scmJS docs

What the editor needs

The editor needs two archives from a classic (1.16) installation, StarDat.mpq and BrooDat.mpq. Brood War's is required: its unit table is the layout the editor reads, and the Ice, Desert and Twilight tilesets exist only there. A patch_rt.mpq beside them is applied over both, as the game applies it. Remastered installations carry none of these files; the download route below is for them.

Out of the archives come about 930 files, 30 MB in all:

Files For
tileset/<name>.cv5, .vx4, .vr4, .vf4, .wpe the terrain of each tileset: tile groups, megatiles, minitile pixels, walkability and height flags, the palette
tileset/<name>.ofire.pcx and the other three remaps, <name>.dddata.bin, stat_txt.tbl the fire and explosion colours, the doodad placement table, the doodad and unit names
arr/units.dat, flingy.dat, sprites.dat, images.dat, images.tbl the chain from a unit type to its picture
arr/weapons.dat, upgrades.dat, techdata.dat the defaults the Unit, Upgrade and Technology Settings dialogs show
game/tunit.pcx the team colour rows
scripts/iscript.bin the animation scripts
unit/**/*.grp, unit/**/*.lo? about 750 sprite sheets and their overlay positions

The eight tilesets, in the order the map file numbers them, are Badlands, Space Platform, Installation, Ashworld, Jungle, Desert, Ice and Twilight.

Without any of this the editor still runs. Terrain is drawn in flat colours, one per tileset, units and sprites as coloured markers, and everything else works: every layer, every dialog, opening and saving. The palette that would need the graphics says so.