mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
209101391a
the newhouses grf specs, so all newhouses grfs will be playable in the game. Many thanks to everyone who contributed code and ideas, and all the testers who found things we missed.
1568 lines
49 KiB
HTML
1568 lines
49 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<meta name="Author" content="Marcin Grzegorczyk">
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<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<title>OpenTTD Landscape Internals</title>
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</head>
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<body>
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<h3><a name="Landscape">Landscape</a></h3>
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<p>Seven attributes (counting "<span style="font-weight: bold;">type_height</span>") hold the informations about a tile.<BR>
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These attributes are referred to as
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"<span style="font-weight: bold;">type_height</span>",
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"<span style="font-weight: bold;">m1</span>", "<span style="font-weight: bold;">m2</span>",
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"<span style="font-weight: bold;">m3</span>", "<span style="font-weight: bold;">m4</span>",
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"<span style="font-weight: bold;">m5</span>" and "<span style="font-weight: bold;">m6</span>".<BR>
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The most important value is the class of a tile, stored in the upper 4 bits
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of the <span style="font-weight: bold;">type_height</span> attribute. The lower 4 bits are used to encode the height and
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slope data.
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</p>
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Special Attribute : <span style="font-weight: bold;">m6</span>. There are 4 bits of it that are used accross multiple tile classes<br>
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<ul>
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<li>
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<a name = "bridge_direction">
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Bits 7..6 :
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<table border="1">
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<tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above,<br>for tiles that support this.</td></tr>
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<tr><td><tt>00</tt> </td><td>no bridge</td></tr>
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<tr><td><tt>01</tt> </td><td>Axis X (North-East)</td></tr>
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<tr><td><tt>02</tt> </td><td>Axis Y (South-West)</td></tr>
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</table>
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</li>
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<li>
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<a name = "tropic_zone">
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Bits 1..0 :
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<table border="1">
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<tr bgcolor="#CCCCCC"><td colspan="2">Only meaningfull in tropic climate.<br>It contains the definition of the two available zones</td></tr>
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<tr><td><tt>00</tt> </td><td>invalid zone</td></tr>
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<tr><td><tt>01</tt> </td><td>desert</td></tr>
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<tr><td><tt>02</tt> </td><td>rain forest</td></tr>
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</table>
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In any other climate, those 2 bits are free of use.
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</li>
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</ul>
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<p>
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For a graphical representation of the tile-layout have a look at
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<a href="landscape_grid.html">Landscape grid</a> page.
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</p>
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The <a name="OwnershipInfo">owner of a tile</a>, as frequently associated with attribute m1,
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can be either players (human or AI) or "Game entities".
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They are identified using:
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<table border="1">
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<tr><td><tt>00</tt> </td><td align=left>current player</td></tr>
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<tr><td><tt>01..08</tt> </td><td align=left>AI or network players</td></tr>
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<tr><td><tt>0F</tt> </td><td align=left>a town owns the tile</td></tr>
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<tr><td><tt>10</tt> </td><td align=left>nobody owns the tile</td></tr>
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<tr><td><tt>11</tt> </td><td align=left>"water" owns the tile</td></tr>
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<tr><td><tt>FF</tt> </td><td align=left>spectator in MP or in scenario editor</td></tr>
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</table>
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<p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p>
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<table border=1 cellpadding=3>
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<tr bgcolor="#0099FF">
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<th align=left><font color="#FFFFFF">Class</font></th>
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<th align=left><font color="#FFFFFF">Meaning & details of encoding</font></th>
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</tr>
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<tr bgcolor="#CCCCCC">
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<td align=left><strong><a name="Class0"><tt> 0 </tt></a></strong></td>
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<td align=left> <strong>Ground </strong></td>
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</tr>
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<tr>
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)</li>
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<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
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<li>m4 bits 4..2: same as 7..5, but for the SE border</li>
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<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
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other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR>
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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>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li>m5 bits 4..0: tile type:
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<table>
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<tr>
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<td nowrap valign=top><tt>00</tt> </td>
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<td align=left>bare land</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>01</tt> </td>
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<td align=left>1/3 grass</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>02</tt> </td>
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<td align=left>2/3 grass</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>03</tt> </td>
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<td align=left>full grass</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>07</tt> </td>
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<td align=left>rough land</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>0B</tt> </td>
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<td align=left>rocks</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>0F</tt> </td>
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<td align=left>fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)<br>
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m2: Index into the array of industries (farms), INVALID_INDUSTRY (0xFFFF) if farm has been removed</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>10</tt> </td>
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<td align=left>1/4 snow</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>11</tt> </td>
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<td align=left>2/4 snow</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>12</tt> </td>
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<td align=left>3/4 snow</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>13</tt> </td>
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<td align=left>full snow</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>15</tt> </td>
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<td align=left>partial desert</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>17</tt> </td>
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<td align=left>full desert</td>
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</tr>
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</table>
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</li>
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<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
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<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
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</ul>
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</td>
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</tr>
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<tr bgcolor="#CCCCCC">
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<td valign=top nowrap><strong><a name="Class1"><tt> 1</tt></a></strong></td>
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<td><strong>Railway tracks</strong></td>
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</tr>
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<tr>
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m5 bit 7 clear: railway track
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<ul>
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<li>m1: <a href="#OwnershipInfo">owner</a> of the track</li>
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<li>m3 bits 3..0 = <a name="TrackType">track type</a>:
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>conventional railway</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>electrified railway</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>monorail</td>
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</tr>
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<tr>
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<td><tt>3</tt> </td>
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<td>maglev</td>
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</tr>
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</table>
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</li>
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<li>m4 bits 3..0:
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<table>
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<tr>
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<td nowrap valign=top><tt>0</tt> </td>
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<td align=left>on bare land</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>on grass, no fences</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td align=left>fence on the NW side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td align=left>fence on the SE side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>4</tt> </td>
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<td align=left>fences on the NW and SE sides</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>5</tt> </td>
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<td align=left>fence on the NE side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>6</tt> </td>
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<td align=left>fence on the SW side</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>7</tt> </td>
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<td align=left>fences on the NE and SW sides</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>8</tt> </td>
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<td align=left>fence on the E side (track in the W corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>9</tt> </td>
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<td align=left>fence on the W side (track in the E corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>A</tt> </td>
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<td align=left>fence on the S side (track in the N corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>B</tt> </td>
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<td align=left>fence on the N side (track in the S corner)</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>C</tt> </td>
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<td align=left>on snow or desert</td>
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</tr>
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</table>
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</li>
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<li>m5 bits 5..0: track layout: bit set = track present:
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<table>
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<tr>
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<td nowrap valign=top>bit 0: </td>
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<td align=left>in the X direction</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 1: </td>
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<td align=left>in the Y direction</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 2: </td>
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<td align=left>in the north corner (direction W-E)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 3: </td>
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<td align=left>in the south corner (direction W-E)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 4: </td>
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<td align=left>in the west corner (direction N-S)</td>
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</tr>
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<tr>
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<td nowrap valign=top>bit 5: </td>
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<td align=left>in the east corner (direction N-S)</td>
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</tr>
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</table>
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</li>
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</ul>
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</li>
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<li>m5 bit 7 set: railway depot / checkpoints
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<ul>
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<li>m1: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li>
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<li>m2: For waypoints, index into the array of waypoints.</li>
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<li>m3 bits 3..0 = <a href="#TrackType">track type</a></li>
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<li>m4 bits 3..0 = ground type, as per m4 bits 3..0 for railway tiles.</li>
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<li>m5 value C0..C3: railway depot
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<table>
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<tr>
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<td colspan=2>m5 bits 1..0</td>
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</tr>
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<tr>
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<td colspan=2>direction: exit towards:</td>
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</tr>
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<tr>
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<td><tt>00</tt> </td>
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<td>NE</td>
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</tr>
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<tr>
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<td><tt>01</tt> </td>
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<td>SE</td>
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</tr>
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<tr>
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<td><tt>02</tt> </td>
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<td>SW</td>
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</tr>
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<tr>
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<td><tt>03</tt> </td>
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<td>NW</td>
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</tr>
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</table>
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</li>
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<li>m5 value 80..81: checkpoint
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<table>
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<tr>
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<td colspan=2>bit 0</td>
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</tr>
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<tr>
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<td>clear</td>
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<td>in X direction</td>
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</tr>
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<tr>
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<td>set</td>
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<td>in Y direction</td>
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</tr>
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</table>
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</li>
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</ul>
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</li>
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<li>m5 bit 6 set = with signals:
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<ul>
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<li>m2 bits 7..4: bit clear = signal shows red; same bits as in m3</li>
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<li>m2 bit 2: set = semaphore signals, clear = light signals </li>
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<li>m2 bits 1..0 : type of signal
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<table>
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<tr>
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<td nowrap="nowrap" valign="top"><tt>00</tt>: </td>
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<td align="left">normal signals</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top"><tt>01</tt>: </td>
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<td align="left">pre-signals</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top"><tt>10</tt>: </td>
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<td align="left">exit-signals</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top"><tt>11</tt>: </td>
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<td align="left">combo-signals</td>
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</tr>
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</table>
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</li>
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<li>m3 bits 7..4: bit set = signal present:
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<ul>
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<li>For track in the X direction:
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<table>
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<tr>
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<td nowrap="nowrap" valign="top">bit 6: </td>
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<td align="left">signal in the SW direction</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 7: </td>
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<td align="left">signal in the NE direction</td>
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</tr>
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</table>
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</li>
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<li>For track in the Y direction:
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<table>
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<tr>
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<td nowrap="nowrap" valign="top">bit 6: </td>
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<td align="left">signal in the NW direction</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 7: </td>
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<td align="left">signal in the SE direction</td>
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</tr>
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</table>
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</li>
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<li>For tracks in the W-E direction:
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<table>
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<tr>
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<td nowrap="nowrap" valign="top">bit 4: </td>
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<td align="left">signal in the W direction on the track in the S corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 5: </td>
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<td align="left">signal in the E direction on the track in the S corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 6: </td>
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<td align="left">signal in the W direction on the track in the N corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 7: </td>
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<td align="left">signal in the E direction on the track in the N corner</td>
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</tr>
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</table>
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</li>
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<li>For tracks in the N-S direction:
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<table>
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<tr>
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<td nowrap="nowrap" valign="top">bit 4: </td>
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<td align="left">signal in the S direction on the track in the E corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 5: </td>
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<td align="left">signal in the N direction on the track in the E corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 6: </td>
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<td align="left">signal in the S direction on the track in the W corner</td>
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</tr>
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<tr>
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<td nowrap="nowrap" valign="top">bit 7: </td>
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<td align="left">signal in the N direction on the track in the W corner</td>
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</tr>
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</table>
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</li>
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</ul>
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</li>
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</ul>
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</li>
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<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
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<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
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</ul>
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</td>
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</tr>
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<tr bgcolor="#CCCCCC">
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<td valign=top nowrap><strong><a name="Class2"><tt> 2</tt></a></strong></td>
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<td><strong>Roads</strong></td>
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</tr>
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<tr>
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<td valign=top nowrap> </td>
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<td>
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<ul>
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<li>m5 bits 7..4 clear: road
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<ul>
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<li>m1: <a href="#OwnershipInfo">owner</a> of the road</li>
|
|
<li>m2: Index into the array of towns, 0 for non-town roads</li>
|
|
<li>m3 bit 7 set = on snow or desert</li>
|
|
<li>m3 bits 6..4:
|
|
<table>
|
|
<tr>
|
|
<td><tt>0</tt> </td>
|
|
<td>on bare land</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>1</tt> </td>
|
|
<td>on grass</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>2</tt> </td>
|
|
<td>paved</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>with streetlights</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>5</tt> </td>
|
|
<td>tree-lined</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>6</tt> </td>
|
|
<td>on grass with road works</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>7</tt> </td>
|
|
<td>paved with road works</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m3 bits 3..0: counter for the roadworks</li>
|
|
<li>m5 bits 3..0: road layout: bit set = road piece present:
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top>bit 0: </td>
|
|
<td align=left>NW piece</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top>bit 1: </td>
|
|
<td align=left>SW piece</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top>bit 2: </td>
|
|
<td align=left>SE piece</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top>bit 3: </td>
|
|
<td align=left>NE piece</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
</ul>
|
|
</li>
|
|
<li>m5 bit 5 set: road depot
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
|
|
<li>m3 bit 7 set = on snow or desert (not displayed, but set internally)</li>
|
|
<li>m5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
|
|
</ul>
|
|
</li>
|
|
<li>m5 bit 4 set, bits 7..5 clear: level crossing
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li>
|
|
<li>m2: Index into the array of towns, 0 for non-town roads</li>
|
|
<li>m3 bit 7 set = on snow or desert</li>
|
|
<li>m3 bits 6..4: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li>
|
|
<li>m3 bits 3..0: <a href="#TrackType">track type</a></li>
|
|
<li>m4: <a href="#OwnershipInfo">owner</a> of the road</li>
|
|
<li>m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li>
|
|
<li>m5 bit 2: set if crossing lights are on</li>
|
|
</ul>
|
|
</li>
|
|
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class3"><tt> 3</tt></a></strong></td>
|
|
<td><strong>Town building </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1 : Random bits <a href="#newhouses">(newhouses)</a> </li>
|
|
<li>m2 : index into the array of industries</li>
|
|
<li>m3 bit 7 :
|
|
<ul>
|
|
<li> set : House is complete
|
|
<ul>
|
|
<li>m5 : age of House. Maximum been 255, which means 255 years and more</li>
|
|
</ul>
|
|
</li>
|
|
<li> clear : House is in construction
|
|
<ul>
|
|
<li>m5 bits 7..5 : free</li>
|
|
<li>m5 bits 4..3 : construction stage</li>
|
|
<li>m5 bits 2..0 : construction counter</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<li>m3 bit 6 : 9th bit of house type (m4), allowing 512 different types.</li>
|
|
<li>m3 bits 5..0 : triggers activated <a href="#newhouses">(newhouses)</a></li>
|
|
<li>m4 : <a href="landscape_externals.html">town building type</a> (with m3[6] bit)</li>
|
|
<li>m5 : see m3 bit 7</li>
|
|
<li>m6 :
|
|
<ul>
|
|
<li>If <a href="#newhouses">newhouses</a> is activated
|
|
<ul>
|
|
<li>bits 7..3 : Current animation frame</li>
|
|
<li>bit 2 : free</li>
|
|
</ul>
|
|
</li>
|
|
<li>Standard behaviour
|
|
<ul>
|
|
<li>bits 7..2 : lift position (for houses type 04 and 05)</li>
|
|
</ul>
|
|
</li>
|
|
<li>bits 1..0 : tropic zone specifier</li>
|
|
</ul>
|
|
</li>
|
|
<li>m7 :
|
|
<ul>
|
|
<li>If <a href="#newhouses">newhouses</a> is activated
|
|
<ul>
|
|
<li>Periodic processing time remaining</li>
|
|
</ul>
|
|
</li>
|
|
<li>Standard behaviour (only for houses type 04 and 05)
|
|
<ul>
|
|
<li>bits 7..4 : free</li>
|
|
<li>bits 3..1 : lift destination. Values can be 0..6, except 1.<br>
|
|
So the building has 6 effective floors. This is due to the fact that the first floor is 2 'normal' floors high.<br>
|
|
One 'normal' floor has a height of 6 lift positions.
|
|
</li>
|
|
<li>bit 0 : Lift has destination when set</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
</li>
|
|
</ul>
|
|
<small><a name="newhouses">Newhouses is the name englobing a newGRF feature developped by TTDPatch devs (mainly Csaboka).<br>
|
|
It allows the replacement of the properties as well as the graphics of houses in the game.<br>
|
|
To distinguish between the standard behaviour and the newGRF one, HouseID (m4 + m3[6]) is tested for anything above 110.<br>
|
|
110 is the count of standard houses. So above 110 means there is a new definition of at least one house</small>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class4"><tt> 4 </tt></a></strong></td>
|
|
<td><strong>Trees </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
|
|
<li>m2 bits 5..4:
|
|
<table>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0</tt> </td>
|
|
<td align=left>on grass</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td align=left>on rough land</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td align=left>on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m2 bits 3..0: update counter, incremented on every periodic processing.<br>
|
|
on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
|
|
<li>m3 bits 7..0: type of trees:
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt>..<tt>0B</tt> </td>
|
|
<td align=left>temperate climate trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0C</tt>..<tt>13</tt> </td>
|
|
<td align=left>sub-arctic climate trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>14</tt>..<tt>1A</tt> </td>
|
|
<td align=left>rainforest trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1B</tt> </td>
|
|
<td align=left>cactus plants</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1C</tt>..<tt>1F</tt> </td>
|
|
<td align=left>sub-tropical climate, non-rainforest, non-desert trees</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>20</tt>..<tt>28</tt> </td>
|
|
<td align=left>toyland trees</td>
|
|
</tr>
|
|
</table>
|
|
<small>Note: the actually displayed set of trees depends on both type and number of trees</small>
|
|
</li>
|
|
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
|
|
<li>m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
|
|
<li>m5 bits 7..6: number of trees minus one</li>
|
|
<li>m5 bits 2..0: growth status:
|
|
<table border="0">
|
|
<tr>
|
|
<td><tt>0</tt>..<tt>2</tt> </td>
|
|
<td>one of trees is growing </td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>3</tt> </td>
|
|
<td>all trees are fully grown </td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4</tt>..<tt>6</tt> </td>
|
|
<td>one of trees is withering </td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class5"><tt> 5</tt></a></strong></td>
|
|
<td><strong>Station tiles</strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> of the station</li>
|
|
<li>m2: index into the array of stations</li>
|
|
<li>m3 bits 7..4: persistent random data for newstations</li>
|
|
<li>m3 bits 3..0: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
|
|
<li>m4: custom station id; 0 means standard graphics</li>
|
|
<li>m5: tile type:
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt>..<tt>07</tt> </td>
|
|
<td align=left>railway station
|
|
<table>
|
|
<tr>
|
|
<td><tt>00</tt>..<tt>01</tt> </td>
|
|
<td align=left>open platform</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>02</tt>..<tt>03</tt> </td>
|
|
<td align=left>open platform with station building</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>04</tt>....<tt>07</tt> </td>
|
|
<td align=left>roofed platform</td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan=2>bit 0: clear = in X direction, set = in Y direction</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>08</tt>..<tt>33</tt> </td>
|
|
<td align=left>large airport
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>0B</tt> </td>
|
|
<td align=left>pad 1</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>16</tt>..<tt>19</tt> </td>
|
|
<td align=left>runway middle</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1A</tt> </td>
|
|
<td align=left>runway ending</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1C</tt> </td>
|
|
<td align=left>control tower</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>20</tt> </td>
|
|
<td align=left>hangar</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>21</tt> </td>
|
|
<td align=left>pad 3</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>22</tt> </td>
|
|
<td align=left>pad 2</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>27</tt>..<tt>32</tt> </td>
|
|
<td align=left>radar (animated)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>33</tt> </td>
|
|
<td align=left>transmitter</td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan=2>The initial layout of a large airport is (rows in Y direction, columns in X direction):
|
|
<pre>
|
|
1F 1B 1E 33 26 1A
|
|
09 24 0B 0C 0D 16
|
|
21 1D 23 0E 0F 17
|
|
09 22 0D 11 10 18
|
|
09 08 14 13 12 19
|
|
20 0A 15 1C 27 1A
|
|
</pre>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>34</tt>..<tt>41</tt> </td>
|
|
<td align=left>small airport
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>3A</tt>..<tt>3D</tt> </td>
|
|
<td align=left>field with the wind meter (animated)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>3E</tt> </td>
|
|
<td align=left>runway south ending</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>3F</tt> </td>
|
|
<td align=left>runway middle</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>40</tt> </td>
|
|
<td align=left>runway north ending</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>41</tt> </td>
|
|
<td align=left>hangar</td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan=2>The initial layout of a small airport is (rows in Y direction, columns in X direction):
|
|
<pre>
|
|
36 3A 40
|
|
35 39 3F
|
|
34 38 3F
|
|
41 37 3E
|
|
</pre>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>42</tt> </td>
|
|
<td align=left>heliport</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>43</tt>..<tt>46</tt> </td>
|
|
<td align=left>lorry loading area : exit towards:
|
|
<table>
|
|
<tr>
|
|
<td><tt>43</tt> </td>
|
|
<td align=left>NE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>44</tt> </td>
|
|
<td align=left>SE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>45</tt> </td>
|
|
<td align=left>SW</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>46</tt> </td>
|
|
<td align=left>NW</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>47</tt>..<tt>4A</tt> </td>
|
|
<td align=left>bus station : exit towards:
|
|
<table>
|
|
<tr>
|
|
<td><tt>47</tt> </td>
|
|
<td align=left>NE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>48</tt> </td>
|
|
<td align=left>SE</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>49</tt> </td>
|
|
<td align=left>SW</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4A</tt> </td>
|
|
<td align=left>NW</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>4B</tt> </td>
|
|
<td align=left>oilfield</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>4C</tt>..<tt>51</tt> </td>
|
|
<td align=left>ship dock
|
|
<table>
|
|
<tr>
|
|
<td><tt>4C</tt> </td>
|
|
<td align=left>SW coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4D</tt> </td>
|
|
<td align=left>NW coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4E</tt> </td>
|
|
<td align=left>NE coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>4F</tt> </td>
|
|
<td align=left>SE coast part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>50</tt> </td>
|
|
<td align=left>X direction water part</td>
|
|
</tr>
|
|
<tr>
|
|
<td><tt>51</tt> </td>
|
|
<td align=left>Y direction water part</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>52</tt> </td>
|
|
<td align=left>buoy</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>53</tt>..<tt>A7</tt> </td>
|
|
<td align=left>used by RichK's larger airports</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bit 3: 1 when a drive through road stop is built over a town owned road, otherwise 0</li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class6"><tt> 6 </tt></a></strong></td>
|
|
<td><strong>Water</strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> (for water and coasts normally <tt>11</tt>)</li>
|
|
<li>m5: tile type:
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt> </td>
|
|
<td align=left>water</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>01</tt> </td>
|
|
<td align=left>coast or riverbank</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt>..<tt>1B</tt> </td>
|
|
<td align=left>canal locks
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt> </td>
|
|
<td align=left>middle part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>11</tt> </td>
|
|
<td align=left>middle part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>12</tt> </td>
|
|
<td align=left>middle part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>13</tt> </td>
|
|
<td align=left>middle part, (SE-NW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>14</tt> </td>
|
|
<td align=left>lower part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>15</tt> </td>
|
|
<td align=left>lower part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>16</tt> </td>
|
|
<td align=left>lower part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>17</tt> </td>
|
|
<td align=left>lower part, (SE-NW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>18</tt> </td>
|
|
<td align=left>upper part, (SW-NE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>19</tt> </td>
|
|
<td align=left>upper part, (NW-SE direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1A</tt> </td>
|
|
<td align=left>upper part, (NE-SW direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1B</tt> </td>
|
|
<td align=left>upper part, (SE-NW direction)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>80</tt>..<tt>83</tt> </td>
|
|
<td align=left>ship depots
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>80</tt> </td>
|
|
<td align=left>ship depot, NE part (X direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>81</tt> </td>
|
|
<td align=left>ship depot, SW part (X direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>82</tt> </td>
|
|
<td align=left>ship depot, NW part (Y direction)</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>83</tt> </td>
|
|
<td align=left>ship depot, SE part (Y direction)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class7"><tt> 7 </tt></a></strong></td>
|
|
<td><strong>Void </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map,<br>
|
|
so as to protect several algorithms from the consequences of a wraparound at the edges.
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class8"><tt> 8</tt></a></strong></td>
|
|
<td><strong>Industry tile </strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1 bit 7: clear = under construction
|
|
<ul>
|
|
<li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing</li>
|
|
<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>
|
|
</ul>
|
|
</li>
|
|
<li>m2: index into the array of industries</li>
|
|
<li>m5: type:<br>
|
|
<small>(note: this is not the same as the industry type, which is stored in the array of industries)</small>
|
|
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt>..<tt>06</tt> </td>
|
|
<td align=left>coal mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>01</tt> </td>
|
|
<td align=left>wheel tower when animated<br>
|
|
animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>07</tt>..<tt>0A</tt> </td>
|
|
<td align=left>power station
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>08</tt> </td>
|
|
<td align=left>chimney</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>0A</tt> </td>
|
|
<td align=left>transformer; animation progress in m3(valid range <tt>0</tt>..<tt>7</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0B</tt>..<tt>0F</tt> </td>
|
|
<td align=left>sawmill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>10</tt>..<tt>11</tt> </td>
|
|
<td align=left>forest
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>11</tt> </td>
|
|
<td align=left>trees cut down</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>12</tt>..<tt>17</tt> </td>
|
|
<td align=left>oil refinery</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>18</tt>..<tt>1C</tt> </td>
|
|
<td align=left>oil rig</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1D</tt>..<tt>20</tt> </td>
|
|
<td align=left>oil wells
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1D</tt> </td>
|
|
<td align=left>not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td>
|
|
<td align=left>various stages of animation; progress of animation in m3</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>21</tt>..<tt>26</tt> </td>
|
|
<td align=left>farm</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>27</tt>..<tt>2A</tt> </td>
|
|
<td align=left>factory (temperate climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2B</tt>..<tt>2E</tt> </td>
|
|
<td align=left>printing works</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2F</tt>..<tt>33</tt> </td>
|
|
<td align=left>copper ore mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>2F</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>30</tt> </td>
|
|
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>31</tt> </td>
|
|
<td align=left>chimney</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>34</tt>..<tt>39</tt> </td>
|
|
<td align=left>steel mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3A</tt>..<tt>3B</tt> </td>
|
|
<td align=left>bank (temperate climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3C</tt>..<tt>3F</tt> </td>
|
|
<td align=left>food processing plant</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>40</tt>..<tt>47</tt> </td>
|
|
<td align=left>paper mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>48</tt>..<tt>58</tt> </td>
|
|
<td align=left>gold mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>4F</tt> </td>
|
|
<td align=left>wheel tower when not animated</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>58</tt> </td>
|
|
<td align=left>wheel tower when animated; animation state in m3 bits 5..0; m3 bit 6 set = sound already generated</td>
|
|
</tr>
|
|
</table></td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>59</tt>..<tt>5A</tt> </td>
|
|
<td align=left>bank (sub-arctic or sub-tropical climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>5B</tt>..<tt>63</tt> </td>
|
|
<td align=left>diamond mine</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>64</tt>..<tt>73</tt> </td>
|
|
<td align=left>iron ore mine</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>74</tt></td>
|
|
<td align=left>fruit plantation</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>75</tt></td>
|
|
<td align=left>rubber plantation</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>76</tt>..<tt>77</tt> </td>
|
|
<td align=left>water supply</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>78</tt></td>
|
|
<td align=left>water tower</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>79</tt>..<tt>7C</tt> </td>
|
|
<td align=left>factory (sub-tropical climate)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>7D</tt>..<tt>80</tt> </td>
|
|
<td align=left>lumber mill</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>81</tt>..<tt>82</tt> </td>
|
|
<td align=left>candyfloss forest
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>82</tt> </td>
|
|
<td align=left>candyfloss 'trees' cut down</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>83</tt>..<tt>86</tt> </td>
|
|
<td align=left>sweet factory</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>87</tt>..<tt>88</tt> </td>
|
|
<td align=left>battery farm
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>88</tt> </td>
|
|
<td align=left>batteries 'reaped'</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>89</tt></td>
|
|
<td align=left>cola wells</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8A</tt>..<tt>8D</tt> </td>
|
|
<td align=left>toy shop</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8E</tt>..<tt>93</tt> </td>
|
|
<td align=left>toy factory
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>8F</tt> </td>
|
|
<td align=left>Animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
|
|
Tile animation is started (m4 zeroed) on the periodic processing.<br>
|
|
While the animation is in progress, m4 holds the number
|
|
of animation cycles that have already taken place.<br>
|
|
when this number reaches 8 the animation is stopped.</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>94</tt>..<tt>9B</tt> </td>
|
|
<td align=left>plastic fountains (various stages of cyclic animation)</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>9C</tt>..<tt>9F</tt> </td>
|
|
<td align=left>fizzy drink factory</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A0</tt>..<tt>A3</tt> </td>
|
|
<td align=left>bubble generator
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A1</tt> </td>
|
|
<td align=left>generators</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A2</tt> </td>
|
|
<td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A4</tt>..<tt>A6</tt> </td>
|
|
<td align=left>toffee quarry
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>A5</tt> </td>
|
|
<td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>45</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A7</tt>..<tt>AE</tt> </td>
|
|
<td align=left>sugar mine
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>AE</tt> </td>
|
|
<td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>5F</tt>)</td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="Class9"><tt> 9</tt></a></strong></td>
|
|
<td><strong>Tunnel / bridge</strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m5 bits 7..4 clear: tunnel entrance/exit
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> of the tunnel</li>
|
|
<li>m3 bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li>
|
|
<li>m4 bit 7 set = on snow or desert</li>
|
|
<li>m5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li>
|
|
<li>m5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
|
|
</ul>
|
|
</li>
|
|
<li>m5 bit 7 set: bridge ramp
|
|
<ul>
|
|
<li>m1: <a href="#OwnershipInfo">owner</a> of the bridge</li>
|
|
<li>m2 bits 7..4: <a name="BridgeType">bridge type</a>:
|
|
<table>
|
|
<tr>
|
|
<th align=left>Type </th>
|
|
<th align=left>Max. speed (mph) </th>
|
|
<th align=left>Description</th>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>0</tt> </td>
|
|
<td align=center>20</td>
|
|
<td align=left>wooden</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>1</tt> </td>
|
|
<td align=center>30</td>
|
|
<td align=left>concrete</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>2</tt> </td>
|
|
<td align=center>40</td>
|
|
<td align=left>girder, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>3</tt> </td>
|
|
<td align=center>50</td>
|
|
<td align=left>suspension, concrete</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>4</tt> </td>
|
|
<td align=center>60</td>
|
|
<td align=left>suspension, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>5</tt> </td>
|
|
<td align=center>70</td>
|
|
<td align=left>suspension, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>6</tt> </td>
|
|
<td align=center>100</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>7</tt> </td>
|
|
<td align=center>130</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>8</tt> </td>
|
|
<td align=center>150</td>
|
|
<td align=left>cantilever, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>9</tt> </td>
|
|
<td align=center>160</td>
|
|
<td align=left>girder, steel</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>A</tt> </td>
|
|
<td align=center>200</td>
|
|
<td align=left>tubular, steel</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m3 bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
|
|
<li>m4 bit 7 set = on snow or desert</li>
|
|
<li>m5 bits 3..2: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li>
|
|
<li>m5 bits 1..0: DiagDirection onto the bridge</li>
|
|
</ul>
|
|
</li>
|
|
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
|
|
<tr bgcolor="#CCCCCC">
|
|
<td valign=top nowrap><strong><a name="ClassA"><tt> A</tt></a></strong></td>
|
|
<td><strong><tt>Unmovables</tt></strong></td>
|
|
</tr>
|
|
<tr>
|
|
<td valign=top nowrap> </td>
|
|
<td>
|
|
<ul>
|
|
<li>m1 : <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
|
|
<li>m2 :
|
|
<ul>
|
|
<li>for company statue (m5 = 02), TownID on which the statue is built in</li>
|
|
</ul>
|
|
</li>
|
|
<li>m5 : tile type:
|
|
<table>
|
|
<tr>
|
|
<td nowrap valign=top><tt>00</tt> </td>
|
|
<td align=left>transmitter</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>01</tt> </td>
|
|
<td align=left>lighthouse</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>02</tt> </td>
|
|
<td align=left>company statue</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>03</tt> </td>
|
|
<td align=left>company-owned land</td>
|
|
</tr>
|
|
|
|
<tr>
|
|
<td nowrap valign=top><tt>80</tt>..<tt>93</tt> </td>
|
|
<td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td>
|
|
</tr>
|
|
</table>
|
|
</li>
|
|
<li>m6 bits 7..6 : Possibility of a bridge above, in the <a href="#bridge_direction">direction specified</a></li>
|
|
<li>m6 bits 1..0 : <a href="#tropic_zone">Tropic zone definition</a></li>
|
|
</ul>
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td colspan=2>Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence
|
|
of a tile in one of the reserved classes will crash OTTD.</td>
|
|
</tr>
|
|
</table>
|
|
|
|
|
|
<hr>
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Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.<br>
|
|
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer.<br>
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|
All the other trademarks are the property of their respective owners.<br>
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</body>
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</html>
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