0. Simulator 1
1. Simulator 2
2. Simulator 3
3. Asteroid Base
4. Unamara Bridge
5. Omnicron HQ
6. Sylph Defense Force
7. Arboliss
8. Peliar I
9. Peliar II

format:
mission name
description
is mission open at start (bool, nonzero=yes)
# other missions unlocked on mission complete (int)
unlcked mission indeces (int list, one index per line)
equipment unlocked on mission 100% (int- 0=none, +n = ship index n, -n = gun index n)
name of background music directory
seconds to scroll before stopping (-1 for unlimited/repeat)
layer sizes (3 entries, in number of rows of tiles)
layer scroll rates (3 entries, in pixels per second)
# layers to be drawn below player (0-3)
light pos (x y z)
light color (r g b)
layer1
layer1 data (1 line of 10 tile indeces per row, as many rows as specified on line 9)
layer2
layer2 data (see layer 1)
layer3
layer3 data (see layer 1)
enemies
enemy data (as many lines as needed, see below)

each line may be one of:
- e time xpos model - place a single [e]nemy of the given ship model index at the top of the screen at the given time 
- b time xpos model - place a [b]oss.  Identical behavior to e, but boss music triggers before this enemy
- f time xcenter formationID param1 param2 -  place a [f]ormation of the specified type at the top of the screen at the given time

formationIDs:
0 - horizontal line with random AI
1 - horizontal line with ship's own AI
2 - vertical line with ship's own AI
param1 is universally the ship index to populate the formation with
param2 is universally the number of ships in the formation



