Score Screens and Themes

Campaign

The campaign score screen consists of four elements, a background, a transition piece, an animation, and a palette file for all three.

[Side]►CampaignScore.Background= (filename, *including* the .shp extension)
A 632x568 image used as the background. Uses the palette defined as CampaignScore.Palette. Defaults to ASCRBKMD.SHP, SSCRBKMD.SHP or SYCRBKMD.SHP for sides 1, 2 and all others respectively.
[Side]►CampaignScore.Transition= (filename, *including* the .shp extension)
An image used as a transition from the looping animation to the static background image. Played backwards for the opposite case. Uses the palette defined as CampaignScore.Palette. Defaults to ASCRTMD.SHP, SSCRTMD.SHP or SYCRTMD.SHP for sides 1, 2 and all others respectively.
[Side]►CampaignScore.Animation= (filename, *including* the .shp extension)
An image played as a loop after the introductory transition until the dialog is closed. The first 29 frames are played once, the remaining frames are then looped. Uses the palette defined as CampaignScore.Palette. Defaults to ASCRAMD.SHP, SSCRAMD.SHP or SYCRAMD.SHP for sides 1, 2 and all others respectively.
[Side]►CampaignScore.Palette= (filename, *including* the .pal extension)
The palette to draw all animations on the campaign score screen. Defaults to ASCORE.PAL, SSCORE.PAL or YSCORE.PAL for sides 1, 2 and all others respectively.

The music piece played on the campaign score screen can be customized with the following tags. Ares can differentiate themes on whether the player finished the mission in under par time.

[Side]►CampaignScore.UnderParTheme= (theme id)
The theme playing for this side when a player finishes a campaign mission quicker than the defined par time. Defaults to SCORE.
[Side]►CampaignScore.OverParTheme= (theme id)
The theme playing for this side when a player finishes a campaign mission slower than the defined par time. Defaults to SCORE.

New in version 0.7.

Multiplayer

The multiplayer score screen consists of a background drawn with a special palette, and ten pcx bar images.

[Side]►MultiplayerScore.Background= (filename, *including* the .shp extension)
A 632x568 image used as the background. Uses the palette defined as MultiplayerScore.Palette. Defaults to MPASCRNL.SHP, MPSSCRNL.SHP or MPYSCRNL.SHP for sides 1, 2 and all others respectively.
[Side]►MultiplayerScore.Palette= (filename, *including* the .pal extension)
The palette to draw the background of the multiplay score screen. Defaults to MPASCRN.PAL, MPSSCRN.PAL or MPYSCRN.PAL for sides 1, 2 and all others respectively.
[Side]►MultiplayerScore.Bars= (filename, *including* the .pcx extension)
The filename used as a pattern for the ten bars of 440x36 on the multiplayer score screen, two captions and up to eight players. Can contain ~~, which are replaced with a number from 01 to 10. Defaults to mpascrnlbar~~.pcx, mpsscrnlbar~~.pcx or mpyscrnlbar~~.pcx for sides 1, 2 and all others respectively.

Depending on whether the player won or lost an alternative music theme can be played.

[Side]►MultiplayerScore.WinTheme= (theme id)
The theme playing for this side when a player is victorious in a multiplayer match. Defaults to SCORE.
[Side]►MultiplayerScore.LoseTheme= (theme id)
The theme playing for this side when a player is defeated in a multiplayer match. Defaults to SCORE.

New in version 0.7.

Graphical Text Banner

Instead of rendering a plain text on the screen as previous titles did, Red Alert 2 used a graphic. Here this graphic can be customized for each side.

The shp should have at least 4 frames: campaign won and lost, and multiplayer won and lost.

[Side]►GraphicalText.Image= (filename, *including* the .shp extension)
The graphic file used as overlay to show whether a mission or match has been won or lost. The image is centered in the viewport and rendered in the palette defined as GraphicalText.Palette. Defaults to GRFXTXT.SHP.
[Side]►GraphicalText.Palette= (filename, *including* the .pal extension)
The palette the graphical text image uses. The banner is actually rendered in the theater’s palette and this palette is used to find the best match for the colors. Defaults to GRFXTXT.PAL.

New in version 0.7.