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Terrarum/work_files/DataFormats/Map data format.txt

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Terrarum Game Map Format
* Endianness: LITTLE
Ord Hex Description
00 54 T
01 45 E
02 4D M
03 7A z # 'z' because it's compressed
04 03 Version revision number of this format (unreleased numbers also count)
05 03 Number of layers, NOT the number of payload
06 05 Number of payloads
07 01 Compression algorithm, 0 for none, 1 for DEFLATE, 2 for LZMA, otherwise undefined (maybe LZMA2 for the future?)
Value of 01 (DEFLATE) is recommended for its faster compression
08 World generator version. If the generator adds new feature (e.g. new ores, new buildings)
09 this number must be incremented by one.
0A World width
0B World width
0C World width
0D World width
0E World height
0F World height
10 World height
11 World height
12 Default spawn coord in Absolute Tile Number
13 Default spawn coord in Absolute Tile Number
14 Default spawn coord in Absolute Tile Number
15 Default spawn coord in Absolute Tile Number
16 Default spawn coord in Absolute Tile Number
17 Default spawn coord in Absolute Tile Number
# Payload
#
# Each layer and other information are stored as a "payload"
# A payload is consisted as follows:
#
# Literal Description
# "\0pLd" Payload header [00, 70, 4C, 64]
# [4] Identifier. 4 lettres ASCII string
# [6] Uncompressed size of DEFLATEd binary (max size 256 TB)
# [..] DEFLATEd binary (begins with one of these: 0x789C, 0x78DA, 0x7801)
# "EndPYLd\xFF" Payload footer [45, 6E, 64, 50, 59, 4C, 64, FF]
Payload "TERR" -- world terrain data, concatenation of MSB and LSB arrays. In Haskell style: Deflate(MSB ++ LSB)
Uncompressed size will be 1.5x of (width * height)
Payload "WALL" -- world walls data, concatenation of MSB and LSB arrays. In Haskell style: Deflate(MSB ++ LSB)
Uncompressed size will be 1.5x of (width * height)
Payload "WIRE" -- world wires data
Uncompressed size will be as same as (width * height)
Payload "TdMG" -- world terrain damage data, array of: (Int48 tileAddress, Float32 damage)
Uncompressed size will be arbitrary (multiple of tens)
Payload "WdMG" -- world walls damage data, array of: (Int48 tileAddress, Float32 damage)
Uncompressed size will be arbitrary (multiple of tens)
Payload "FlTP" -- world fluid types, array of: (Int48 tileAddress, Signed Int16 type)
Uncompressed size will be arbitrary (multiple of eights)
Payload "FlFL" -- world fluid fills, array of: (Int48 tileAddress, Float32 amount)
Uncompressed size will be arbitrary (multiple of tens)
If the 'amount' < 0.0001f (WorldSimulator.FLUID_MIN_MASS), the entry must be discarded
EOF 45 E
EOF 6E n
EOF 64 d
EOF 54 T
EOF 45 E
EOF 4D M
EOF FF Byte order mark
EOF FE Byte order mark
* To read layers: you'll need to search for specific strings, namely ["TERR", "WALL", "WIRE"]