LEGAL
COPYRIGHTS |
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The MPQ Format | |||||
The copyrights to the MPQ
format are held by Havas Interactive, Blizzard Entertainment's parent
company, all rights reserved |
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This Article | |||||
The copyrights to this
document and content are held by Justin
Olbrantz(Quantam), all rights reserved. You may freely distribute this
document provided that you do not derive profit from the distribution, and
that the document remains complete and unchanged. You may quote this
document ONLY with my explicit permission. Contact me to obtain permission
to quote. |
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ACKNOWLEDGEMENTS
AND CREDITS |
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Before
we get on too far, I want to give credit where credit is due. These people
either contributed something to this article or simply deserve mention
based on their merits in the MPQ field. |
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Tom Amigo | |||||
Although he didn't actually
contribute anything to this article, for the sake of history, I decided to
include him here. Tom was the first person to hack the MPQ format and make
a Stormless MPQ Editor by
that very name. |
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Bobby Newmark | |||||
Bobby and I have been
friends since late '98. He was either the 2nd or the 3rd person to hack
the MPQ format, and presently maintains a Stormless MPQ viewer named RView,
written in Java. I was fortunate to know him while he was doing the
hacking, and I learned about 15% of the MPQ format from him. |
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Ladislav Zezula | |||||
Ladislav (I've always
wondered if this is a guy or a girl) was either the 2nd or the 3rd person
(opposite Bobby Newmark) to hack the MPQ format. In fact, he has had an MPQ
format overview page up for quite some time now. I should emphasize
that I did *NOT* know about this until after I had done all my hacking.
So, he too did not contribute directly to this document, but he is worth
mention, nonetheless. |
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Andrey Lelikov | |||||
Andrey hardly needs an
introduction. Our association has become almost legendary among the
Starcraft customizers who use MPQs. While he never actually worked with
the MPQ format directly, he helped me in a number of ways. He took an
(extremely) innovative solution to MPQ editing: the MPQ
API Library (explained in chapter 4), and
taught me a lot about "unorthodox" programming techniques, like
the Library uses. Ultimately, he was the one who (unwittingly) prodded me
to investigate the MPQ format myself. |
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INTRODUCTION |
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As
should be self-evident, this article is about the MPQ format, the
"Blizzard archive". I hope that I can explain what MPQs are, how
they works, and why they do the things they do. |
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Why I Wrote this Article | |||||
I've been interested in the
MPQ format since shortly after Starcraft was released. I poked around a
bit, but I just wasn't a good hacker then, and I didn't know what I was
doing. Consequently, I didn't get very far. But, with a streak of
providential luck, I met Bobby Newmark in a Starcraft hacking BBS. Bobby
had been writing a Java archive viewer which could read and extract from
the archives of numerous games, and he wanted to add MPQs to it. Unlike
me, he was a skilled hacker. He worked slowly (he did have a life and a
job), but he hacked away at the MPQ format. Eventually he figured out
enough of it to build MPQ support into his viewer. He told me about a
third of the format, although I only understood about half that at the
time. |
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Who Should Read this Article | |||||
There are principally three
types of people who ought to read this article. The most obvious is people
who want to customize games to play in interesting new ways, such as
Campaign Creations and Camelot Systems. These types of customizations have
become very popular, but most customizers still don't understand the MPQ
format, and the benefits it provides. So, I intend for this article to
teach these people the MPQ format so that they can make the best use of
it. |
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Web site and content copyright © 2000 Justin Olbrantz(Quantam) unless otherwise noted. All rights reserved.