TTDPatch Landscape Data usage

Introduction / Usage

This document tries to collect all usage of bits in the landscape data of a TTD(Patch) Game, If you have a css capable browser the red line marks will show bits with different meaning, red texts means important aspects, green are planned features.

Version History

Landscape Classes

Landscape Array 4 (L4) holds the class in bits 7..4 and the height of the north corner in 3..0

L6 and above are TTDPatch specific "extra" arrays and are zeroed by default.

Class 0 - Grass

Class 1 - Railway & Rail Depots

Class 2 - Street, Crossings & Road Depots

Class 3 - Townbuilding

Class 4 - Trees

Class 5 - Stations

Class 6 - Water & Canals

Class 7 - Bordertiles

Border tiles are invisible tiles to prevent algorithms to warparound. (they are added at the south edges of the map), some TTD functions accidentally overwrite bits there!

Class 8 - Industry

Class 9 - Bridges & Tunnels

Class A - HQ & Landscape objects

Additional Info

Owner

Owner values 0x00 through 0x07 are companies (they're indices into the array of companies), 0x10 is no owner, 0x11 appears to be reserved for water, 80 and above are towns (in this case the low 7 bits contain an index into the town array).

Track Type

TTD track types: 0 - conventional railway, 1 - monorail, 2 - maglev

Landscape Classes

Most class descriptions are copied from "TTD savegame internals" by Marcin Grzegorczyk

Copyright © 2006-2008 Oskar Eisemuth, 2003-2006 by Marcin Grzegorczyk.