Difference between revisions of "Action5"

From GRFSpecs
Jump to navigationJump to search
(No difference)

Revision as of 20:08, 16 June 2009

Define TTDPatch specific graphics sets

Action 5

Define TTDPatch specific graphics sets

-=Introduction=-

Action 5 is used to define graphics for several new features of TTDPatch.  This is similar to action 1.

-=Format=-

The data looks as follows:

 -+<Sprite-number> * <Length> 05 <type> <num-sprites>+-

||Element|Size|Description

<Sprite-number>|dec|A sequential sprite number

<length>|dec|The total number of bytes used in this action

05|B|Defines action 05

<type>|B|What type of graphics follow

<num-sprites>|B*|How many regular sprites follow

<offset>|B*|Offset in the Action 5 assignable block of sprites||

The following num-sprites sprites in the .nfo file have to be RealSprites that will be used as graphics for the given TTDPatch feature, except for type 0A, which requires RecolorSprites.

Action 5 entries in a .grf file which has a regular GRF ID (not FFFFFFFF) will always override those from .grf files with a GRF ID of FFFFFFFF (starting from 2.0.1 alpha 19).

-=Filling in the terms=-

Sprite-number

This is just the number you are at.

Length

Count the number of bytes in this action.

type

This sets the type of feature that the graphics are for. If bit 7 is set, the offset variable needs to be set. Bit 7 may only be set if the type supports it. The type can be one of:

||Type|Feature|num-sprites (decimal)|Minimum version

04|Pre-signal graphics|48

04|Pre-signal and semaphore graphics|112

04|Pre-signal, semaphore, and PBS graphics|240|2.0.1 alpha 41

05|Overhead wires and pylon graphics|48

06|Foundations (retaining walls) for BuildOnSlopes |74

06|Foundations for BuildOnSlopes and half tiles (NS and EW foundations) |90|OpenTTD r11321

07 (a)|GUI sprites|93|2.0.1 alpha 43

08|Canals|65|2.0.1 alpha 17

09|One-way road arrows|6|2.0.1 alpha 58

0A|Two company color translation maps|256|2.0.1 alpha 67

0B|Tram tracks|113|2.0.1 alpha 68

0C|Snowy temperate trees|133|2.0.1 alpha 74

0D|Coast Tile graphics|16 (18)|2.5 beta 5, OpenTTD r7325 (OpenTTD r11726)

0E|New Signals|Any|2.6 alpha 0 r1247

0F|Sprites for marking tracks on slopes (for track reservation systems like PBS or YAPP)|12|2.6 alpha 0 r1487, OpenTTD r13469

10|Additional airport graphics|15|OpenTTD r9645

11|Road stop graphics|8|OpenTTD r9645, 2.6 alpha 0 r1589

12|Aqueduct graphics|8|2.6 alpha 0 r1498, OpenTTD r13464

13|Autorail sprites|55|OpenTTD r11433

14,94|Flag sprites|Up to 36|OpenTTD r11433

15,95|OpenTTD GUI sprites|Up to 150|OpenTTD r11433

||

(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<nowiki>[r]</nowiki>.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

0|lighted entrance signals

1|lighted exit signals

2|lighted combo signals

3|standard (non-pre-signal) semaphore signals

4..6|repeat 0..2 for semaphores

7|standard lighted PBS signals

8..14|repeat 0..6 for PBS signals||

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 only works for 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 feature 0D is enough in base graphic sets.

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