(a) Type 07 only requires 73 sprites in the stable (2.5 branch); the extra sprites are the clone train and build canal cursors.
04 Signal graphics.
Signal graphics come in groups of 16. These groups contain sprites in the same order as sprites 1275-1290 in trg1[r].grf; red, then green, for each of: SW-facing, NE-facing, NW-facing, SE-facing, E-facing, W-facing, S-facing, N-facing.
Group(s) |
Contents
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0 |
lighted entrance signals
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1 |
lighted exit signals
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2 |
lighted combo signals
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3 |
standard (non-pre-signal) semaphore signals
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4..6 |
repeat 0..2 for semaphores
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7 |
standard lighted PBS signals
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8..14 |
repeat 0..6 for PBS signals
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0C Snowy temperate trees
If the temperate snow line is enabled, you can use this to specify the snowy versions of temperate trees. The sprites must be the snowy versions of sprites 1576-1708 from TRG1.GRF, in the same order as they appear there.
0D Coast tile sprites
If diagonal flooding is enabled then due to new corner coasts, you can use this to give a complete set of replacement coast tile sprites. There are 16 in total, 8 original Transport Tycoon Deluxe sprites and 8 for the corner slopes. Order of the sprites (1) is as follows:
~pp~
3997, 4063, 4064, 4068, 4062, 3998, 4066, 3988,
4065, 4069, 3996, 3992, 4067, 3994, 3995, 3999.
~/pp~
(1) Sprite numbers from trg1(r).pcx.
The 16 sprites for feature 0D
Additionally, OpenTTD (since r11726) supports another method of supplying all additional coast tile sprites, but this is only allowed in the extra NewGRF of Graphic Sets. In this, only 10 sprites are supplied in the same order as the 16 sprites above, but without the coast sprites already in trg1(r).pcx. Note that the 10 sprites version supplies two additional slopes, but they are not used, and are currently unlikely to be ever used.
Only 10 sprites are required for OpenTTD base graphic sets
In OpenTTD 10 sprites for type 0D is enough in base graphic sets. The 16 sprites version should not be used for base graphics.
The reason for the existence of a 10 sprite version is to remove the need for including original graphics, and to keep compatibility with old NewGRFs that replace the original shore graphics using Action A without adding new shores using Action 5: When a NewGRF uses the 16 sprites version it takes precedence above any NewGRF replacing the shore graphics using Action A; when a NewGRF uses Action A to replace shore graphics it takes precedence above a 10-sprite Action 5, effectively disabling diagonal flooding. Also due to compatibility the 10 sprites version is invalid for normal NewGRFs, which are not the "extra" NewGRF of some Base Graphics Set.
0E New Signals
Any number of real and recolour sprites can be specified in the action in any order.
Sprites are referenced by their offset into the action5 block by a VarAction2NewSignals, hence a logically easily calculable order is advised.
As of 2.6 alpha 0 r1346, the action 5 block defined in the same GRF file as the varaction2, will be used as the base sprite block for the offsets returned by the callback even if it is overridden by a higher priority GRF action 5 definition of the same feature (0E).
0F Tracks for Slopes
This should be in the same order as sprites 1031 to 1035 (1). These should only be the rails, basically the same format as sprites 1005 to 1010 (1). There should be 3 groups of these sprites, one for each rail type (railroad, monorail, maglev).
(1) Sprite numbers from trg1r.pcx.
11 Road stop graphics
Road stop graphics consist of 2 groups of 4 sprites. The first group contains graphics for bus stops, second for truck stops. In each group, the sprites are in the following order: SW, NE, NW, SE.
SW and NE sprites are used with road going along the Y axis ( .\' ), NW and SE with road along the X axis( '/. ).
Internally, the stations are defined using the following station layouts:
\d1313
\b13 \b0 \b0 \b3 \b16 \b16 <SW sprite>
\b0 \b0 \b0 \b3 \b16 \b16 <NE sprite>
80
and
\d1314
\b0 \b0 \b0 \b16 \b3 \b16 <NW sprite>
\b0 \b13 \b0 \b16 \b3 \b16 <SE sprite>
80
where 1313 and 1314 are city road sprites.
Reference sprites can be found in roadstops.grf (OpenTTD) or ttdpbase(w).grf (TTDPatch).
Note: As of OpenTTD r10185, the behaviour of this feature is identical in both games.
12 Aqueducts
8 real sprites should be given. Firstly: 4 bridge end sprites in the order: SW, SE, NE, NW, where the direction is that heading onto the aqueduct. Then 2 middle part sprites for the X and Y directions. Followed by two pillar sprites for the X and Y directions. For examples of where the division between middle sprites and pillars should be made see sprites 2437 to 2592 (1), or an existing aqueduct GRF. Note, that for higher bridges to work effectively, pillars should be approximately 8px in height.
num-sprites
The number of sprites that follow.
Since TTDPatch 2.0.1 alpha 49, this value is an extended byte.
Note that it is not generally an error to provide more sprites than required, but this does expend sprite slots unnecessarily.
offset
The offset in the Action 5 assignable block of sprites. This term is only read when bit 7 of the type has been set. It can be used to only replace a subset of sprites from a set.
Note: When creating a TTDPatch compatible grf, you have to skip the OpenTTD specific Action 05's using an Action 09 rather than an Action 07. Using the latter will result in an error on your Action 05 when using the grf in TTDPatch.
Example
Something to go here
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