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    1. Run LEGO Rock Raiders with dgVoodoo

      By Cyrem,
      This guide is more or less a re-write of many posts of this method that are scattered around the forum with updated links and pictures to make it easier to follow.
      First and foremost there is sometimes confusion between dgVoodoo and Cafeteria. These are significantly different and perform entirely different things. dgVoodoo is an graphics API wrapper (or “converter”) for DirectDraw & Direct3D (Part of DirectX 6 - a graphics API developed by Microsoft). Most modern graphics cards are not compatible with games utilising old versions of DirectX, Rock Raiders is one of them. Cafeteria on the other hand is a Mod Launcher that allows easy installation of game resource modifications for LEGO Rock Raiders. It also has the ability to force LEGO Rock Raiders to run in resolutions higher than 640x480. You can use both of these together for optimal graphics improvements. in summary - dgVoodoo is what makes it possible to run LEGO Rock Raiders on modern graphics cards, not Cafeteria. Cafeteria is merely a toolkit to make an already working game even better.
      Secondly, Microsoft has updated Windows Vista through to Windows 10 with patches that remove SafeDisc and SecureRom support from those systems. This is a problem if you own a copy of LEGO Rock Raiders that is copy-protected. If you own the copy-protected version of LEGO Rock Raiders (some of the re-releases did not have copy protection) you'll probably find the game will not run at all. Following this guide will also correct this issue as well.
      Now that we know what dgVoodoo is and we know about the SafeDisc issue, lets begin.
      While setting this up is really a piece of cake and requires barely any steps, people still can still get it wrong, so please follow the steps below. If you get stuck, try it again. If you're still stuck, reply to this topic.
      Before you begin, you will need to download some files. Please note that some Antivirus software may complain that dgVoodoo contains a virus. This is a false positive, it is a clean file. Download the files in the list below.
      LRR Masterpiece Editon Executable - Download D3DRM - Download dgVoodoo 2.55.4 - Download
      Note: dgVoodoo 2.53 is also compatible with LEGO Rock Raiders, download this version if you have issues with the latest version above.  
      STEP 1
      If you haven't already, install LEGO Rock Raiders. If the installer isn't working, try the Alternative Installer. Once this is done, navigate to the Rock Raider's installation directory (usually its: C:\Program Files (x86)\LEGO Media\Games\Rock Raiders ) and extract the contents of the "LRR Masterpiece Edition" zip file you downloaded just earlier into your installation folder, overwriting the original files. This folder then should look similar to this:

      STEP 3
      Next, from the D3DRM archive you downloaded before extract the D3DRM DLL File into the install folder.

      After that, open the dgVoodoo archive you also downloaded. You will need to extract: dgVoodooCpl.exe and the contents of the MS folder into your installation directory.

      STEP 4
      You're almost done. We'll now configure dgVoodoo, so double click dgVoodooCpl.exe to start the configuration program. Ensure that you are running the program in Administrator Mode (Right Click > Run as Administrator) or changes may not be saved. When it starts, look at the "Config Folder" path, if it is not the same path as your Rock Raiders install folder, click the ".\" button on the right. Next click the "DirectX" tab. You may want to play with some settings in here, however for this guide we'll just do the important ones. Change the "Resolution" to the same resolution that you are currently using (e.g 1920 x 1080 is common) and uncheck the "dgVoodoo Watermark".  Finally click apply.

      STEP 5
      Congratulations, you're set! There's one thing left to do and it's very important. You need to start the game from LegoRR.exe. Afterwards a window will appear, and if you've set it up correctly it will display the driver as "dgVoodoo DirectX Wrapper (display)".

      While the game will now run, you will notice an absence of music. Typically, Rock Raiders plays music from the disc. However I have a fix to restore the game music into the game without the disc. If you would like to do this, follow this short guide.
      I hope this guide has helped you get your copy of LEGO Rock Raiders to work. Be sure to reply below if it worked for you or if you're having any troubles. Don't forget that if you do get it running, check out some of the great mods for the game around the community.
    2. Back to Basics without Sonic Blasters

      By k_raider_nl,
      For anyone who still wants to complete the game in 2022 and can't get it to stop crashing, this might help:
      'Back To Basics' is a mission in the second-to-last where most players will first encounter Slimy Slugs. On my device, deploying Sonic Blasters against them would consistently crash the game. Even after implementing a community fix.
      You can find tips on the forum to stop them from spawning by keeping your crystal count below 15. I tried to do this by spawning tunnel scouts to bank my Energy Crystals but ended up crashing the game again. Another method is to turn off buildings they try to drain, as their ability only works on buildins that are activated and receiving power.
      Using this knowledge, I found another way to reliably stop slugs from appearing near your base: Slimy Slugs are not allowed to pass through buildings or climb walls. Blocking off their holes with buildings off the power grid prevents them from doing any harm. I used Small Teleporters for this, but someone should test tool stores as well.
      In the 'Back to Basics', most of the holes in the cavern you start in are near a wall. This means you only have to build two buildings to completely wall of these holes. Some of the holes are hidden and you can prevent these from activating by not opening up the caverns these are in.
      I ended up building a Support Station, then an Ore Refinery, and then building all the teleporters. Figuring out where to put the power paths and teleporters can be a bit of a puzzle in the limited space.
      You may have to destroy power paths or even relocate buildings to ensure that the teleporters are not given power.
      I really should have tested if turning the power off on those teleporters is enough to stop Slimy Slugs but I really wanted to do the mission quickly to prevent more crashes.
      If you used this strategy properly, Slimy Slugs will spawn on the holes but they are unable to move away from this tile. Their number will increase as you collect more crystals.
      The slugs prefer holes close to your base but you may end up opening caverns further away where they can spawn. If that happens, you will either need to block those off as well or rush to complete the mission before they can crawl to your base. I ended up doing the latter. So while this may not be foolproof it does allow for a margin of error when otherwise you would have no way to even slow down the slugs after collecting a certain amount of Crystals.
      You can build a new Tool Shed and destroy the old one or even destroy the Ore Refinery to force Rock Raiders to use materials nearby the farwaway building site.
      Rock Raiders with Blasters have a good chance to kill the Slimy Slugs if they are far away but the presence of other Slugs on the map may prevent them from targeting slugs that are roaming free.
    3. Tutorial: A Short Guide to Editing LRR Textures

      By aidenpons,
      (Alternative title: Using GIMP: The Basics)
      Unlike Lego Racers, editing LRR textures is pretty easy. But if you try and do it in Paint the game will explode. So I thought I'd put this together.
      1. What is and isn't a texture anyway?
      Textures are pretty pictures that are applied to objects so they're not one solid colour lump. Other people more experienced in this department can tell you more.
      However, not all colours in LRR are indeed textures. For instance, while the front of the raider's face may be a texture (Minifigures\Pilot\Pface.bmp), and the top of the raider's head may be a texture (Minifigures\Pilot\Ptop.bmp), the back of his head is not a texture and is just solid colour applied in the model, the .lwo file.
      These need to be edited with Lightwave (some information here) or by a hex editor using methods I don't understand.
      Fortunately, biomes in particular don't use that (except for their first person models), so if you want to make a new biome the world is your oyster. 
      Other strange places textures also appear in LRR are for glows and lights.
      What this means for you is that if you find a texture in the game files you can edit it.
      2. What are LRR's textures?
      LRR's textures are always in .bmp format. The good news is that this means you can take a look at them with any image viewer, The bad news is that there are lots of types of .bmps that behave differently. LRR's ones in particular are "Indexed." This means instead of specifying RGB for every single pixel, it has a palette of 256 colours which makes up the image. Each pixel is then one of these colours.
      If that went over your head don't worry, because we can handle all of this with a couple of clicks.
      3. Editing Textures
      I highly reccomend GIMP for this. Insanely powerful (if very confusing to use) and more importantly has a bunch of really handy buttons that make doing some things a load easier. This guide will partly be an introduction on how to use GIMP (I know I'm using an outdated version of GIMP.   I need to update it, but everything should be functionally identical as I've done this process on this old and a newer version. The buttons may move around in future versions, but the buttons should still exist).
      3a. Example One: Recolouring the Scorpion
      Let's say I want to recolour the Scorpion. (For how to enable the Scorpion in the first place, see this). If I wander into Creatures\Scorpion there are a whole bunch of .bmps hanging around there. I happen to know that the A000_swalk###.bmp files don't actually do anything for the large scorpion, so we can ignore those. Firstly, make a backup of everything inside the folder. It will inevitably be handy at some point in time. Just a folder labeled "orig" works fine for me, and I just copy paste everything in the folder into that.
      If I open scorp.bmp in GIMP I get... well... the image. What a surprise.

      Let's zoom in a bit shall we? Ctrl+mousewheel should do that.
      However, if I try to paint it purple or something (those are the buttons on the window Tool Options) it won't actually paint the colour I want and will instead come up as some black or dark red. Hey, I wanted purple! This is because of those indexed thingies I mentioned above.
      The fantastic reason why I reccomend GIMP is because if I click Image -> Mode -> RGB I can turn it into an RGB not an Indexed image, which allows me to paint all the purple I like!

      Alternatively, instead of trying to be artsy I can hop into Colors -> Colorize, which allows me to blanket recolour something all I like!

      It's super straightforward to use, auto previews, and is really handy for this kind of stuff.

      It works particularly well for the Scorpion because it's so monochrome, being just varying shades of red. You'll get decent results if you tried to recolour the Slimy Slug, they'd just need more manual editing.
      So now that we have our Purple Scorpion if we try to save it here and now LRR will break. This is because it's still an RGB image and LRR doesn't like those. So back into Image->Mode, but this time Indexed, and a big scary dialog box will pop up with a ton of settings I don't understand.

      The good news is that you should be able to leave absolutely all of them as default. At least, that's what I did, and it worked

      Now we can File -> Export As -> and GIMP usually picks up that you want to export as a .bmp, which is nice of it. Upon clicking the Export button, another box pops up. Unlike the previous box, which we ignored and left everything as default, we're going to need to expand the Compatibility Options section and tick Do not write colour space information. I have absolutely no clue what this does but if you leave it unchecked your textures will end up looking silly in the game. Hit Export and that's the file done!

      If we do this for all our textures we will end up with a nice purple looking scorpion! ... well, except the interior of the claws. Unfortunately those are handled inside the .lwo file and as such you'll need Lightwave or some hex jiggery to edit them. Still, everything else should be nice and purple.
      3b. Example Two: Making Water Erosion Textures
      GIMP has a really handy functionality of "layers" which make this an absolute piece of cake. Biomes textures are under World\WorldTextures\YourBiomeOfChoiceGoesHere : you can define this location in the .cfg (look for Textures { around line 1890). If I open the ground tile (ROCK00.bmp) it will... well... open. What a surprise.
      Now, there are many ways to skin a cat: namely, to get another image in as a separate layer. My personal favourite is dragging-and-dropping from an Explorer window, but you can also File -> Open as Layers and also probably do a whole bunch of things I don't know about. So if I drag Rock45.bmp into GIMP (the water texture)... the image looks like an absolute mess. Again, this is the shenanigans of indexed textures playing up, as Rock45.bmp is using Rock00.bmp's palette causing the general stupidity we see. So delete that and start again.
      This time after we import ROCK00.bmp we'll go to Image -> Mode -> RGB. Now if we drag-n-drop Rock45.bmp over we get... well... just the water texture. This is because the water texture is sitting on top of the ground texture, and since there's no transparency, all we see is the water texture. This is because of the magic of layering!

      Do you not have the Layers window on the right? You can get it back from Windows -> Dockable dialogs -> Layers.
      The "eye" on the right controls whether a layer is hidden or not (which can be handy), and you can drag-n-drop layers around in this list. You can in fact do almost anything you want (folders of layers!): as is the nature with GIMP the difficulty is working out which buttons you need to press. Fortunately with this example we won't be needing much complicated.
      Now, in order to try and create an erosion texture, we'll be using GIMP's Eraser tool. Unlike Paint, which just deletes the square, Gimp's eraser has options for soft edges, non-squares, and again almost anything you could possibly want, but you just need to work out which button you need to press.
      It's important to know that whatever you're doing, GIMP does it on whichever layer is currently selected. So if your changes aren't showing up, chances are you actually selected the layer below and are doodling on that one, not the one on top.
      So with that in mind, if we try to start "erasing" some of the ground to let water start to peek through...

      ...we... just... get white....? Undo: hit Ctrl+Z, we don't want that!
      This is because these images don't have any transparency information: they can't be transparent! Fortunately, there are a couple of handy clicks in GIMP which will make all our worries go away! Namely, right-click the layer and select Add Alpha Channel. Now it can be transparent!

      And if we start doodling the ground will be 'erased' to reveal the water behind.

      When you're happy with your new creation, you'll need to do the same stuff as before: Image -> Mode -> Indexed to turn it into an indexed BMP so LRR can handle it, then Export, and then you'll need to tick the box Do not write colour space information just like before.
      And tada! When you rig everything else up correctly in Lego.cfg (probably make a new biome under Textures { , and specify that biome to be used on a per-level basis with TextureSet) you'll have water erosion textures in LRR!

      Getting rid of the smoke is now doable using Community Edition. Guide on this coming soon
      3c. Things I Don't Know About
      I am very much largely incompetent in the graphical department and I know that you can create images larger than the original resolution. Doing this in GIMP is very straightforward (Image -> Canvas Size or Scale Image), but actually getting LRR to accept these textures is something I haven't toyed with. There's a little information over here. I should think that creating larger biome textures works fine, larger menu textures just make the menu element larger, but larger size textures on models may cause things to start looking very silly. I just don't know: play around! That's how I got this far.
      4. A Quick Note on Transparency
      If you're working with models, it's likely you'll need to mark some parts of the texture as transparent. Of all the ways, this is done in the filename. A###_rest_of_filename.bmp, where ### indicates the index (remember how LRR images are indexed images? yeah, this points to a specific one of them) and marks it as transparent. Cirevam has more information with pictures here.
      And that's it for this! This is a very basic guide, but it's one that didn't exist, and maybe it's helpful.
    4. Your Master Guide to get LRR to run

      By aidenpons,
      Most people these days are running Win10. If you are running an older OS, the process is much the same. If you're on Linux or Mac, this guide doesn't incorporate that yet.
      This isn't the One Guide to Rule them All, although it may become that eventually: this is merely an amalgamation of a lot of stuff around the forum in one easily-findable place. Hopefully it'll be updated to all the stuff around the forum as I do so (anybody with mod powers is welcome to edit this and add things).
      Hopefully it'll also contain a few more pictures as time goes on.
      Step #0: Do you even have a CD & a CD drive?
      I imagine there are a number of categories people fall into:
      - Those that have a legitimate CD back from whenever that still works. You might not have a CD drive for it, though
      - Those that had a CD, and it's scratched
      - Those that never had a CD and want to see what LRR's all about
      To those not in the first category, RRU doesn't condone piracy. We won't host a download link of Lego Rock Raiders here. But if you're looking for one... they're, uh, not very hard to find.
      So if you have an .iso - which there are a couple of legitimate ways you could actually get one - and you don't know what to do with it, the tool WinCDEmu will be able to get the .iso to load:
      From that it probably won't install but at least the next step will allow you to get the files off the virtual CD...
      Step #1: Does the game install fine?
      Don’t install it into Program Files: move it somewhere else. Win10 hates you editing Program Files, even sometimes when as an admin: just install it to C:\Games or something like that.
      Yes: Huzzah, continue!
      No: Give this a go:
      or direct link: https://github.com/le717/Rock-Raiders-Alternate-Installer/releases
      Does that not work / prove too complicated? Try out the ultra-manual way of installing LRR, copying the files off the disk by hand:
      That guide mentions pointing Universal Extractor to data.cab - I got better results by pointing it to data1.hdr . Just point it to all the files! and you should be fine.
      While you're here, make a backup of all the files; coping the CD files to your hard drive may also be a good idea. Also while you're here, you can delete the shortcuts the default installer likes to put on the desktop: they won't immediately be helping us.
      Minus the Useful Files folder and the LegoRR.exe - Shortcut , the installation should look like this:

      Step #2: What is the size of LegoRR.icd?
      0 kB: Congratulations, you have the DRM-free copy of LRR. This means it’ll actually run on Win10. (Like mine is, in the above screenshot).
      720 kB or anything else: This means LRR needs the disk to run via Safedisc and because Safedisc support was taken out for Win10, you won’t be able to run this executable: but we still have a solution! Download this:
      and replace your existing LegoRR.exe and LegoRR.icd with that.
      Step #3: Does LegoRR do something by running LegoRR.exe?
      Yes: Hooray!
      Somewhat: is it complaining about missing d3drm.dll?
      Curiously the d3drm.dll provided on the (or at least my disk) isn’t actually the one LRR wants... I got it off my Lego Island 1 disk and it worked fine. We have uploaded it for you here:
      Unzip that and move d3drm.dll so it’s sitting next to your LegoRR.exe executable (like in the screenshots below).
      No: Does it do absolutely nothing? Something must have gone wrong in step #1 or #2. Also, don't launch it by the shortcuts on your desktop, as those have command line parameters that aren't useful right now. I reccomend just right-clicking LegoRR.exe and selecting Create Shortcut.
      At the very least you should be presented with a box like this. If you aren't, check #1 and #2 again, and if it still does nothing - that's what this forum is for!
      By the way, this box doesn't show up in your taskbar and if you click out of it has a nasty habit of hiding behind other windows. If you lost it, press Windows+D to minimise all windows, then click on any other window to open it - this box will also magically pop up again.
      But wait, all the buttons are greyed out! This guide is the most comprehensive in what to do: https://www.rockraidersunited.com/guides/run-rock-raiders-in-windowed-mode-r3/ Sure, it's about windowed mode, but the important thing is to change the colour settings. Here's what that guide says you need to do if you're on Win10 (other OSes available and more technical details in the guide; this is just a short summary)
      Right-click LegoRR.exe, go to the Compatibility tab, click Reduced Colour Mode, and change that to 16-bit. You don't actually need compatibility for XP or admin, interestingly enough (although it doesn't hurt to have them on!). Like this:
      And the result should look like this, and you should now be able to launch LRR!
      By the way, don't use RGB Emulation: it has literally never worked for anyone in the history of LRR. Sure, it launches, but it will always crash within the minute. Direct3D HAL is what we want.

      Step #4: Does the game unplayably lag?
      Or any other sort of general visual that makes the game literally unplayable
      No: Lucky you. Everyone else I know of has this problem.
      Yes:  This guide explains what you need to do: https://www.rockraidersunited.com/guides/lego-rock-raiders/run-lego-rock-raiders-with-dgvoodoo-r7/
      Yes, Option 2: In addition to dgVoodoo there's also ddrawcompat. I know nothing on the technical knowledge of this, but wander over to here:
      which will redirect you to here:
      Grab the experimental - yes, go one step ahead of the stable and grab the experimental - download. Place the resulting ddraw.dll in your LRR directory, and run LRR.
      Don't run dgVoodoo and ddraw at the same time, you only need one. I don't know a lot about the technical way either of them work. Feel free to toy around!
      At this point the game should be playable. It might be in the wrong language, the sound isn’t playing, cutscenes don’t exist, etc; but at the least it should be running and playable.
      Step #5: [Optional] Do you want to run the game in windowed mode?
      Windowed mode allows you to check any other application without having to alt+tab, which LRR handles very poorly. Additionally, windowed mode can fix a bunch of silly stuff LRR does - it's more reliable than fullscreen.
      Now onto troubleshooting!
      Problem #1: The game isn’t in the language I want
      Currently the only translation pack we have is in English. If you have LRR in another language, even if you don’t want it, you might want to upload it to the Files database (a more rigorous system (perhaps a language switcher in Cafeteria?) can be implemented later).
      Download that, unzip, and merge the Data folder and overwrite LegoRR1.wad
      Other languages? This is still a WIP. There might be some way to get them off the disk? Try Universal Extractor and open any .cab files you see with that:
      Problem #2: The cutscenes aren’t playing
      If you still have the disc, you can copy them from Data\AVI on the disk to Data\AVI in your LRR directory. Alternatively, download them here:
      and extract those into your Data\AVI folder.
      You may also need to download and install this, the codec for playing the videos:
      but I am unsure how necessary this is.
      Problem #3: The game crashes on any non-tutorial level start
      I’m not sure how common this problem is anymore. However it might yet be an issue.
      This may be because the game is trying to play the cutscenes, which in LRR sometimes crash the game. Fortunately this can be disabled very easily with mods (DontPlayAVIs TRUE), and for your convenience this has also been uploaded for English:
      Overwrite your existing LegoRR1.wad with that download.
      Problem #4: The in-level music isn’t playing
      I actually never realised LRR had music until topics on the forum popped up about it…
      We have a guide for this too!
      Alternatively, you can download the music files from here:
      and just put them in VLC or Windows Media Player in the background.
      Problem #5: The main menu music isn't playing
      Curiously the fix for this is totally different to the fix for the in-game music. For some reason the music files in the .cab data files are corrupted. This means that if you installed your game manually by extracting the cab, the music files will show up in Data\Sounds: but they'll be entirely unable to be played by the game or something like VLC media player, if you try.

      However, on the disk, the files under Data\Sounds aren't corrupted.
      So copy stats.wav and atsmodel.wav from [CD]\Data\Sounds to [YourLRRInstallation]\Data\Sounds and it should work when you start the game!
      Don't have a CD? They're here on RRU for your convenience: https://www.rockraidersunited.com/files/lego_rock_raiders/resources/atmosdel-and-statswav-r323/ 
      Problem #6: Chief’s Briefings don’t play, but the files are all intact
      1. Backup LegoRR1.wad.
      2. Extract LegoRR1.wad with the Wad Recycler: https://www.rockraidersunited.com/topic/3742-wad-recycler-2/
      3. Open LegoRR.cfg and search "@Sounds"
      4. This should jump you to heaps of properties defining sound file paths. Now, to make them work you need to remove all the '@' symbols from the start of the sound file paths.
      5. Run search and replace to remove all the '@' symbols.
      6. Save and rebuild your LegoRR1.wad file.
      Problem #7: Black screen on any tutorial level & when you find the Tool Store
      I have no clue why this happens, but sometimes when a script camera function is called (usually SetCameraGotoTutorial, but CameraLockOnObject will also do it) the screen blacks out (the camera seems to go to NaN...?). The bad news is that there's nothing you can do about this. (I guess I could make a mod that removes that from the script...) The good news is that this only affects the tutorial levels, the very first level (Driller Night), and the next 'central' level, Frozen Frenzy: and Frozen Frenzy will only blackscreen at the end just before you win.
      Fortunately there's a way to bypass Driller Night: if you use the -programmer command line parameter with LRR, or enable debug keys via any other method (eg Cafeteria or mods), debug keys are enabled: and these include Ctrl+S to instantly win the level (and also break the sound a bit in the process). Thus you can then save and continue with LRR as normal.
      There's no way to recover the tutorial levels though. Fortunately you'll learn all you need to know through regular gameplay (the tutorials don't even tell you about recharging crystals, erosion, lasers, upgrading vehicles, reinforcing...). If you're really desperate to hear Chief's calming voice, you can unpack your .WAD files (see Modding section below), and navigate to LegoRR1\Sounds\Streamed\Training\ and then Chief's voice lines are in the folders there. The text for the messages, if you would prefer to read them, is the .txt file in LegoRR1\Levels\TutorialLevels\<tutorial-you-want>
      Problem #8: My problem isn’t listed!
      Make a forum post! Google! Or wait for me to repopulate this list with less common issues (not recommended...)
      I want to get into modding!
      The first step in any LRR modding is to unpack your .WAD files. I recommend the Wad Recycler:
      If you want to use .wad files for your mods, you can recompile the wads each time. Alternatively, you can run without any wads: move the contents of the new folders LegoRR0 and LegoRR1 under Data (so the Data folder contains stuff like a folder called AVI, a folder called Vehicles, a folder called Sounds, Lego.cfg…). This makes modding to test things much quicker, as you can edit level files without needing to restart LRR.
      The topic is a little old, but mostly correct (save for priorities and a little bit of level scripting), and outlines what can and cannot be modded with LRR:
      Tools you’ll likely need include Notepad++ (Notepad, but better, and also free). If you want to do map creating, you’ll need
      Map Creator: https://www.rockraidersunited.com/topic/630-map-creator-0910/ , used for creating map data
      NPL Scripter: https://www.rockraidersunited.com/topic/2143-npl-scripter-v21-update/ , used for creating level scripts (predominately “collect X crystals to win,” but we can do much more than that… https://kb.rockraidersunited.com/Writing_NERP_Scripts
      Cafeteria also allows you to create patches which resolve all the incompatibility issues you could ever dream of, though that's far beyond the scope of this guide, though I will link Cafeteria:
      and its patch documentation (not always 100% up to date, just refer to a patch like CE:Core instead)
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    5. Rock Raiders Music without CD Fix

      By Cyrem,
      Rock Raiders without music has long been an issue, but following this small guide will restore the music back into the game and you won’t even need the game CD or any other audio disc.
      How Does it Work?
      LEGO Rock Raiders uses Media Control Interface (MCI) calls to play tracks from the CD-ROM. This is done through the Windows Multimedia API (winmm) which comes standard with all Windows installations. Since we want to play music without the disc we essentially need to re-route those calls from LRR to our own version of "winmm" which plays OGG files from the Music folder.
      This fix is based on Toni Spets' OGG winmm wrapper which I have modified to suite LRR.
      Applying the Fix
      To begin, download the Music Fix which contains all the necessary files you’ll need for this guide. The download also includes the 3 songs from the PC game in case your copy was one of those missing the audio track on your CD-ROM.
      Inside the ZIP file you downloaded, there will be 4 DLL files and a ‘Music’ folder containing 3 songs. Extract all these files and folders into your Rock Raiders installation directory (alongside LegoRR.exe). Your LRR should look something like this afterward.

      Thats all there is to it! If you run the game music should now begin playing after dismissing the “Mission Brief” on all game levels. If you wish to have all the music from the LEGO Rock Raiders games, download the music collection.
      All the music files are located in the "Music" folder, these files must be OGG files and must be named "Trackxx.ogg" (replace xx with any number from 00 - 98). If you would like to play your own music, there are OGG convertors online, or programs such as Audacity which will convert other audio formats to OGG.
    6. LEGO Racers Linux Setup Guide

      By Zeb,
      Are you a Linux user? Do you want to play LEGO Racers without using a virtual machine? Well, after reading this helpful guide by JimbobJeffers on how to set it up on Windows 10, I decided to see if I could adapt it for Linux using Wine. And after a lot of testing and crashing and checking, I finally figured out how to get it working!

      First of all, you need to install the following packages:
      wine wine-mono (for .NET applications, such as the launcher we're going to use to play the game at higher resolutions) q4wine[AUR] (a GUI for managing different Wine prefixes and choosing which executables should open in which prefix, which will come in handy if you install multiple apps on different Wine prefixes)  
      I use Arch Linux, and I recommend using the graphical wrapper Pamac[AUR] for installing packages on that distro, as it makes finding and installing packages from both the official repositories and the AUR really easy. If you're using an Arch-based distro like Antergos or Manjaro, then you already have Pamac installed. (Note that you will have to enable AUR support in Pamac for AUR packages to show up in searches.) If you're using a non-Arch-based distro, then installation of these packages will be different. Just look up how to install these packages on your distro and which repositories provide them. (And feel free to post any helpful information that could be added to the guide.)

      You'll also want to download le717's alternate installer for installation of the game. The original installers for LEGO games tend to have compatibility problems on Windows, and while I've never tried using the original installer on Linux, I don't see a reason to bother trying it since le717's installer seems to work everywhere foolproof.

      In this tutorial, we're going to be using the default Wine prefix. It can be 64-bit or 32-bit, I don't think it matters. (But let me know if you discover otherwise. Note that be default, the default Wine prefix is 64-bit if your system is 64-bit.)

      Launch Q4Wine. You will get a "First startup wizard". You probably won't have to change anything here, so just click "Next" until it asks for "Console application settings", which are required. Just put in the path to your preferred terminal emulator... in my case Terminology, the path to the binary being "/bin/terminology". Yours will probably be "/bin/PACKAGE_NAME". Then just continue through the rest of the startup wizard until its finished.

      It will launch Q4Wine, and here you can easily create Wine prefixes and manage applications. But for now just close the app.

      Insert the LEGO Racers disc. My disc is the one from the 2007 Valusoft 4 Game Collection (the one also containing LEGO Island, LEGO Island 2, and LEGO Racers 2). This disc should be identical to the ones from 2001. If your disc is from 1999, it may be one of two versions: the version with SafeDisc DRM, and the one without. The version with SafeDisc DRM will probably have problems when trying to install it through Wine. I'm not sure how/if this issue can be worked around, and unfortunately I can't test it, so if you have the 1999 version of the disc, let me know if anything is different in trying to install and play it.

      Mount the disc. Most desktop environments make this pretty easy to do... usually the disc shows up in a list of devices or something, and just clicking on it will mount it.
      Run the le717 alternate installer. This should open up Q4Wine, which will prompt you to select a Wine prefix to use as other helpful settings... if you're using a different Wine prefix than the default, select it here. But otherwise, you shouldn't have to change anything. Just click "OK". The installer should pop up, and you can just continue through it as if you were installing on Windows. However, once you reach the end, you should uncheck the "Launch LEGO Racers" option before finishing. (Note: for some reason the installer window could not be brought in front of windows, so I had to minimize all my other windows to see it, though I think this could be fixed by using a virtual desktop.)

      If you're content to play the game in its original resolution and unmodded, you can stop here. Just launch the game using LEGORacers.exe. Upon running the executable, a Q4Wine window will pop-up. Make sure to add "-novideo" to the arguments, or else the game will crash.

      If you want to run the game widescreen or mod it, then here's what you have to do.

      Download JrMasterModelBuilder's LEGO.jam file extractor. Download the appropriate version for the architecture of your Wine prefix. Extract the contents of the .zip archive. Make sure to keep all the files in the same directory.
      Copy the LEGO.JAM file from "WINE_PREFIX/drive_c/Program Files (x86)/LEGO Media/Games/LEGO Racers/" into the same folder as the file extractor executable. If you're just using the default Wine prefix, the location of the LEGO.JAM file will be "~/.wine/drive_c/Program Files (x86)/LEGO Media/Games/LEGO Racers/".

      Run the extractor. When the Q4Wine window pops up, just put LEGO.JAM in the arguments. Press "OK", and wait for the extractor to finish extracting the contents of the LEGO.JAM file to a newly-created folder called "LEGO". Once it is finished, enter the "LEGO" folder and copy the 2 subfolders "GAMEDATA" and "MENUDATA". Paste them in the folder where LEGO Racers is installed ("WINE_PREFIX/drive_c/Program Files (x86)/LEGO Media/Games/LEGO Racers/"). Delete the "LEGO" subfolder and LEGO.JAM file from the folder containing the extractor (NOT the LEGO Racers installation directory). We'll be using the extractor again later.
      In this installation folder, rename the original LEGO.JAM file to "BACKUP LEGO.JAM".

      Download WillKirkby's LEGO Racers Launcher. Extract the .zip archive and copy LR1Launcher.exe to the LEGO Racers installation folder.
      Run LR1Launcher.exe. Click the 3 dots button to choose the the normal game executable: LEGORacers.exe. Choose your preferred screen resolution. Enable the patches for "fullscreen Main Menu" and "Fullscreen Cutscenes". Make sure that "Disable Splash Videos" is checked, or else the game will crash. Press "Launch!". You will be met with another window titled "Select Direct3D Device". You can't currently change either of the settings in this window when using Wine, so just press "OK".
      If you are using the no-SafeDisc 1999 version of the game, it should boot up properly complete with fullscreen high resolution rendering, and you will be done. If you have the SafeDisc 1999 version, you will probably have had to deal with or remove the DRM before getting to this stage, but I don't have any experience with that version of the game, so I'm not sure.
      However, if you have the 2001 version of the game like I do, then the game will not launch properly. You will just get a black screen. Press the ESC key to kill the game. The reason the game didn't launch properly is because of the patches we enabled, which were specifically noted as being only for the 1999 version of the game. When we launched the game with these patches, it looked for a LEGO.JAM file and ignored the GAMEDATA and MENUDATA folders. Because we had renamed the LEGO.JAM file to "BACKUP LEGO.JAM", it could not find one. If we had not enabled the patches (or if we were using the 1999 version of the game), it would have used the GAMEDATA and MENUDATA folders instead of a LEGO.JAM folder.
      However, we enabled the patches anyway on purpose. The GAMEDATA and MENUDATA folders have now been modified with the patches. We could recompile the GAMEDATA and MENUDATA folders back into a new LEGO.JAM file using the extractor. (The extractor works both ways... if you give it a file as  its argument, it extracts the contents. If you give it a folder, it compresses it into a .JAM file.)  This would work.
      But as it turns out, there's an easier and more convenient way to get around this that doesn't require compiling a new LEGO.JAM file every time we make a modification to the game. The game doesn't need a complete LEGO.JAM file... just a valid one. If there are assets missing from the LEGO.JAM file, it will search for the missing ones in the GAMEDATA and MENUDATA folders. (Thanks to Iran, who discovered this in this post.)
      Download this empty but valid LEGO.JAM file and copy it into the LEGO Racers installation folder. (Thanks to Xir for this convenient upload.)
      Now run LR1Launcher.exe again. Don't recheck/enable the fullscreen patches... they've already been applied.
      The game should then launch without a problem, and the main menu, the cutscenes, and the game itself should all be running fullscreen at the resolution of your choice, and you don't need to use the disc to play the game! (Thanks to le717 for discovering you could make the fullscreen patches work on the post-1999 versions of the game by making a new LEGO.JAM file.) Unfortunately, the other menus will still not be fullscreen, but there's no fix for that currently.
      If you want to modify something, just edit the files in the GAMEDATA and MENUDATA folders... but I would advise making a backup in case you break something.

      I hope this guide was helpful, and if you have any trouble or info you'd like to add, please let me know!

      This guide is licensed under Creative Commons Attribution-ShareAlike 4.0 International.
      LAST UPDATED ON 2018-02-23
    7. Run Lego Rock Raiders on Ubuntu 17.10

      By TheOnlyCaky,
      This tutorial will show you how to run LEGO Rock Raiders on Ubuntu. This has only been tested on Ubuntu 17.10, it may work with earlier versions. Note to you nerds like me: I could not get LRR running well on Windows 10 and was ecstatic to find out that Linux ran it well! So Linux FTW!
      First, you will need the files from your  LEGO Rock Raiders disk - more importantly, you need the game files. 
      Secondly, you will need to install wine and playonlinux.
      sudo apt-get install wine-stable playonlinux:
      sudo apt-get install playonlinux
      Thirdly, you'll need the dreaded d3drm.
      Download here: d3drm
      1. Open playonlinux
      2. Click on install (it has a plus sign)
      3. Click on Bottom Left Link that says "Install a non-listed program"
      4. Choose "Install a new program in a virtual drive"
      5.  Pick any virtual drive name you would like. Mine is: LegoLegacy (no spaces are important)
      6.  Check the first two boxes "Use another version of wine" and "Configure wine"
      7.  Choose "System" - I only had that choice.
      8.  Choose "32 bits windows installation" - this is important it is 32 bit.
      9.  The Wine Configuration window should pop up:  Click on the Graphics tab and check the "Emulate a virtual desktop" and leave the other settings. Click "Apply" and "Ok"
      10.  The next playonlinux window will ask you where to install the file from. You need to browse to the file "Setup.exe" from your LRR CD.
      11.  Follow the installation like its 1999! - make sure to also install Direct X6 when it asks.
      12. Close out the window.
      13.  playonlinux will come up with another window asking to make a shortcut - click on "LegoRR.exe" then click next twice.
      14. It will return to that same shortcut menu, this time select "I don't want to make another shortcut"
      15. Re-open playonlinux and click on LegoRR, but before you press "Run" you need to add in the d3drm.
      `16. To do this, click on "Open the directory" around the bottom-left.
      17. Unzip the d3drm file and copy the d3drm.dll file that you just unzipped and copy it into the directory playonlinux opened for you.
      18.  Go back to playonlinux and click "Run" and choose any of the fullscreen running options.
      19. Enjoy!
    8. Play Rock Raiders, Racers, Island and other Lego PSX Games on PSP/PSVita/PSTV

      By Cap't Rex,
      This is a simple guide to show you how you can play the PS1 version of classic Lego Games like Lego Rock Raiders, Lego Racers, and Lego Island on either a PSP, PSVita, PSTV or PSP emulator.  This should work with most other PS1 games too.  Using this tutorial i'll show you how you can convert a ISO/img file into a PSP compatible eboot file.
      Before we begin you need the following items:
      - PS1 Game Disc YOU OWN (I'll use the PAL version of Rock Raiders for this tutorial)
      - CloneCD. You can also another ISO ripper like Alcohol, but I prefer CloneCD as it's cleaner and easier to navigate.
      - PSX2PSP converter
      - PSP/PSVita/PS-VitaTV (also known as Playstation TV;) or PSP-emulator
      - CD/DVD drive/writer
      - 2 png pictures for your game and a short .at3 soundfile
      STEP  1:
      Get all required items. Insert your PS1 game disc into your DVD/CD drive. Wait for it to load up. Once it shows up in MyComputer, proceed to step 2.
      STEP  2:
      Start up CloneCD. If your disc is detected by your computer click on Copy CD Button in the CloneCD program. Here is a picture of which button you should click circled in red:

      Once you click that button a Screen should pop up which asks you to select your disc drive. BE SURE TO SELECT THE CORRECT DRIVE WHERE THE DISC IS LOCATED!
      After this CloneCD will ask you what type of disc this is, select GameCD (like in the picture below).

      After this click next and select a DESTINATION Folder by clicking BROWSE. This will be where you img/iso file will be put after the copy is done! Once you selected your destination folder, click next. CloneCD will start making the img/iso file for your game. Depending on your computer and game file size, this will take about 10 minutes. Once this is done, turn off CloneCD and proceed to STEP 3!
      STEP 3 :
      If CloneCD was successful in creating an img/iso file of your game, this is what your destination folder will have (this is PAL version of Rock Raiders):

      The img file is your most important file and all you really need to move onto the next step.
      STEP 4 :
      Turn on PSX2PSP by using its EXE.

      Once you do this, in the ISO/PBP File click the small button and select your img/iso file that you created via CloneCD. Then select your output folder for where you want the final converted version of the game to be. PSX2PSP will auto detect and show the GameID and Title.
      This is how your PSX2PSP Window should look like:

      STEP 5 :
      As of step 4 you can already convert and make a PSP compatible file, but it'll look ugly. This step will show you how to make the game appear "unique" and stand out.
      In PSX2PSP click the Customize PBP button. For this tutorial we'll only focus on the background image and icon image. Note that these don't affect the game itself and are simply how the games launcher will look like on your PSP/PSVita.
      PSX2PSP will show you what file formats are usable for each catagory. For Rock Raiders, I selected a Rock Raiders themed background and the PS1 game cover as the game cover. This is how it looked like for me:

      STEP 6 :
      Once you finished up customizing the settings in PSX2PSP click convert. This can take anywhere from 3-10 minutes depending on your computer. Once your done you should get a folder with the games ID and a eboot.pbp file inside of that folder. DO NOT RENAME ANYTHING FROM HERE.
      Here is how the end converted file looks like for PAL Rock Raiders:

      STEP 7 :
      Now that your file is done, you have to place your converted game on your PSP/PSVita.
      PSP: Navigate your PSP memory stick; if your using a PRO-DUO stick you can either connect the PSP to your computer via USB or use an adapter. If your using a micro-SD to pro-duo adapter, you can connect your MicroSD into your computer directly. No matter which format your using for your memory stick the directory will always remain the same!  
      Simply copy/paste the Game folder to:
      (memory card root):\PSP\GAME\
      For PAL Rock Raiders it would look  like this:
      (memory card root):\PSP\GAME\SLES01690/EBOOT.PBP
      PSVita Enso 3.60 Firmware: 
      This is as simply as the regular PSP. Open up VITAShell and plug in your PSVita to your PC. Click "connect by USB" in VITA Shell. Your VITA's memory card directory's should be visible on your computer. You can use TheFlow's Adrenaline CFW to play this game on the VITA too.
      (memory card root):\pspemu\PSP\GAME\YourGame\eboot
      For PAL Rock Raiders it would look  like this:
      (memory card root):\pspemu\PSP\GAME\SLES01690/EBOOT.PBP
      PSVita Total_noob CFW:  If you have TotalNoob Custom firmware via an exploit game (MegaMix for instance), simply zip up the converted game folder and place it in the exploit games save files. Then copy those savefiles to your PSVIta with your exploit games save file. Once there launch TotalNoob CFW. In the games category scroll down until you reach your game. Click Triangle, and click INSTALL. This will extract your game and properly place it on your PSP so it works.
      NOTE: the PSVita and PSTV are both compatible with the same method because there the same device, except the PSTV is a VITA without its own screen.
      STEP  8:
      Here is how the converted Game will look like on your PSP/PsVita:

      STEP 9:
      Have Fun and enjoy playing classic Lego PS1 games on your PSP! Especially now that theres proper sound/music emulation in the games too!
    9. Lightwave (LWO/LWS) Basics With Milkshape

      By Cirevam,
      So you wanna be a master of LWO. But you don't have the skillz to be number one. I'm afraid that no one in our lands has perfected the art, but there are a few smithies with the knowledge to forge the most basic of blades. As one of those smithies, I feel it is necessary to pass down the secrets of the trade so that future generations may one day bear true masters. Masters of the Light(wave).
      Before I show you how to forge a blade of the light(wave), let me demonstrate how to summon an existing piece so that you may study its properties.

      Pay special attention to the import options. You'll want to use the one by CCCP for best results. However, notice how the textures don't show up. This is a problem inherent with Milkshape. If, however, you want to forge your creation for testing purposes, follow these steps:
      In-game, your creation will be either white, completely black, or some shade of gray. The reason is simple. There is another way to texture models, which is to directly apply color and other properties to them. I call this pseudotexturing. When you are making a material to apply to a model in Milkshape, you will see buttons for Ambient, Diffuse, Specular, and Emissive. Diffuse is flat color and Emissive is glowing color, and only these are supported in LRR.
      When you export a 5.x LWO with Milkshape, the RGB values of its pseudotextures will all change to be the value of the red channel, so RGB becomes RRR. If you have a hex editor such as XVI32, you can fix the pseudotextures after the export by scrolling to the bottom of the file and changing the COLR values accordingly.
      Let us move on to a much more powerful Anvil, the legendary Lightwave. Its power is such that you do not need to use importing techniques, and it displays your creations almost as they would appear in Valhalla. However, it cannot always find textures on its own, so you'll need to guide it. Remember that the sword does not guide the warrior, the warrior guides the sword.

      As you can see, Lightwave is much more useful if you want to see what your creation will really look like. However, the way that LRR handles texture transparency isn't understood by Lightwave, so do not be alarmed by giant triangles jutting out every which way. Let me also show you the Image Editor. This lets you view the textures that are applied to the model and to change some of their properties. Milkshape has a similar tool, but remember that it doesn't show imported LWO textures correctly. If you want to fully edit the textures applied to a model, you will need to use the Surface Editor. PWNZOR has a tutorial that explains the Surface Editor in depth so that you can texture your models correctly. I personally recommend it.

      Forging a creation is easy. While there is an export involved, Lightwave will handle the settings for you. Note that while the Anvils known as Lightwave are indeed powerful and revered, they were created by man and are not perfect. The one you see here is the Seventh Anvil and cannot remove impurites from the models you forge, so they will appear completely black in LRR. This condition is known as "superblack" since it appears as an eternal shadow in Valhalla, even in the presence of the Light. The Eighth and Ninth Anvils are able to forge your creations to satisfaction, and the The Fifth Anvil reportedly does the same. That Anvil was used by the Ancient Smithies of the DDI Clan, and I came into possession of this Anvil after an archeologist discovered some in a dark crypt. Unfortunately, the crypt was destroyed by bandits shortly thereafter, but both he and I have been consulting the ancient texts so we can attempt to understand it.
      Thankfully, the export process is the same for all recent Anvils. Just select Export Lightwave 5 and your creation will be forged.

      Now I will bestow unto thee the knowledge of how the Norse gods sew together the flesh and metal of beasts and blades alike. First open up Lightwave Layout and open an LWS file. For educational purposes I'll show you how the Small Transport Truck is formed.

      You will quickly notice that many of its pieces seem to be missing. Take note that not even Lightwave can replicate how things truly appear in Valhalla. Go to the object list and scroll through. You'll notice many things that represent the missing parts. These are called nulls.

      Nulls can be moved around and rotated. They may even have child nulls, as evidenced by the yellow ones that move and rotate in unison. You can choose a parent for the selected null or object by pressing 'm' then scrolling through the object list that appears. Let me show you how you can create nulls yourself.

      Nulls define where parts of the model are located. This makes upgrades possible in Valhalla, as different objects can be assigned to nulls in an AE file. There are also animation bones, though I do not know if they have a purpose in Valhalla. If you wish to experiment with them, here is how to summon one:

      This is all I can teach you for now. I hope it will be of use to you. Remember that the teacher never knows everything, so if you learn something that I an unaware of, feel free to become the teacher and I the student.
      LRR Compatible Models Require One of the Following:
      Any version of Milkshape with CCCP's LWO exporter. Export as 5.x with the settings shown. Textures will not be retained when exported, and pseudotextures will have the red value duplicated across the green and blue values. Alternatively, you can export as a 6.5 model and load that into a compatible version of Lightwave to do the final export. Lightwave 8 or more recent. Textures cannot be UV'd; they must be applied planarly. Simply export as a Lightwave 5 model. Textures and pseudotextures will be retained.  
      LRR Compatible Animations Require Lightwave:
      Some Anvils do not export animations correctly, such as the Ninth Anvil. The Seventh does, and I have heard that the Eighth does so as well. I have not confirmed whether or not the Tenth can export LWSes correctly.
    10. The Basics Of Programming Mission Objectives

      By Baz,
      One of the major components of Level Modification, the process of Editing the Mission Objectives can be rather complicated, as all the script has to be reverse engineered and decoded from the original encrypted NPL files. Before we get into editing the NPL files, it's important that you actually understand the script you're working in.
      Objective Script Files
      Fortunately, there are unencrypted versions of each script that are fully readable called NRN files. Both the NRN and NPL files are found in the level folder for the mission (Ex: LegoRR0/Levels/GameLevels/Level01 for Driller Night). The NRN is really a simple text file, which you can open with almost any program, even Notepad, which is the traditional program for editing scripts. Now, if you already know some programming, this should be a breeze for you, as it only seems to be a bit of modified C or C++ language. If you aren't, not to worry, that's what this tutorial is for.
      Before going gallivanting into the wonderful world of scripting, always remember to have a back-up for your NRN or NPL files somewhere. It is best to have a back-up of the entire LegoRR0 folder and its contents, so you don't get files mixed up with the ones in the edited folder.
      Example Script
      Let's start out by looking at a pretty basic mission script, like for Level21, Air Raiders, which is an example of a Material Collecting Objective:
      #include <nerpnrn.h> TRUE ? SetTutorialFlags 0 TRUE ? SetMessagePermit 1 Function(Upgrade) { TRUE ? SetToolStoreLevel 1 TRUE ? SetTeleportPadLevel 1 TRUE ? SetPowerStationLevel 1 } FuncEnd(Upgrade) // Check to see if objective is failed TRUE ? SetR1 0 GetToolstoresBuilt = 0 ? AddR1 1 GetMinifiguresOnLevel = 0 ? AddR1 1 GetR1 = 2 ? SetLevelFail // Check to see if objective is completed GetCrystalsCurrentlyStored > 39 ? SetLevelCompleted Not too big for a script; now the first thing you'll notice is in the first line you have the parameter "#include <nerpnrn.h>" This is referring back to the parent file, nerpnrn.h, located in LegoRR0/Levels. Every script that includes this reference contains the information contained the parent file. This is important to notice, as when you start looking through the encoded NPL files, it will contain all this script from the parent file, followed by the actual script contained within the NRN file.
      The next two lines are pretty basic, and you'll find them in almost any GameLevel NRN script, as they indicate that there are no Tutorial stops or "Flags" set up and it just has the one message at the beginning of the level, telling you the mission description (WHICH by the way can be edited in the LegoRR1/Languages/ObjectiveText.txt file).
      After that you have a function which is basically a set of parameters, in this case, indicating the preset upgrade level of various buildings present at the beginning of the mission. It is not entirely understood exactly how the actual "Function {  } FuncEnd" part of the script is encoded in the NPL, but it's contents (the actual settings for the upgrades) are easy to see.
      The last bit is the important bit that designates what is required for the mission to be complete. First off, it is programmed to recognize that if there are no Tool Stores built, and no Rock Raiders present, the mission ends in failure, since it requires rock raiders to build Power Paths for the tool store to teleport more rock raiders down with. This bit is designated by the couple functions under the helpful "// Check to see if objective is failed." Note that anything written in a line following "//" is ignored by the game, allowing for helpful notations to keep track of what the purpose of some lines are.
      After that, there's the simple line "GetCrystalsCurrentlyStored > 39 ? SetLevelCompleted". This indicates that once the number of Energy Crystals collected is over 39, i.e. 40 or more, then the level has been completed successfully. And that's that!
      Other Scripts
      There are many scripts that follow the format shown above. The main things you have to pay attention to is the stuff around "SetLevelCompleted" and "SetLevelFail". Some scripts, like Level07, Search 'n Rescue, require you to Find a Hidden Object, in this case, a missing rock raider, lost in an undiscovered cavern. In this mission "GetHiddenObjectsFound > 0 ?" is used in order to win, which means, when 1 or more hidden objects are found, the level is completed.
      Others like Level06, Explosive Action, require you to travel to a certain block designated as a Tutorial Block in the level's Tuto_06.map file, in this case, you are required to bring the designated lost digger, into the rock raider base. Some early missions require that you Construct a Support Station or Other Building in order to win the mission, like Level04, A Breath of Fresh Air. Once "GetPoweredBarracksBuilt > 0 ?" i.e. one or more Powered Support Station has been built, then the level is completed. Some missions that have a depleting air supply will mark a level failure if "GetOxygenLevel < 1 ?" i.e. Oxygen levels hit 0.
      All the basic levels usually have one of these commands as their objective. There are many more parameters to work with, as you'll see by looking at some of the tutorial level scripts, which are much more complicated, as they designate tutorial flags which stop the mission to give a message or require you to click on something or perform some other action to move on. Other scripts include certain setups for Slimy Slug Attacks and Coordinated Monster Attacks and Intermittent Messages.
      Once you got a grasp of things, you can probably get a little creative changing the level goals so that instead of having to build a power station, you have to build a geology center, to complete the game. Or you could make the mission's goal to collect a certain amount of Ore, rather than crystals.
      Editing NPL Files
      The next step would be to figure out how to actually change the NPL file. Note that any changes you make in the NRN file do not change anything in the NPL file. At the moment, you have to go into the NPL file and manually change its contents to your liking. The major difficulty with this is that the NPL file is encoded into hex-computer language. It basically translates the C++ language into a language that the computer can easily understand and process. To open and edit the NPL file, you will need Hex-Editing Program. There are many good Hex-editing programs out there, such as XVI32, which is free.
      Upon opening it, you'll notice that it all looks like gobbledegook, nothing but numbers letters and strange symbols. Depending on what editor your using, you may see two versions of the script. One version in letters, blank spaces, and symbols, the other in nothing but numbers. For our purposes, we will be only paying attention to the numbers, which are the real "Hex-Strings". Every number, symbol, and parameter that is contained in the NRN script has a counterpart Hex-string in the NPL file. Included with this guide are several other documents which contain a list of known parameters, numbers, symbols, and their hex-string counterparts.
      Editing the NPL file is a slow and careful process. The best thing to do is to use the search command, which most hex-editing programs have. Search for the string that you want to edit, assuming you know what it is, and once you find it, change it. Note that in order for the NPL file to work it must be the same amount of characters, ALWAYS. This means that you should never ever ever finding yourself pasting things in with Ctrl+V or deleting things with the Delete or backspace key, as these will delete characters. To edit, just change the already existing characters, rather than inserting or deleting any. This way, it will keep the same amount of characters, and will stay functioning.
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