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map data format adds world generator version and fluids
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@@ -8,7 +8,7 @@ Ord Hex Description
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02 4D M
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03 7A z # 'z' because it's compressed
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04 03 Version revision number (unreleased numbers also count)
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04 03 Version revision number of this format (unreleased numbers also count)
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05 03 Number of layers, NOT the number of payload
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@@ -17,22 +17,25 @@ Ord Hex Description
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07 01 Compression algorithm, 0 for none, 1 for DEFLATE, 2 for LZMA, otherwise undefined (maybe LZMA2 for the future?)
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Value of 01 (DEFLATE) is recommended for its faster compression
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08 World width
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09 World width
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08 World generator version. If the generator adds new feature (e.g. new ores, new buildings)
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09 this number must be incremented by one.
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0A World width
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0B World width
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0C World width
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0D World width
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0C World height
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0D World height
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0E World height
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0F World height
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10 World height
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11 World height
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10 Default spawn coord in Absolute Tile Number
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11 Default spawn coord in Absolute Tile Number
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12 Default spawn coord in Absolute Tile Number
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13 Default spawn coord in Absolute Tile Number
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14 Default spawn coord in Absolute Tile Number
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15 Default spawn coord in Absolute Tile Number
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16 Default spawn coord in Absolute Tile Number
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17 Default spawn coord in Absolute Tile Number
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# Payload
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#
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@@ -62,6 +65,13 @@ Payload "TdMG" -- world terrain damage data, array of: (Int48 tileAddress, Float
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Payload "WdMG" -- world walls damage data, array of: (Int48 tileAddress, Float32 damage)
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Uncompressed size will be arbitrary (multiple of tens)
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Payload "FlTP" -- world fluid types, array of: (Int48 tileAddress, Signed Int16 type)
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Uncompressed size will be arbitrary (multiple of eights)
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Payload "FlFL" -- world fluid fills, array of: (Int48 tileAddress, Float32 amount)
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Uncompressed size will be arbitrary (multiple of tens)
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If the 'amount' < 0.0001f (WorldSimulator.FLUID_MIN_MASS), the entry must be discarded
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EOF 45 E
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EOF 6E n
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EOF 64 d
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