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This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.
For further information, please read Inclusion of The Guide.
This section holds and defines the colors used to tint buildings, such as when they are designated for an Airstrike. In order to prevent slowdown in the low level blitting routines, this functionality was implemented by doing a composite bitwise logical OR. This means that the color value is not being shifted, instead the value of color specified below is being added. If part of the object being tinted already has as much value of the color specified, then no change will be seen. At the level that the blitters operate, colors are 16 bit numbers using the 5,6,5 RGB scheme. This means that values of red range from 0 to 31, values of green from 0 to 63, and values of blue from 0 to 31. Those values are then converted from binary to decimal and listed here.
StrongRed is the colour used when designating airstrikes, and HighBlue is used by the Force Shield.
None=0,0,0 ;00000,000000,00000 0
StrongRed=31,0,0 ;11111,000000,00000 1
StrongGreen=0,63,0 ;00000,111111,00000 2
StrongBlue=0,0,31 ;00000,000000,11111 3
HighRed=24,0,0 ;11000,000000,00000 4
HighGreen=0,56,0 ;00000,111000,00000 5
HighBlue=0,0,24 ;00000,000000,11000 6
BrightWhite=31,63,31 ;11111,111111,11111 7
LowWhite=7,7,7 ;00111,000111,00111 8
HighWhite=24,56,24 ;11000,111000,11000 9
MidWhite=14,28,14 ;01110,011100,01110 10
Purple=15,0,15 ;01111,000000,01111 11
HighYellow=24,56,0 ;11000,111000,00000 12
TopYellow=16,32,0 ;10000,100000,00000 13