Four Winds allows you to use custom tile bitmaps with any theme, provided that the current color mode is 16-bits (High Color) or better. The custom tile bitmaps are available only in a registered version.
Note: When a custom tile bitmap is used, the menu command Show Tile Id's is not available.
The custom tile bitmaps must be Windows bitmaps (.bmp files). Any color format (from 16-color up to 24-bit RGB format) is supported and the bitmap can be of any size, but there must be no empty space around the tiles. The tiles can appear in any order, since the order is described in a separate description file, but they must be in upright position.
Each custom tile set must be placed in its own folder under the Custom\Tiles folder (Custom folder is by default a sub folder under the Four Winds program folder, or when Windows Vista or later is used, under the [Users]\[Public]\[Documents]\4Winds2 folder). The folder name is used to identify the tile set in the user interface. E.g., if you want to have your custom tile set appear as Early 20th Century in the list of available tile sets, you must place your bitmaps under Custom\Tiles\Early 20th Century folder.
The actual bitmaps must be named as follows ([MySetName] represents the name of your tile set):
[General] Rows=5 Number of rows in the tile bitmap. Cols=10 Number of columns in the tile bitmap. ScaleMiniature=0 0 = If [MySetName]2.bmp or [MySetName]LR2.bmp is not available, use standard Four Winds miniature tiles.
1 = If [MySetName]2.bmp or [MySetName]LR2.bmp is not available, scale them from [MySetName].bmp or [MySetName]LR.bmp.
Description="Description of my tile set" Descriptive text that is displayed in the About Custom Tile Bitmap dialog box. Can be up to 256 characters long. (Quotes are not necessary.) Creator="John Doe" Copyright information that is displayed in the About Custom Tile Bitmap dialog box. Can be up to 100 characters long. (Quotes are not necessary.) [TileRowCol] B1=1,1
Descriptions for locations of individual tiles in the custom tile bitmap. "B1" stands for Bamboo 1, "C1" for "Character 1" and "D1" for Dot 1. The winds are marked as "WE" (East), "WS" (South), "WW" (West) and "WN" (North). Dragons are marked as "DG" (Green), "DR" (Red) and "DW" (White). Flowers are marked as "F1" through "F4" and Seasons as "S1" through "S4". Red fives ("Red Dora") are marked as "B0" (Bamboos), "C0" (Characters) and "D0" (Dots). Finally, the joker is marked as "J".
In addition to the tile faces, you can also use custom tile back and tile ends (used when rotating the tiles). The position of these elements are specified with the keys 'TB' (tile back) and 'TE' (tile end). The tile back must naturally be of the same size as tile faces, and tile ends must be placed in one tile slot so that the one with the face side up is placed at the top of the slot, and one with the face side down is placed at the bottom of the slot. To see the correct placement, check the template bitmap that comes with Four Winds.
Note that if there is no value for a key (or if a key itself is missing), the default Four Winds graphic element is used, instead. You should naturally avoid using tile sets that do not have all tiles that are needed in the game.
The numbers after the tile identifier indicate the row and column of the tile, and must be separated by a comma. E.g., in the example the South Wind (WS) is located in the fifth column of the fourth row. (Note that the first row/column is number 1, not zero).
Choosing the language of the user interface
Enabling or disabling the splash screen
Enabling or disabling editing of hand names
Leaving Windows Taskbar visible
Using color management
Forcing MIDI to always play from the start
Bypassing DirectX sound
Using power save scheme
Configuring game controls
Specifying user file locations
Adjusting the speed of the animation
Changing a theme
Customizing the sound effects and background music
Choosing the board size
Choosing a way to display discards