MAP information for SWOTL:

First off, please understand that there are two maps:  The
map you fly over (the actual terrain) and the map in the
mission briefing room, where you can click on planes and get
an info readout.  These are seperate and distict maps,
although they match in the original game.  Hexing one will
NOT change the other.

Now, for the little map in the briefing, the colors are
controlled by the file SMTRGICN.PAC  (for the icons on the
map) and COLORS.PAC (for the map colors per se).

Now, let's discuss TARGETS.STR and TARGETS.DEF.  There are
217 entries in targets.str, and 217 data strings in
targets.def.  Voila!  The 5th byte of each string in
TARGETS.DEF is the type of target (ie, 05= oil refinery, 0B=
research complex etc).  The 1&2 bytes control the x-coord,
the 3&4 bytes control the y-coord.  So this is the method for
changing the briefing map (only).

Now, for the real terrain you fly over.  The SWOTLREG.xxx
files control this.  There are 16 of them, arranged in a
grid:

.r03  .r13  .r23  .r33

.r02  .r12  .r22  .r32

.r01  .r11  .r21  .r31

.r00  .r10  .r20  .r30

If you look inside the SWOTLREG.r02 file, most of what you
see is either F3 (solid block of land) or 00 (water).  Try
this debug of England:
(make a backup file first)
debug swotlreg.r02
f 100 375 "Q"
w
q

Fly a mission where you start in England.  Most of lower
England will be converted into hills!  ("Q" is the same as
hexcode of 51).

Part of the problem with the conversion of terrain in SWOTL
is the fact that the water outlines are in SWOTL.WTR and the
road network is in SWOTL.RDS.  These have not, to my
knowledge, been figured out.



Now, here are the codes I discovered for the SWOTLREG files:
F3 = LAND
00 = WATER
99 = RIVER, BRIDGE, OIL STORAGE
9A = STRAIGHT RIVER
98 = MUNITIONS FACTORY, OIL STORAGE, 6 FLAK, CITIES (DARK
     PATCH)
97 = RAILYARDS, 5 FLAK, ASSORTED CITIES
96 = SIMILAR TO 99
22 = STRAIGHT RIVER, 2 FARM WITH HAYSTACKS, 1 SMALL TOWN
59 = STRAIGHT WITH BRIDGE, FARMS, 4 RED-HOUSE TOWN
B1 = SECRET SITE, 2 FARMS, 3 FLAK
E2 = AIRBASE (2 BROWN HANGAR, 1 RED BLDG, 3 TOWNS 1 FARM
E7 = AIRBASE (|-| TYPE STRIP, 1 BROWN, 1 BIG BLACK, 1 RED)
     CHURCH, TOWNS, FARMS
E0 = AIRBASE (Z TYPE STRIP, 2 BROWN HANGAR, 1 RED) CHURCH
     (FURTHER AWAY), FARMS
AD = RAILYARD, OIL STORAGE, 4 FLAK, BALL BEARING, DARK CITY
     PATCH
51 = HILLS (LOW GREEN HEXAGONS)
A1 = RIVER W/ BRIDGE, AIRCRAFT FACTORY, DARK CITY PATCH, OIL
     STORAGE, 4 FLAK, CHURCH, TOWNS
5E = STRAIGHT RIVER W/ BRIDGE, 4 FARMS
EE = V-2 SITE, FARMS, TOWNS
19 = HOOKED RIVER SECTION, 3 FARMS
44 = WATER WITH 2 TRIANGULAR ISLANDS
0A = LAND/SEA COMBO (LIKE 44)
50 = LIGHT/DARK LAND PATCHES (PLAIN)
ED = V-1 SITE, FARMS, CHURCH
BC = RAILYARD, 4 FLAK, CHURCH, TOWNS
BB = RAILYARD, 4 FLAK, STRAIGHT RIVER, TOWNS
BF = RAILYARD, MUNITIONS FACTORY, 6 FLAK, DARK CITY PATCH
BE = RAILYARD, MUNITIONS FACTORY, 3 FLAK, DARK CITY PATCH
7F = LAND WITH GRAY/GREEN STRIPES
7D = LAND WITH BROWN/GREEN STRIPES
EC = OIL STORAGE ONLY    >
EB = OIL STORAGE ONLY     > >
EA = OIL STORAGE ONLY     > > >NOT SURE HOW THESE DIFFER
E9 = OIL STORAGE ONLY     > >
E8 = OIL STORAGE ONLY    >
E1 = AIRFIELD (# TYPE STRIP) 2 BROWN HANGARS, 3 DARK BLDG,
     CHURCH, TOWNS, FARMS
E3 = AIRFIELD (LIKE E1)
E4 = AIRFIELD (+ TYPE STRIP) 2 BIG BLACK HANGARS, 1 RED
E5 = OIL STORAGE
E6 = AIRFIELD (BACKWARDS Z TYPE STRIP) 2 BROWN, 1 RED,
     CHURCH, TOWNS, FARMS
B3 = FACTORY? 5 FLAK, FARMS, CHURCH, 2 CITIES
A2 = MUNITIONS AND RAILYARD, DARK CITY PATCH, 3 FLAK
A3 = ENGINE FACTORY, 3 FLAK, DARK CITY PATCH
C1 = BALL BEARINGS MUNITIONS, 3 FLAK, DARK CITY PATCH
C4 = SECRET SITE, 5 FLAK, FARMS
C2 = AIRCRAFT FACTORY, 5 FLAK, CHURCH

I hope this helps someone!     -Sturmer