Dune2 Editors Guide
EDITORS GUIDE
Please read the
terms and conditionsWelcome to my Dune2 editors' page. On this site I will show you how to understand the dune2 program.
This site uses a series of bookmark links on the same page. To print this out on A4 will take 8 Pages.
You can print this document out or you can down-load the equivalent in a Word Version
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Contents click on any to move to the relevant section
Terms and Conditions
This work is not to be duplicated or copied without my consent for use on web-pages. Links are fine. Leave your E-mail if you wish to be contacted if I move sites for some reason.
For those of you choosing to edit your version of Dune II, you are liable to any damages caused to your copy. So if you manage to skank it all up, don't start writing to me complaining!
You must accept that I cannot be held responsible to what you edit Dune II as I simple provide you with the knowledge to hacking Dune II.
As there is no copyright binding you not to duplicate this homepage, you may do so, but on one condition; it is not to be involved in any form of resale for a profit etc.
I have the right to remove any bulletins that I see unfit for this home page at any given time. Example messages to be removed include no adult content or web addresses for these, no abusive E-mail or messages etc. Use your head as to what will and will not be accepted!
YOU MUST MAKE SURE YOU HAVE A GOOD COPY OF SCENARIO.PAK AT ALL TIMES. Copy this file using a different name.
Dune2 - naturally; plus necessary system resources.
Text editor - preferable a DOS based one, which I have found on my system probably as a default. Simply type "edit
NB. I have found that I can only run this editor to read the required file on my 486/66 machine if Windows closes down and provides me with DOS. Those with slower machines expect problems.
Understanding Pak Files Plus Key Maps
This Editors Guide deals with the scenario.pak file.
In this file there are scenario numbers 1 to 22… WHAT you say there aren't 22 scenarios. Generally speaking there are three available missions to play which makes up for this.
Structure:
Section |
Lines |
Description |
1 |
1 to 439 |
Map screen lines - this is where the data is stored for the maps we see after we complete each scenario. |
2 |
440 to 4251 |
Atreides Maps. |
3 |
4252 to 8254 |
Harkonnen Maps. |
4 |
8256 to 12097 |
Ordos Maps. |
Scenario number maps for each house:
To use these you must determine the level you are on and find the corresponding scenario in the PAK file. There is no other way to know which scenario you are playing other than noting down the number on the below maps corresponding to the scenario for your race.
To find the beginning line of your scenario, and if you have a search feature in the editor you are using the line is:
"Scenario
There is some miscellaneous writing among the Harkonnen map data which I can only assume to be the switch to play the palace scenes with the emperor.
Atreides
Harkonnen
Ordos
Editing Credits
As far as I can tell the maximum number of credits is 16959. But this was with typing in 999999 in the credits box:
Example:
The first line donates the house.
Second, the number of credits you are to accumulate.
Third, the number of credits you have to start the game. Note this must not be greater than your quota.
Fourth, indicates the type of player for that house, either Human or CPU.
Fifth, number of units you may own, see next section.
Editing Units
I have heard several approaches to editing the unit names. These are that you cannot have names longer than the ones you are trying to replace. Through little experience I have tried to use longer names and had no problem with them. I do advise that you only replace the lines containing the different units, including the enemy's, and do not try to develop new ones.
In case you have not been to other locations you can change the number of units you can own from 25 to 99. Simply go the relative scenario. There should be a small section entitled
Alphabetical |
Name Length |
MCV |
MCV |
Carryall |
Quad |
Devastator |
Tank |
Deviator |
Trike |
Harvester |
Soldier |
Infantry |
Thopter |
Launcher |
Trooper |
Quad |
Carryall |
Raider Trike |
Deviator |
Sandworm |
Infantry |
Siege Tank |
Launcher |
Soldier |
Sandworm |
Sonic Tank |
Troopers |
Tank |
Harvester |
Thopter |
Devastator |
Trike |
Siege Tank |
Trooper |
Sonic Tank |
Troopers |
Raider Trike |
Names in the second column are set to the left and right to indicate their different lengths.
Names are case sensitive and as far as I know wrong names are ignored, if miss-spelt.
You can also change the house name of turrets in the PAK file, to make them your own right from the start.
Guess what, you can also own your own sandworms which are great for exploring the terrain. However the actions available to control this beast are Attack, Attack, Attack and finally, you guessed it Attack.
Editing Buildings
Alphabetically |
Barracks |
Const Yard |
Heavy Fctry |
Hi-Tech |
IX |
Light Fctry |
Outpost |
Palace |
R-Turret |
Refinery |
Repair |
Spice Silo |
Turret |
WindTrap |
WOR |
Using different floor area buildings causes them to overlap other buildings causing them to flicker in the game, however they still act as two separate buildings.
I do not have the program name for the Starport as it is not owned by any enemy throughout the game
Miscellaneous Items
Other names used in the PAK file:
Structures |
Houses |
Concrete |
Ordos |
Wall |
Atreides |
Harkonnen |
|
Sardaukar |
Note Harkonnen and Sardaukar have the same number of letters in them. Especially useful in the last episode.
Remaining information
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This page was designed and created by Roy Summerfield. This work is not to be duplicated or copied without my consent for use on web-pages. Links are fine. Leave your E-mail if you wish to be contacted if I move sites for some reason.