@ -52,7 +52,7 @@ OTTD's class-specific periodic tile processing routine is called once every +256
<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt> and <tt>10</tt> and above, on wraparound the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased)
<br>(for snow and desert, these bits are not used, tile is updated on every periodic processing)
</li>
<li>owner: <ahref="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
<li>m1: <ahref="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
<li>owner: <ahref="#OwnershipInfo">owner</a> of the road</li>
<li>m1: <ahref="#OwnershipInfo">owner</a> of the road</li>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m4 bits 0..3: counter for the roadworks</li>
<li>m4 bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li>
<li>owner: <ahref="#OwnershipInfo">owner</a> of the depot</li>
<li>m1: <ahref="#OwnershipInfo">owner</a> of the depot</li>
<li>m4 bit 7 set = on snow or desert (not displayed, but set internally)</li>
</ul>
</td></tr>
@ -287,8 +287,8 @@ Town building
<li>m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased</li>
<li>for large office blocks (types <tt>04</tt> and <tt>05</tt>):
<ul>
<li>owner bits 6..0: position of the lift</li>
<li>owner bit 7: if set the lift is moving</li>
<li>m1 bits 6..0: position of the lift</li>
<li>m1 bit 7: if set the lift is moving</li>
<li>m5 bit 7: if set then m5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)</li>
</ul></li>
</ul>
@ -320,7 +320,7 @@ Trees
</td></tr>
</table></li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<tr><tdnowrapvalign=top><tt>00</tt> </td><tdalign=left>wheel tower when not animated</td></tr>
<tr><tdnowrapvalign=top><tt>01</tt> </td><tdalign=left>wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated</td></tr>
<tr><tdnowrapvalign=top><tt>01</tt> </td><tdalign=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><tdnowrapvalign=top><tt>07</tt>..<tt>0A</tt> </td><tdalign=left>power station
<tr><tdnowrapvalign=top><tt>0A</tt> </td><tdalign=left>transformer; animation progress in owner bits 5..2 (valid range <tt>0</tt>..<tt>7</tt>)</td></tr>
<tr><tdnowrapvalign=top><tt>0A</tt> </td><tdalign=left>transformer; animation progress in m1 bits 5..2 (valid range <tt>0</tt>..<tt>7</tt>)</td></tr>
<tr><tdnowrapvalign=top><tt>1E</tt>..<tt>20</tt> </td><tdalign=left>various stages of animation; progress of animation in owner bits 1..0</td></tr>
<tr><tdnowrapvalign=top><tt>1E</tt>..<tt>20</tt> </td><tdalign=left>various stages of animation; progress of animation in m1 bits 1..0</td></tr>
<tr><tdnowrapvalign=top><tt>2F</tt> </td><tdalign=left>wheel tower when not animated</td></tr>
<tr><tdnowrapvalign=top><tt>30</tt> </td><tdalign=left>wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated</td></tr>
<tr><tdnowrapvalign=top><tt>30</tt> </td><tdalign=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
<tr><tdnowrapvalign=top><tt>4F</tt> </td><tdalign=left>wheel tower when not animated</td></tr>
<tr><tdnowrapvalign=top><tt>58</tt> </td><tdalign=left>wheel tower when animated; animation state in owner bits 5..0; owner bit 6 set = sound already generated</td></tr>
<tr><tdnowrapvalign=top><tt>58</tt> </td><tdalign=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><tdnowrapvalign=top><tt>59</tt>..<tt>5A</tt> </td><tdalign=left>bank (sub-arctic or sub-tropical climate)</td></tr>
@ -541,12 +541,12 @@ while the animation is in progress (see the <a href="#_AnimatedTilesList">array
</table></li>
<li>m2: index into the <ahref="#_IndustryArray">array of industries</a>
</li>
<li>owner bit 7: clear = under construction
<li>m1 bit 7: clear = under construction
<ul>
<li>owner bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
<li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
</ul></li>
<li>owner bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around
<li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around
<br>the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)
<li>m5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction</li>
@ -618,7 +618,7 @@ m5 bit 5 set:
<tr><tdnowrapvalign=top><tt>80</tt>..<tt>93</tt> </td><tdalign=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td></tr>
</table>
</li>
<li>owner: <ahref="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
<li>m1: <ahref="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>