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TD6.html
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<HTML>
<HEAD><TITLE>TD6 file format</TITLE></HEAD>
<BODY BGCOLOR="#ffffff" BACKGROUND="bkground.jpg">
<H1 ALIGN="Center">TD6 File Format</H1>
<P ALIGN="CENTER">
<FONT COLOR="#FF0000" SIZE="+2"><B>Last updated Jul 7, 2003</B></FONT>
<H5><BR><A HREF="index.html">Back to RCT home</A></H5>
<P>
The TD6 file stores RCT2 track design information. The file is in compressed
format from a <A HREF="RLE.html">Run-Length-Encoding</A> algorithm. The last
four bytes are a <A HREF="checksum.html">checksum</A>. The decoded files
can be either 19,235 or 24,735 bytes long. <BR>
The decoded format is as follows:
<P>
00 <A HREF="rideCodes.html">Track type</A>Note: "Ride" type is determined
by vehicle type
<P>
01: ?
<P>
The next four bytes flag "special" track pieces. These pieces are not always
available to the user as they may not have been researched. These items
correspond to the <A HREF="menuTables.html" TARGET="RideFeatures">Ride
Features</A> table used within the game.<BR>
02 : bit 7 = vertical loop<BR>
03 : no bits are "researchable"<BR>
04 : bit 1=inline twist, bit 2=half loop, bit 3=corkscrew <BR>
05 : bit 3=water splash, bit 5=barrel roll, bit 6=launched lift hill, bit
7=large loop
<P>
06 <A HREF="operatingModes.html">Operating mode</A><BR>
07 <A HREF="colorScheme.html">Vehicle color scheme</A> (scheme in bits 1
& 0; bit 2 is set for AA/CF, LL files; bit 3 is set for RCT2 files)<BR>
08..47: 32 sets of two byte color specifiers for vehicles: first byte=body
color, second byte=trim color
<P>
48: ?
<P>
49: Entrance style: 0=plain,1=Wooden, 2=Canvas, 3=Castle grey, 4=Castle brown,
5=Jungle, 6=Log cabin, 7=Classical, 8=Abstract, 9=Snow, A=Pagoda, B=Space
<P>
4A: Air Time (multiply by four for the number of seconds)
<P>
4B: <A HREF="controlFlags.html">departure control flags</A> <BR>
4C number of trains<BR>
4D number of cars per train<BR>
4E: minimum wait time in seconds<BR>
4F: maximum wait time in seconds<BR>
50: speed (powered launch/chairlift/whoa belly) [1 bit = 3.616 km/hr = 2.25
mph] -or- number of laps for go-karts -or- maximum number of people (eg.
maze) <BR>
51: maximum speed of ride [1 bit = 3.616 km/hr = 2.25 mph]<BR>
52: average speed of ride [1 bit = 3.616 km/hr = 2.25 mph]<BR>
53,54: ride length [meters]<BR>
55: positive G-force [1 bit = 0.32g]<BR>
56: negative G-force [1 bit = 0.32g]<BR>
57: lateral G-force [1 bit = 0.32g]<BR>
58: number of inversions [max = 31]<BR>
59: number of drops (max = 63)<BR>
5A: highest drop [1 bit = 3/4 meter]<BR>
5B: excitement [divide this by 10]<BR>
5C: intensity [divide this by 10]<BR>
5D: nausea [divide this by 10]
<P>
5E: ?<BR>
5F: ?
<P>
60:track main (spine) color (main color scheme)<BR>
61:track main (spine) color (1st alt color scheme)<BR>
62:track main (spine) color (2nd alt color scheme)<BR>
63:track main (spine) color (3rd alt color scheme)<BR>
64: track additional (rail) color (main color scheme)<BR>
65: track additional (rail) color (1st alt color scheme)<BR>
66: track additional (rail) color (2nd alt color scheme)<BR>
67: track additional (rail) color (3rd alt color scheme)<BR>
68: track support color (main color scheme)<BR>
69: track support color (1st alt color scheme)<BR>
6A: track support color (2nd alt color scheme)<BR>
6B: track support color (3rd alt color scheme)
<P>
6C: ?: 02 = reverser track present in log flume
<P>
6D: ?<BR>
6E: ?
<P>
6F: "Six Flags" design (if MSB set)
<P>
<I>Note: 70 through 7F is a DAT file header</I>
<P>
70..73: DAT file flags <BR>
74..7B: <A HREF="rideCodes.html">vehicle</A> (alphanumeric - 8 characters
with trailing spaces): <BR>
7C..7F: DAT file checksum
<P>
80,81: map space required (X and Y)<BR>
82..A1: 32 one-byte color specifiers for vehicles "additional" color <BR>
A2: low 5 bits = lift chain speed (1.6 kmph bit bit); upper 3 bits = number
of circuits
<P>
A3: beginning of track data
<P>
<HR>
<H2 ALIGN="Center">
TRACK DATA
</H2>
<P>
There are two formats: one for <A HREF="mazes.html">mazes</A> and one for
everything else (coasters, trains, cars etc.) The "coaster" format is as
follows:
<P>
Each track element has two bytes. The first byte indicates the type of
<A HREF="Trackelements.html">track segment</A> while the second byte is a
<A HREF="trackQualifier.html">qualifier</A>. The track data concludes when
a value of "FF" is encountered for the track segment.
<P>
<P>
<HR>
<H2 ALIGN="CENTER">
SCENERY ITEMS
</H2>
<P>
The track data is followed by three-word structures to specify entrances/exits.
The first word is flags with bit 7 being set for exits. Bits 0 and 1 specify
the direction the item points. The next word is the X offset (from the beginning
of the track), with each tile being 32 units. This is followed by a similar
value for the Y offset. A value of FF for the first byte indicates the end
of these structures.
<P>
Mazes do not have the station information described above - they simply have
a double word of zero between the track data and the scenery items described
next.
<P>
Scenery items follow the entrance/exit structures. Scenery items are described
in a twentytwo byte structure. The end of scenery items is flagged by a FF
for the first byte.
<P>
00: Flag: upper nibble indicates the version of the scenery item (0=custom,
8=original RCT2, 1=WW, 2=TT). the lower nibble indicates the type of scenery
object. 1 for single tile item, 2 for multiple tile item, 3 for wall, 5 for
path/queue, etc
<P>
01: ?
<P>
02: ?
<P>
03: ?
<P>
04..0B : text name of corresponding objdat file (ie the name of the scenery
item)
<P>
0C..0F: checksum of DAT file
<P>
10: X location (in tiles)<BR>
11: Y location (in tiles)<BR>
12: Z location<BR>
13: bits 0,1: direction; bits 2,3: quadrant - or part of third color<BR>
14: first color<BR>
15: second color
<P>
</BODY></HTML>