Cite as
C&C Remastered source
Original
https://github.com/electronicarts/CnC_Remastered_Collection
Pinned
electronicarts/CnC_Remastered_Collection @ f1f0d42bc2dcd06d5d1df943c6150ab34bf307ae
Accessed
2026-10-22
Licence
GPL-3.0 with additional terms (LICENSE.md: "Electronic Arts Inc. released only TiberianDawn.dll, RedAlert.dll and the Command & Conquer Map Editor and their corresponding source code under the GPL V3 below, with additional terms at the bottom."). The additional terms, per GNU GPL section 7, say in part: "No trademark or publicity rights are granted. This license does NOT give you any right, title or interest in "Command & Conquer" or any other Electronic Arts trademark. You may not distribute any modification of this program using any Electronic Arts trademark or claim any affiliation or association with Electronic Arts Inc. or its affiliates or their employees." They also require that any conveyance include the copyright notice and these terms, an indemnity from anyone who assumes contractual liability, and that "modified versions of the program must be marked as such and not identified as the original program", and they add a warranty disclaimer.
Credit
Westwood Studios wrote Command & Conquer (Virgin Interactive, 1995); Electronic Arts released the source of the 2020 Remastered Collection's TiberianDawn.dll. File headers credit Westwood programmers by initials (JLB, Joe L. Bostic; BWG; BRR); remaster comments are initialed ST, JAS, and MBL.
Notes
The code is TiberianDawn.dll from the 2020 Remastered Collection: the 1995 DOS game's source with changes for the remaster's client (the GlyphX layer, DLLInterface.cpp) and its multiplayer. Many remaster changes carry a dated comment (for example "ST - 7/24/2019") or a guard such as `USE_RA_AI` (DEFINES.H, defined) or `GAME_GLYPHX_MULTIPLAYER`; unmarked lines may still differ from 1995, and some, like RULES.H's difficulty settings (dated 1996, from Red Alert), postdate it. Claims say they read the remaster's code and name the remaster changes they rest on. The repository holds no game data (README.md: "To use the compiled binaries, you must own the game"). Several files are Latin-1 text. The repository is archived; README.md says it is "for preservation purposes only".

Cited on

Claims (6)

The atlas reads Command & Conquer through the source of TiberianDawn.dll, the game's code in the 2020 Remastered Collection, which Electronic Arts released under the GPL version 3 with additional terms. The files keep Westwood's 1995 headers beside dated comments and guards for the remaster's changes, so a claim here describes the remaster's code and names any remaster change it rests on.README.md L3LICENSE.md L1–3TIBERIANDAWN/DRIVE.CPP L16TIBERIANDAWN/DISPLAY.CPP L796Code
In the remaster's code, a harvester carries at most 28 steps of Tiberium (STEP_COUNT). Each time its harvest timer runs out while it stands on Tiberium short of a full load, it lifts (the cell's OverlayData mod 6) + 1 steps from the cell, no more than the room left, and the timer restarts at TICKS_PER_SECOND, 15 game ticks; the code's comment calls this lifting a complete "level" of 6 steps or a partial one. Dune II's harvester instead fills to 100 units by a random 0 or 1 per harvest call.TIBERIANDAWN/TYPE.H L862–864TIBERIANDAWN/UNIT.CPP L2470–2486TIBERIANDAWN/DRIVE.CPP L151–154TIBERIANDAWN/DEFINES.H L2146Code
In the remaster's code, a refinery empties a docked harvester one step at a time, and each step pays its house 25 credits if the house is human: computed, 700 for a full load of 28, which matches Dune II's 100 units at 7 credits. A computer house gets 708 credits a step in a normal (single-player) game, from a formula the remaster's comment calls "wrong" but kept "to not break missions", and 33 in multiplayer, a correction the comment dates to the remaster (14 May 2020). Credits above the house's storage capacity are lost.TIBERIANDAWN/BUILDING.CPP L4511–4514TIBERIANDAWN/DRIVE.CPP L1641–1660TIBERIANDAWN/TYPE.H L862–864TIBERIANDAWN/HOUSE.CPP L1717–1727Code
In the remaster's code, a factory splits every build into 108 steps and pays in installments: each step costs the unpaid balance ÷ the steps left, and when the house can't pay it, the step is undone and the factory tries again at the next one. The build time in game ticks starts as the item's cost in credits, grows when the house's power fraction is below full (× 256/171), below half (× 256/103), or zero (× 4), and is divided by 108 into ticks per step (1 to 255). A human player's factory runs its step timer once per factory of that kind the house owns each tick; the code's comment says this acceleration "applies only to human players". Computed: for a human player's structure from one factory at full power, an item costing C credits takes 108 × ⌊C ÷ 108⌋ ticks, at least 108 and at most 27,540. Dune II also pays as it builds, but each tick costs cost ÷ build time, and a player's build goes on hold when the money runs out.TIBERIANDAWN/FACTORY.H L97TIBERIANDAWN/FACTORY.CPP L238–261TIBERIANDAWN/FACTORY.CPP L265–296TIBERIANDAWN/FACTORY.CPP L720–728TIBERIANDAWN/FACTORY.CPP L402TIBERIANDAWN/FACTORY.CPP L543–553TIBERIANDAWN/TECHNO.CPP L291–345TIBERIANDAWN/STAGE.H L71–77Code
In the remaster's code, a structure can be placed where every cell of its footprint, its bib included, is clear: no object, no wall, no owned bib, and ground marked buildable (clear land or road; not Tiberium, beach, rock, or water). For a human house, one of the eight cells around some footprint cell, corners included, must also hold one of the house's buildings or be a cell the house owns, which its walls and bibs are; a computer house's placement skips that check. Dune II's rule is also adjacency with corners counted and also skipped for the computer, but on rock, concrete slab, or destroyed wall, with the construction yard exempt.TIBERIANDAWN/BUILDING.CPP L5485–5524TIBERIANDAWN/HOUSE.CPP L2926–2928TIBERIANDAWN/OBJECT.CPP L1196TIBERIANDAWN/BUILDING.CPP L3832TIBERIANDAWN/BDATA.CPP L4415–4420TIBERIANDAWN/CELL.CPP L430–468TIBERIANDAWN/CONST.CPP L269–275TIBERIANDAWN/SMUDGE.CPP L228–231TIBERIANDAWN/OVERLAY.CPP L241–253Code
In the remaster's code, Tiberium grows and spreads on its own. Each map logic pass scans 30 of the 64 × 64 cells, starting at the cell where the last pass stopped (so 29 new ones), and collects up to 50 Tiberium cells below level (OverlayData) 11 and up to 50 spread sources: Tiberium cells above level 6, and blossom trees whatever their level, each entered three times. After each full sweep, computed as 142 passes, a random collected cell grows one level, and one heavy cell seeds level-1 Tiberium on a random empty neighbor of clear land; with fast growth on, as by default, or in any multiplayer game, each happens twice, and in the remaster's own multiplayer (GAME_GLYPHX_MULTIPLAYER) a change its comment dates to 1 July 2020 adds (Tiberium setting − 1) × 2 more. A cell harvested to empty is cleared and holds Tiberium again only if a neighbor seeds it. Dune II's spice doesn't grow: during play OpenDUNE's code adds spice only where a spice bloom bursts, filling a circle of radius 5, or where a harvester carrying 32 or more units is destroyed, filling a circle of radius load ÷ 32.TIBERIANDAWN/MAP.CPP L904–943TIBERIANDAWN/MAP.H L144–152TIBERIANDAWN/MAP.CPP L946–1012TIBERIANDAWN/SPECIAL.H L60–62TIBERIANDAWN/DEFINES.H L269–277TIBERIANDAWN/LOGIC.CPP L254Code