiers in foxhole, they run out
                                          just before tank runs over that
                                          foxhole
 SNOWBOMB    44     yes      yes        cruiser firing at base and hitting it
 SOVCEMET    45     yes      no         gravestone with R.I.P on it
 TAKE_OFF    46     yes      no         transport helicopter lifting off
 TESLA       47     yes      no         tesla coil zapping medium tank
 SOVIET8     48     yes      no         soviet briefing
 SPOTTER     49     yes      no         binocular view of 3 soldiers
 ALLY1       50     yes      yes        allied briefing
 ALLY2       51     no       yes        allied briefing
 ALLY4       52     no       yes        allied briefing
 SOVFINAL    53     yes      no         soviet end video - Kane is the future!
 ASSESS      54     no       yes        man in snow with binoculars watching
                                          base; focuses on Iron Curtain
 SOVIET10    55     yes      no         soviet briefing
 DUD         56     no       yes        bird on nuclear missile that didn't
                                          explode (in London?)
 MCV_LAND    57     no       yes        helicopter landing in snow next to
                                          truck
 MCVBRDGE    58     yes      no         MCV moving across bridge
 PERISCOP    59     yes      no         sub targeting cruiser through
                                          periscope, and launching a torpedo
                                          at it
 SHORBOM1    60     no       yes        cruiser tactical display (see 16,
                                          but it doesn't attack afterwards)
 SHORBOM2    61     no       yes        cruiser pounding shore base
 SOVBATL     62     yes      no         destroyed heavy tanks, APCs,
                                          helicopters, with helicopters
                                          flying overhead
 SOVTSTAR    63     yes      yes        soviet star (Soviet win animation)
 AFTRMATH    64     no       yes        binocular view of destroyed base;
                                          focuses on destroyed Iron Curtain
                                          (see 54)
 SOVIET11    65     yes      no         soviet briefing
 MASASSLT    66     no       yes        view of city, then tanks come
                                          rolling in, followed by
                                          helicopters (city is Soviet)
 ENGLISH     67   **no**     no        ****NOT ON EITHER DISK****
 SOVIET1     68     yes      yes        soviet briefing
 SOVIET2     69     yes      no         soviet briefing
 SOVIET3     70     yes      no         soviet briefing
 SOVIET4     71     yes      no         soviet briefing
 SOVIET5     72     yes      no         soviet briefing
 SOVIET6     73     yes      no         soviet briefing
 SOVIET7     74     yes      no         soviet briefing
 PROLOG      75     yes      yes        Einstein travelling back in time
                                          to get Hitler
 AVERTED     76     yes      no         computer room with 'meltdown
                                          averted' message
 COUNTDWN    77     yes      no         computer room with 'meltdown
                                          imminent' message
 MOVINGIN    78     yes      no         convoy of 3 trucks
 ALLY10      79     no       yes        allied briefing
 ALLY12      80     no       yes        allied briefing
 ALLY5       81     no       yes        allied briefing
 ALLY6       82     no       yes        allied briefing
 ALLY8       83     no       yes        allied briefing
 TANYA1      84     no       yes        Tanya about to be interrogated
                                          (with needle)
 TANYA2      85     no       yes        Tanya getting rescued (shooting guy)
 ALLY10B     86     no       yes        allied briefing
 ALLY11      87     no       yes        allied briefing
 ALLY14      88     no       yes        allied briefing
 ALLY9       89     no       yes        allied briefing
 SPY         90     no       yes        Russian guard getting mugged by spy
 TOOFAR      91     no       yes        bridge being blown up by commandos
                                          in dingy
 SOVIET12    92     yes      no         soviet briefing
 SOVIET13    93     yes      no         soviet briefing
 SOVIET9     94     yes      no         soviet briefing
 BEACHEAD    95     yes      no         turret on beach attacking tanks as
                                          they come out of an LST; pans out
                                          to ocean where more LST wait
 SOVIET14    96     yes      no         soviet briefing
 SIZZLE      97     yes      yes        Land of Lore 2 preview
 SIZZLE2     98     yes      yes        Bladerunner preview
 Counterstrike only:
 ANTEND      99   *counterstrike only*  Queen ant dying in fire - ant end
                                          movie.
 ANTINTRO   100   *counterstrike only*  "It came from Red Alert" - ant
                                          intro movie.

     There are 3 videos that are on neither cdrom: SNOWBASE, SHIPYARD, and
   ENGLISH.
     SNOWBASE and SHIPYARD perform as other videos do when the wrong cdrom
   is in the driver, but ENGLISH causes Red Alert to crash (at least the
   Windows 95 version) when played from the Soviet cdrom (at least from
   the Play Movie trigger).
     It is likely for foreign language versions of Red Alert that the
   ENGLISH video will have some other name.

     When a movie is specified with the Play Movie trigger and it does not
   exist on the cdrom that is currently in the drive, there will be a brief
   flash of black (if black can be considered to be a 'flashable' colour),
   then the mission will resume.  The exception is the ENGLISH movie, which
   crashes on the Soviet disk.  Do not specify a movie name/number that is
   not on the current disk.


 [2.2] Available Red Alert Songs
 --------------------------------
 The following songs are available in Red Alert:

 To get the original filename, add '.AUD' to the abbrev.
 Example: The correct filename for the song "Hell March" (number 4)
          is HELL226M.AUD

 #'s  Abbrev.     Song Title
 ---------------------------
  0   BIGF226M    Bigfoot
  1   CRUS226M    Crush
  2   FAC1226M    Face the Enemy 1
  3   FAC2226M    Face the Enemy 2
  4   HELL226M    Hell March
  5   RUN1226M    Run For Your Life
  6   SMSH226M    Smash
  7   TREN226M    Trenches
  8   WORK226M    Workmen
  9   DENSE_R     Dense
 10   FOGGER1A    Fogger
 11   MUD1A       Mud
 12   RADIO2      Radio 2
 13   ROLLOUT     Roll Out
 14   SNAKE       Snake
 15   TERMINAT    Terminate
 16   TWIN        Twin
 17   VERTOR1A    Vector
 18   MAP         Map Selection theme
 19   SCORE       Score screen theme
 20   INTRO       Intro theme
 21   CREDITS     End Credits theme
  Counterstrike only:
 22   2ND_HAND    2nd_Hand
 23   ARAZOID     Arazoid
 24   BACKSTAB    Backstab
 25   CHAOS2      Chaos2
 26   SHUT_IT     Shut_it
 27   TWINMIX1    TwinMix1
 28   UNDER3      Under3
 29   VR2         VR2
    Note that the song "AWAIT" mentioned in the rules.ini file in the
 [ThemeControl] section does not actually exist.



 [2.3] Available Red Alert Speeches
 ----------------------------------
 To get the original filename, add '.AUD' to the abbrev.
 Example: The correct filename for "Mission failed" (number 1)
          is MISNLST1.AUD

 Abbrev.      #'s     What is said
 ---------------------------------
 MISNWON1      0      "Mission accomplished"
 MISNLST1      1      "Mission failed"
 PROGRES1      2      "Unable to comply, building in progress"
 CONSCMP1      3      "Construction complete"
 UNITRDY1      4      "Unit ready"
 NEWOPT1       5      "New construction options"
 NODEPLY1      6      "Cannot deploy here"
 STRCKIL1      7      "Structure destroyed"
 NOPOWR1       8      "Insufficient power"
 NOFUNDS1      9      "Insufficient funds"
 BCT1         10      "Battle control terminated"
 REINFOR1     11      "Reinforcements have arrived"
 CANCLD1      12      "Cancelled"
 ABLDGIN1     13      "Building"
 LOPOWER1     14      "Low power"
 NOFUNDS1     15      "Insufficient funds"
 BASEATK1     16      "Our base is under attack"
 NOBUILD1     17      "Unable to build more"
 PRIBLDG1     18      "Primary building selected
 none         19      (nothing)
 none         20      (nothing)
 UNITLST1     21      "Unit lost"
 SLCTTGT1     22      "Select target"
 ENMYAPP1     23      "Enemy approaching"
 SILOND1      24      "Silos needed"
 ONHOLD1      25      "On hold"
 REPAIR1      26      "Repaired"   (may be "repairing")
 none         27      (nothing)
 none         28      (nothing)
 AUNITL1      29      "Airborne unit lost"
 none         30      (nothing)
 AAPPRO1      31      "Allied forces approaching"
 AARRIVE1     32      "Allied reinforcements have arrived"
 none         33      (nothing)
 none         34      (nothing)
 BLDGINF1     35      "Building infiltrated"
 CHROCHR1     36      "Chronosphere charging"
 CHRORDY1     37      "Chronosphere ready"
 CHROYES1     38      "Chronosphere test successful"
 CMDCNTR1     39      "Command Centre under attack"
 CNTLDED1     40      "Control Centre deactivated"
 CONVYAP1     41      "Convoy approaching"
 CONVLST1     42      "Convoy unit lost"
 XPLOPLC1     43      "Explosive charge placed"
 CREDIT1      44      "Credits stolen"
 NAVYLST1     45      "Naval unit lost"
 SATLNCH1     46      "Satellite launched"
 PULSE1       47      "Sonar pulse available"
 none         48      (nothing)
 SOVFAPP1     49      "Soviet forces approaching"
 SOVREIN1     50      "Soviet reinforcements have arrived"
 TRAIN1       51      "Training"
 AREADY1      52      "A-bomb ready"
 ALAUNCH1     53      "A-bomb launch detected"
 AARRIVN1     54      "Allied reinforcements have arrived from the north"
 AARRIVS1     55      "Allied reinforcements have arrived from the south"
 AARIVE1      56      "Allied reinforcements have arrived from the east"
 AARRIVW1     57      "Allied reinforcements have arrived from the west"
 1OBJMET1     58      "First objective met"
 2OBJMET1     59      "Second objective met"
 3OBJMET1     60      "Third objective met"
 IRONCHG1     61      "Iron Curtain charging"
 IRONRDY1     62      "Iron Curtain ready"
 KOSYRES1     63      "Kosygin rescued"
 OBJNMET1     64      "Objective not met"
 FLAREN1      65      "Signal flare detected from the north"
 FLARES1      66      "Signal flare detected from the south"
 FLAREE1      67      "Signal flare detected from the east"
 FLAREW1      68      "Signal flare detected from the west"
 SPYPLN1      69      "Spy plane ready"
 TANYAF1      70      "Tanya freed"
 ARMORUP1     71      "Unit armour upgraded"
 FIREPO1      72      "Unit firepower upgraded"
 UNITSPD1     73      "Unit speed upgraded"
 MTIMEIN1     74      "Mission timer initialised"
 UNITFUL1     75      "Unit full"
 UNITREP1     76      "Unit repaired"
 40MINR       77      "Forty minutes remaining"
 30MINR       78      "Thirty minutes remaining"
 20MINR       79      "Twenty minutes remaining"
 10MINR       80      "Ten minutes remaining"
 5MINR        81      "Warning, five minutes remaining"
 4MINR        82      "Warning, four minutes remaining"
 3MINR        83      "Warning, three minutes remaining"
 2MINR        84      "Warning, two minutes remaining"
 1MINR        85      "Warning, one minute remaining"
 TIMERNO1     86      "Timer stopped"
 UNITSLD1     87      "Unit sold"
 TIMERGO1     88      "Timer started"
 TARGRES1     89      "Target rescued"
 TARGFRE1     90      "Target freed"
 TANYAR1      91      "Tanya rescued"
 STRUSLD1     92      "Structure sold"
 SOVFORC1     93      "Soviet forces have fallen"
 SOVEMP1      94      "Soviet empire selected"
 SOVEFAL1     95      "Soviet empire has fallen"
 OPTERM1      96      "Operation terminated"
 OBJRCH1      97      "Objective reached"
 OBJNRCH1     98      "Objective not reached"
 OBJMET1      99      "Objective met"
 MERCR1       100     "Mercenary rescued"
 MERCF1       101     "Mercenary freed"
 KOSYFRE1     102     "Kosygin freed"
 FLARE1       103     "Signal flare detected"
 COMNDOR1     104     "Commando rescued"
 COMNDOF1     105     "Commando freed"
 BLDGPRG1     106     "Building in progress"
 ATPREP1      107     "Atom bomb prepping"
 ASELECT1     108     "Allied forces selected"
 APREP1       109     "A-bomb prepping"
 ATLNCH1      110     "Atom bomb launch detected"
 AFALLEN1     111     "Allied forces have fallen"
 AAVAIL1      112     "A-bomb available"
 AARRIVE1     113     "Allied reinforcements have arrived"
 SAVE1        114     "Mission saved"
 LOAD1        115     "Mission loaded"


 [2.4] Available Red Alert Sound Effects
 ---------------------------------------
 These are the sound effects available in Red Alert

 To get the original filename, add '.AUD' to the abbrev.
 Example: The correct filename for Girl's voice "Yeah?" (number 1)
          is GIRLYEAH.AUD

 Abbrev.       #'s        Type of sound effect
 ---------------------------------------------
 GIRLOKAY       0        Girl's voice: "Ok"
 GIRLYEAH       1        Girl's voice "Yeah?"
 GUYOKAY1       2        Guy's voice: "Ok"
 GUYYEAH1       3        Guy's voice: "Yeah?"
 MINELAY1       4        (mine laying sound? couldn't hear anything)
 ACKNO          5        Russian voice: "Acknowledged"
 AFFIRM1        6        Military voice: "Affirmative"
 AWAIT1         7        Military voice: "Awaiting orders"
 EAFFIRM1       8        Engineer's voice: "Affirmative"
 EENGIN1        9        Engineer's voice: "Engineering"
 NOPROB        10        "Of course" (Einstein's voice?)
 READY         11        Military voice: "Ready and waiting"         
 REPORT1       12        Military voice: "Reporting"         
 RITAWAY       13        Military voice: "At once"
 ROGER         14        Military voice: "Agreed"
 UGOTIT        15        Military voice: "Very well"
 VEHIC1        16        (didn't hear anything)
 YESSIR1       17        Military voice: "Yes sir?"
 DEDMAN1       18        Man's death sound
 DEDMAN2       19        Man's death sound
 DEDMAN3       20        Man's death sound
 DEDMAN4       21        Man's death sound
 DEDMAN5       22        Man's death sound
 DEDMAN6       23        Man's death sound
 DEDMAN7       24        Man's death sound
 DEDMAN8       25        Man's death sound
 DEDMAN10      26        Man's death sound
 CHRONO2       27        Sound of chronosphere being fired
 CANNON1       28        Cannon shot
 CANNON2       29        Cannon shot (tinier than #28)
 IRONCUR9      30        Iron Curtain being fired
 EMOVOUT1      31        Engineer's voice: "Moving out"
 SONPULSE      32        Sonar pulse sound
 SANDBAG2      33        Sandbag being squashed
 MINEBLO1      34        Mine's 'ping' sound
 CHUTE1        35        Sound of torpedo being launched?
 DOGY1         36        Dog's bark
 DOGW5         37        Dog's whine
 DOGG5P        38        Dog's growl
 FIREBL3       39        Fireball sound (or something very similar)
 FIRETRT1      40        Another fire sound?
 GRENADE1      41        Sound of grenade being thrown?
 GUN11         42        Machine gun sound (5 quick shots)
 GUN13         43        Machine gun sound (8 or 9 very quick shots)
 EYESSIR1      44        Engineer's voice: "Yes sir"
 GUN27         45        Single gun shot
 HEAL2         46        Medic's healing sound
 HYDROD1       47        don't know (sound a bit like a steam press)
 INVUL2        48        don't know
 KABOOM1       49        An explosion
 KABOOM12      50        An explosion
 KABOOM15      51        An explosion
 SPLASH9       52        Object falling into water
 KABOOM22      53        Really large explosion
 AACANON3      54        Sound of AAGun firing?
 TANDETH1      55        Tanya death sound
 MGUNINF1      56        Machine gun sound (6 or 7 quick shots)
 MISSILE1      57        SAM missile firing
 MISSILE6      58        missile firing sound
 MISSILE7      59        missile firing sound (V2 rocket?)
 x             60        (nothing)
 PILLBOX1      61        sound of pillbox firing (machine gun sound)
 RABEEP1       62        a beep
 RAMENU1       63        a very short beep
 SILENCER      64        single sniper shot
 TANK5         65        cannon shot (very loud)
 TANK6         66        cruiser firing sound (or may be artillery sound)
 TORPEDO1      67        torpedo being launched
 TURRET1       68        turret gun firing sound
 TSLACHG2      69        tesla coil charging up
 TESLA1        70        tesla coil firing
 SQUISHY2      71        something getting squashed
 SCOLDY1       72        very short beep
 RADARON2      73        sound of radar coming on
 RADARDN1      74        sound of radar going off
 PLACBLDG      75        sound of building being placed
 KABOOM30      76        an explosion
 KABOOM25      77        an explosion
 x             78        (nothing)
 DOGW7         79        dog's whine
 DOGW3PX       80        dog's growl
 CRMBLE2       81        sound of something falling down/crumbling down
 CASHUP1       82        short bleep
 CASHDN1       83        short bleep
 BUILD5        84        construction sounds 
 BLEEP9        85        long bleep sound
 BLEEP6        86        bleep sound
 BLEEP5        87        bleep sound
 BLEEP17       88        bleep sound
 BLEEP13       89        bleep sound
 BLEEP12       90        bleep sound
 BLEEP11       91        bleep sound
 H2OBOMB2      92        big explosion (A-bomb going off?) 
 CASHTURN      93        sound of something being sold
 TUFFGUY1      94        Tanya: "Chew on this"
 ROKROLL1      95        Tanya: "Let's rock"
 LAUGH1        96        Tanya laughing
 CMON1         97        Tanya: "Shake it baby"
 BOMBIT1       98        Tanya: "Cha-ching!"
 GOTIT1        99        Tanya: "That's all you got?"
 KEEPEM1       100       Tanya: "Kiss it bye-bye"
 ONIT1         101       Tanya: "I'm there"
 LEFTY1        102       Tanya: "Give it to me"
 YEAH1         103       Tanya: "Yeah?"
 YES1          104       Tanya: "Yes sir"
 YO1           105       Tanya: "What's up?"
 WALLKIL2      106       something (concrete wall being destroyed?)
 x             107       (nothing)
 GUN5          108       single cannon shot
 SUBSHOW1      109       submarine 'decloaking' 
 EINAH1        110       Einstein: "Ya?"
 EINOK1        111       Einstein: "Incredible"
 EINYES1       112       Einstein: "Yes"
 MINE1         113       explosion
 SCOMND1       114       spy: "Commander"
 SYESSIR1      115       spy: "Yes sir"
 SINDEED1      116       spy: "Indeed"
 SONWAY1       117       spy: "On my way"
 SKING1        118       spy: "For king and country"
 MRESPON1      119       medic: "Medic reporting"
 MYESSIR1      120       medic: "Yes sir"
 MAFFIRM1      121       medic: "Affirmative"
 MMOVOUT1      122       medic: "Moving out"
 BEEPSLCT      123       a bleep (deepish in pitch)
 SYEAH1        124       thief: "Yeah?"
 x             125       (nothing)
 x             126       (nothing)
 SMOUT1        127       thief: "Moving out"
 SOKAY1        128       thief: "Ok"
 x             129       (nothing)
 SWHAT1        130       thief: "What?"
 SAFFIRM1      131       thief: "Affirmative"

 Counterstrike only:
 STAVCMDR      132       Stavros: "Commander?"
 STAVCRSE      133       Stavros: "Of course"
 STAVYES       134       Stavros: "Yes"
 STAVMOV       135       Stavros: "Move out"
 BUZY1         136       emergency buzzer sound
 RAMBO1        137       Rambo (C&C voice): "I've got a present for ya"
 RAMBO2        138       Rambo (C&C voice): "Ha ha ha ha"
 RAMBO3        139       Rambo (C&C voice): "Real tough guy"




 [2.5] Available Red Alert Buildings
 -----------------------------------
 The following buildings are available in Red Alert (although not all
 of them can be built):

 Most of the structures listed below have more than one filename.
 First, there's one filename for the structure itself (just add '.SHP').
 If the structures has a 'building up' effect, then there's a second
 filename: add 'MAKE.SHP' to the abbrev.
 Now, the only thing missing is the icon for the structure. Not all
 structures have icons - only those that can be built. To get the
 filename for the icon, just add 'ICON.SHP' to the abbrev.


 Example: The correct filenames for the Weapons Factory (number 3) are:
          > Structure:    WEAP.SHP
          > Building Up:  WEAPMAKE.SHP
          > Icon:         WEAPICON.SHP

 (Note, that the civilian buildings don't use the extension .SHP!
  See section [1.1] "Advanced MIX editing" and [1.2] "About the filenames")


 #'s  Abbrev.  Name                       Has Icon
 -------------------------------------------------
  0    ATEK   Allied Technology Centre      yes
  1    IRON   Iron Curtain                  yes
  2    WEAP   Weapons Factory               yes
  3    PDOX   Chronosphere                  yes
  4    PBOX   Pillbox                       yes
  5    HBOX   Camouflaged Pillbox           yes
  6    DOME   Radar Dome                    yes
  7    GAP    Gap Generator                 yes
  8    GUN    Gun Turret                    yes
  9    AGUN   Anti-Aircraft Gun             yes
 10    FTUR   Flame Turret                  yes
 11    FACT   Construction Yard             yes
 12    PROC   Ore Refinery                  yes
 13    SILO   Ore Silo                      yes
 14    HPAD   Helicopter Pad                yes
 15    SAM    SAM Site                      yes
 16    AFLD   Airfield                      yes
 17    POWR   Power Plant                   yes
 18    APWR   Advanced Power Plant          yes
 19    STEK   Soviet Technology Centre      yes
 20    HOSP   Hospital                      no
 21    BARR   Barracks (Allied)             yes
 22    TENT   Barracks (Soviet)             yes
 23    KENN   Dog Kennel                    yes
 24    FIX    Service Depot                 yes
 25    BIO    Bio-Research Laboratory       no
 26    MISS   Technology Centre/Prison      no
 27    SYRD   Ship Yard                     yes
 28    SPEN   Sub Pen                       yes
 29    MSLO   Missile Silo                  yes
 30    FCOM   Forward Command Post          no
 31    TSLA   Tesla Coil                    yes
 32    WEAF   Fake Weapons Factory          yes
 33    FACF   Fake Construction Yard        yes
 34    SYRF   Fake Ship Yard                yes
 35    SPEF   Fake Sub Pen                  no
 36    DOMF   Fake Radar Dome               yes
 x     SBAG   Sandbag                       yes
 x     CYCL   Chain-link fence              no
 x     BRIK   Concrete wall                 yes
 x     BARB   Barbed-wire fence             no
 x     WOOD   Wooden fence                  no
 x     FENC   Barbed wire (the normal type) yes
 43    MINV   Anti-vehicle mine             no
 44    MINP   Anti-personnel mine           no
 x     V01    Church                        no
 x     V02    Han's and Gretel's            no
 x     V03    Hewitt's Manor                no
 x     V04    Ricktor's House               no
 x     V05    Gretchin's House              no
 x     V06    The Barn                      no
 x     V07    Damon's Pub                   no
 x     V08    Fran's House                  no
 x     V09    Music Factory                 no
 x     V10    Toymaker's                    no
 x     V11    Ludwig's House                no
 x     V12    Haystacks                     no
 x     V13    Haystack                      no
 x     V14    Wheat Field                   no
 x     V15    Fallow Field                  no
 x     V16    Corn Field                    no
 x     V17    Celery Field                  no
 x     V18    Potato Field                  no
 x     V19    Oil Pump                      no
 x    *V20    **NO DESCRIPTION**            no
 x    *V21    Abdul's House                 no
 x    *V22    Pablo's Wicked Pub            no
 x    *V23    Village Well                  no
 x    *V24    **NO DESCRIPTION**            no
 x    *V25    Church                        no
 x    *V26    Ali's House                   no
 x    *V27    Trader Ted's                  no
 x    *V28    Menelik's House               no
 x    *V29    Prestor John's House          no
 x    *V30    Village Well                  no
 x    *V31    Witch Doctor's House          no
 x    *V32    Rikitikitembo's Hut           no
 x    *V33    Roarke's Hut                  no
 x    *V34    Musaba's Hut                  no
 x    *V35    Aksum's Hut                   no
 x    *V36    Mambo's Hut                   no
 x    *V37    The Studio                    no
 x     BARL   (single barrel)               no
 x     BRL3   (cluster of 3 barrels)        no

 Counterstrike only:
 84    QUEE   Queen ant structure
 85    LAR1   Ant - single ant larva
 86    LAR2   Ant - two ant larvae

   While MINV and MINP do cause the trigger to be activated if they are
 made buildable, placing a bought mine causes the construction yard to
 go berserk and stops the further placement of any other buildings.
   Those structures that have an 'x' where their number should be do not
 activate the Build Building type trigger.
   Any structure without an icon that is made buildable will get a
 'hall-of-mirrors' icon when displayed.  This means that their icon will
 be made up of bits of graphics from whatever was last displayed in
 that section of the screen.
   The civilian structures marked with a * (V20 to V37) do not have any
 graphics displayed on either the SNOW or TEMPERATE theatres.  In the
 original Command and Conquer, they appeared only in the DESERT theatre,
 which was not included in Red Alert.  They are a left-over from C&C.
   The civilian structure V20 and V24 not only have no description
 associated with them, but they also are not selectable.
   The two types of barrel and mines are not selectable.

   After some digging around, I have determined that the statement that
 the V20 to V37 structures are left-overs from C&C days is not quite
 true.  It is true that they have no graphics, but there is a way of
 providing your own graphics for them (see Section [1.1] "Advanced MIX
 editing" and [1.2] "About the filenames" for more on this).


 [2.6] Available Red Alert Infantry Units
 ----------------------------------------
 The following infantry units are in Red Alert (note that the attack
 dog is treated as an infantry unit by Red Alert):

 To get the original filename, just add '.SHP' to the abbrev.
 Example: The correct filename for the Rocket Soldier (number 2)
          is E3.SHP

 #'s  Abbrev.       Name              Has Icon
 ---------------------------------------------
  0    E1          Rifle Infantry       Yes
  1    E2          Grenadier            Yes
  2    E3          Rocket Soldier       Yes
  3    E4          Flamethrower         Yes
  4    E6          Engineer             Yes
  5    E7          Tanya                Yes
  6    SPY         Spy                  Yes
  7    THF         Thief                Yes
  8    MEDI        Field Medic          Yes
  9    GNRL        General              No
 10    DOG         Attack Dog           Yes
 11    C1          Joe                  No
 12    C2          Barry                No
 13    C3          Shelly               No
 14    C4          Maria                No
 15    C5          Karen                No
 16    C6          Steve                No
 17    C7          Phil                 No
 18    C8          Dwight               No
 19    C9          Erik                 No
 20    C10         Scientist            No
 21    EINSTEIN    Prof. Einstein       No
 22    DELPHI      Special 1            No
 23    CHAN        Special 2            No

   The names of the civilian units are not normally visible, but can be
 made visible be setting the NamedCivilians variable to yes in the
 [General] section of the rules.ini file (or see the section Changing
 Red Alert Values on how to do this for an individual mission).


 [2.7] Available Red Alert Vehicles
 -----------------------------------
 The following vehicles are available in Red Alert (please note that
 ships are not counted as vehicles):

 Most of the vehicles listed below have more than one filename.
 First, there's one filename for the vehicle itself (just add '.SHP').
 The second filename is for the icon (if the vehicle is buildable and
 has an icon). In this case, add 'ICON.SHP' to the abbrev.

 Example: The correct filenames for the Medium Tank (number 2) are:
          > Vehicle:   2TNK.SHP
          > Icon:      2TNKICON.SHP


 #'s  Abbrev.   Name                        Has Icon
 ---------------------------------------------------
  0    4TNK    Mammoth Tank                   Yes
  1    3TNK    Heavy Tank                     Yes
  2    2TNK    Medium Tank                    Yes
  3    1TNK    Light Tank                     Yes
  4    APC     Armoured Personnel Carrier     Yes
  5    MNLY    Mine Layer                     Yes
  6    JEEP    Ranger                         Yes
  7    HARV    Ore Truck                      Yes
  8    ARTY    Artillery                      Yes
  9    MRJ     Mobile Radar Jammer            Yes
 10    MGG     Mobile Gap Generator           Yes
 11    MCV     Mobile Construction Vehicle    Yes
 12    2VRL    V2 Rocket Launcher             Yes
 13    TRUK    Convoy Truck                  *Yes*

 Counterstrike only:
 14    ANT1    First ant type                 No
 15    ANT2    Second ant type                No
 16    ANT3    Third ant type                 No

   The convoy truck does have an icon, but it looks nothing like the unit
 does in the game.  It looks like the ranger's icon, except the rear part
 of the ranger is exploding.  This is only in the MS-DOS version of Red
 Alert.  The Window 95 version of Red Alert has a correct icon (the unit
 on the icon actually looks like the convoy truck).


 [2.8] Available Red Alert Aircraft
 ----------------------------------
 The following aircraft are available in Red Alert:

 It seems that all aircrafts in Red Alert have two filenames.
 First, there's one filename for the aircraft itself (just add '.SHP').
 The second filename is for the icon (if the aircraft is buildable and
 has an icon). In this case, add 'ICON.SHP' to the abbrev.

 Example: The correct filenames for the Spy Plane (number 2) are:
          > Aircraft:  U2.SHP
          > Icon:      U2ICON.SHP

 #'s  Abbrev.   Names              Has Icon
 ------------------------------------------
 0     TRAN    Chinook Helicopter    Yes
 1     BADR    Badger Bomber         Yes
 2     U2      Spy Plane             Yes
 3     MIG     MIG Attack Plane      Yes
 4     YAK     Yak Attack Plane      Yes
 5     HELI    Longbow Helicopter    Yes
 6     HIND    Hind Helicopter       Yes

   The Badger Bomber and Spy Planes, if made buyable by the player,
 cannot be selected and hence cannot be moved off the airfield.


 [2.9] Available Red Alert Ships
 -------------------------------
 The following ships are available in Red Alert (they don't have any
 numbers because they cannot be used in triggers):

 All ships in Red Alert have two filenames.
 One filename for the ship itself (just add '.SHP') and second one for
 the icon (add 'ICON.SHP' to the abbrev).

 Example: The correct filenames for the Gun boat (last entry) are:
          > Ship:  PT.SHP
          > Icon:  PTICON.SHP

 Abbrev.   Names                   Has Icon
 ------------------------------------------
   SS     Submarine                  Yes
   DD     Destroyer                  Yes
   CA     Cruiser                    Yes
   LST    Land-Sea Tank (transport)  Yes
   PT     Gun Boat                   Yes



 APPENDIX A: About this document
 -------------------------------
 These excerpts were taken from "The Red Alert Single Player Mission
 Creation Guide" (Release 1.1), Copyright 1997 by Andrew Griffin and
 C. F. Harkins (andrewg@light.iinet.net.au  and  cfhark@msn.com).
 The latest version can be found at: www.geocities.com/TimesSquare/5458

 The text above was slightly modified by Moritz Mertinkat for use in
 RA-MIXer; i.e. I added some aspects and corrected some parts of the
 text which provided wrong (or not enough) information.

 Moritz Mertinkat (ramixer@gmx.net), 23-MAR-1998.

