Difference between revisions of "Network Subfiles"
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BYTE Unknown (only seen 0x00) | BYTE Unknown (only seen 0x00) | ||
DWORD Unknown (only seen 0x00000000) | DWORD Unknown (only seen 0x00000000) | ||
+ | |||
+ | # The values below seem to indicate what directions are enabled on this network. That's why there are 4 blocks, | ||
+ | # probably indicating west, north, east and south. For a rail "+" intersection (i.e. you can only go straight on) | ||
+ | # the values are [3, true, 0, 0, 0]. For a road "+" intersection, we get [2, false/true/false/true, 6, 6, 1.347...]. | ||
+ | # 6 is often seen as a float value when there is a road connection on that side, if there is no connection on that | ||
+ | # side, the floats don't make sense anymore (1.3452e-19 and so on). This probably indicates the structure below isn't | ||
+ | # complete. | ||
DWORD Unknown (Either 0, 1, 2 or 3) | DWORD Unknown (Either 0, 1, 2 or 3) | ||
BOOLEAN Unknown (Either 0 or 1, false or true) | BOOLEAN Unknown (Either 0 or 1, false or true) |
Revision as of 05:56, 9 July 2021
This page pertains to the format of the Network Subfiles within the Savegame files. These files have Type IDs 6A0F82B2 (Network Index), C9C05C6E (Network Subfile 1) and CA16374F (Network Subfile 2). They can be viewed using the SC4 Savegame Explorer, but not edited. These subfiles were decoded by RippleJet and completed by smf_16.
Contents
Network Index Subfile (6A0F82B2)
Description
This index file contains a list of all network tiles, with links to the two network files where the records can be found.
Network Index Subfile Structure
Network Index Subfile Body
DWORD Subfile Size in bytes DWORD CRC DWORD Memory address WORD Major Version (0x0007 for built cities, but 0x0003 for Maxis' own, unbuilt cities) DWORD City Tile Count (4096, 16384 or 65536 depending on city size) DWORD Count of Network Tiles (0 for a new city) DWORD Tile Number (See Appendix 1.1 for more information) DWORD Link: Memory address DWORD Link: Subfile Type ID DWORD Count of blocks (either 0 or 10) DWORD Block Number (first one is 0, last one is 9) DWORD Count (anything between 0-16. Number of byte blocks) BYTE×8 Unknown block of bytes. Small numbers < 10 DWORD Count of pointers to follow DWORD Memory address of automata DWORD Type ID of automata. Seen 0x896e75af (cSC4Pedestrian), 0x4a416254 (cSC4TrainCard), 0x896e714a (cSC4Vehicle), 0xaa9f4a3d (cSC4Bus) and 0x4a5b69ed (cSC4TrailerVehicle). Other automata might exist as well, refer to all Type ids in Savegames. BYTE Unknown (always 0x00) DWORD Unknown (Seen 0 and 2) DWORD Unknown (Only seen 2) DWORD Unknown (Seen 0 and 4) FLOAT32 Unknown (Small values, e.g. 0.0, 2.0, 5.0, 6.0, 8.0) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) FLOAT32 Unknown (Small values, e.g. 0.0, 2.0, 5.0, 6.0, 8.0) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) FLOAT32 Unknown (Small values, e.g. 0.0, 2.0, 5.0, 6.0, 8.0) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) FLOAT32 Unknown (Small values, e.g. 0.0, 2.0, 5.0, 6.0, 8.0) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (0 or 1) WORD Unknown (always 0) DWORD Count of blocks to follow DWORD Block number BYTEx4 4 Unknown bytes (perhaps a float? Values don't make sense though). WORD Unknown (only seen 0x00) DWORD Count of network intersections (such as + and T intersections) in city DWORD Link: Memory address DWORD Link: Subfile Type ID of a network subfile BYTE Unknown (only seen 0x00) DWORD Unknown (only seen 0x00000000) # The values below seem to indicate what directions are enabled on this network. That's why there are 4 blocks, # probably indicating west, north, east and south. For a rail "+" intersection (i.e. you can only go straight on) # the values are [3, true, 0, 0, 0]. For a road "+" intersection, we get [2, false/true/false/true, 6, 6, 1.347...]. # 6 is often seen as a float value when there is a road connection on that side, if there is no connection on that # side, the floats don't make sense anymore (1.3452e-19 and so on). This probably indicates the structure below isn't # complete. DWORD Unknown (Either 0, 1, 2 or 3) BOOLEAN Unknown (Either 0 or 1, false or true) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) DWORD Unknown (Either 0, 1, 2 or 3) BOOLEAN Unknown (Either 0 or 1, false or true) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) DWORD Unknown (Either 0, 1, 2 or 3) BOOLEAN Unknown (Either 0 or 1, false or true) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) DWORD Unknown (Either 0, 1, 2 or 3) BOOLEAN Unknown (Either 0 or 1, false or true) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) FLOAT32 Unknown (small value) DWORD Count of transit-enabled lot tiles to follow WORD Z tile WORD X tile DWORD Unknown (always 0x00000001) DWORD Memory address of network tile DWORD Type ID of network (0xc9c05c6e) DWORD Unknown (only seen 0x00000000) DWORD Unknown (only seen 0x00000000) DWORD Tile X (63, 127 or 255 for a new city, smaller for built up cities, probably max coordinate that ever has had a network) DWORD Tile Z (63, 127 or 255 for a new city, smaller for built up cities, probably max coordinate that ever has had a network) FLOAT32 Unknown (Small value. 0.00 for a new city) BOOLEAN Unknown (always 1, true) FLOAT32 Unknown (Small value. 0.00 for a new city) BOOLEAN Unknown (always 1, true) DWORD Count of blocks to follow (Does not appear if version = 0x0003) DWORD Memory address DWORD Type ID of network (seen 0xc9c05c6e and 0x49c1a034). DWORD Count of DWORDs to follow (only seen 0x00000000 though) DWORD Unknown (never seen, but assumed, see below) WORD Unknown (all kinds of values, change when saving without doing anything) DWORD Count of DWORDs to follow DWORD Unknown, might as well be 4 bytes WORD Unknown (all kinds of values, change when saving without doing anything) DWORD Count of DWORDs to follow DWORD Unknown, might as well be 4 bytes WORD Unknown (all kinds of values, change when saving without doing anything) DWORD Count of DWORDs to follow DWORD Unknown, might as well be 4 bytes WORD Unknown (all kinds of values, change when saving without doing anything)
Appendix 1.1
Tile numbering starts in the NW corner, which is tile number 0x00000000.
- Tile number 0x00000001 is to the east of that tile.
- In a small city, the first tile in the second row is 0x00000040.
- In a medium city, the first tile in the second row is 0x00000080.
- In a large city, the first tile in the second row is 0x00000100.
- In a small city, the last tile in the last row is 0x00000FFF.
- In a medium city, the last tile in the last row is 0x00003FFF.
- In a large city, the last tile in the last row is 0x0000FFFF.
Network Subfile 1 (C9C05C6E)
Structure
Network Subfile 1 Body
DWORD Record Size DWORD CRC DWORD Memory WORD Version Major (0x0002) WORD Version Minor (0x0003) WORD Zot Bytes (Always 0x0000) BYTE 0x00 BYTE Appearance Flag (Always 0x05) (See Appendix 2.2 for more information) DWORD 0xC772BF98 (always the same) BYTE Min Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Min Tract Z Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract Z Coordinate (normally between 0x40 and 0x7F) WORD X Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) WORD Z Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) DWORD Count of Properties SGPROP SaveGame Properties, repeated Count times (See Appendix 2.1 for more information) DWORD Group ID (always 0x00000000) DWORD Type ID (always 0x00000000) DWORD Instance ID (always 0x00000000) BYTE Unknown Flag (0 or 1) FLOAT32 X Coordinate FLOAT32 Y Coordinate FLOAT32 Z Coordinate # Next follows 4 times a data structure that contains information for # drawing a texture. 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping 4 x BYTE (r, g, b, a) values indicating a color (always #dedbddff). DWORD TextureID / PathID BYTES×5 Unknown (Small values) BYTE Orientation (See Appendix 2.3 for more information) BYTES×3 Unknown (Small values) BYTE Network Type (See Appendix 2.4 for more information) BYTE Connection, West (See Appendix 2.5 for more information) BYTE Connection, North (See Appendix 2.5 for more information) BYTE Connection, East (See Appendix 2.5 for more information) BYTE Connection, South (See Appendix 2.5 for more information) BYTE Flag for crossings (seen 0x01 for rail/road crossing, 0x06 as well) BYTE Unknown BYTE Unknown BYTE Unknown BYTE Unknown BYTE Unknown (seen 0x02 and about 100 more bytes to follow for roads with retaining walls)) BYTES×3 Unknown (Small values) FLOAT32 Xmin FLOAT32 Xmax FLOAT32 Ymin FLOAT32 Ymax FLOAT32 Zmin FLOAT32 Zmax BYTE Unknown (1 or 2) BYTE Unknown (Always 160) BYTE Unknown (Always 0) BYTE Unknown (Often 22) DWORD×4 Unknown (All 0) DWORD Unknown (Always 2) DWORD Unknown (0x00000000)
Appendix 2.1 - Structure of SGPROP (SaveGame Properties)
DWORD Property Name Value DWORD Property Name Value (doubled for some unknown reason) DWORD 0x00000000 BYTE Data Type, 01=UInt8, 02=UInt16, 03=UInt32, 07=SInt32, 08=SInt64, 09=Float32, 0B=Boolean BYTE KeyType, 0x00 = 0 reps, 0x80 = more than 0 reps WORD 0x0000 DWORD Rep Count (this one appears only if KeyType = 0x80) DATA Property Value (repeated Rep Count times, type according to Data Type)
Appendix 2.2 - Apperance Flag (offset 0x0013)
0x01 (00000001b) - Network that appears in the game (if this is off, the network has been deleted) 0x02 (00000010b) - ? (unused) 0x04 (00000100b) - ? (always on) 0x08 (00001000b) - ? (unused) 0x40 (01000000b) - The network is burnt 0x80 (10000000b) - ? (unused)
Appendix 2.3 - Orientation
0x00 = North 0x01 = East 0x02 = South 0x03 = West 0x80 = North, mirrored 0x81 = East, mirrored 0x82 = South, mirrored 0x83 = West, mirrored
Appendix 2.4 - Network Type
0x00 = ? 0x01 = ? 0x02 = ? 0x03 = ? 0x04 = ? 0x05 = ? 0x06 = ? 0x07 = ?
Appendix 2.5 - Connections
??
Network Subfile 2 (CA16374F)
Network Subfile 2 Structure
Network Subfile 2 Body
DWORD Record Size DWORD CRC DWORD Memory WORD Version Major (0x0002) WORD Version Minor (0x0003) WORD Version ? (0x0008) WORD Version ? (0x0004) WORD Zot Bytes (Always 0x0000) BYTE 0x00 BYTE Appearance Flag (Always 0x05) (See Appendix 3.2 for more information) DWORD 0xC772BF98 (always the same) BYTE Min Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Min Tract Z Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract Z Coordinate (normally between 0x40 and 0x7F) WORD X Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) WORD Z Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) DWORD Count of Properties (I've only seen 0x00000000) SGPROP SaveGame Properties, repeated Count times (See Appendix 3.1 for more information) DWORD Group ID (always 0x00000000) DWORD Type ID (always 0x00000000) DWORD Instance ID (always 0x00000000) BYTE Unknown (Always 0x05) FLOAT32 Unknown (Normally 0, -1 or 1) FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 0, -1 or 1) FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 1) FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 0, -1 or 1) FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 0, -1 or 1) FLOAT32 Xmax FLOAT32 Ymax FLOAT32 Zmax FLOAT32 Xmin FLOAT32 Ymin FLOAT32 Zmin FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 0) DWORD Unknown (Always 0xFF000000) FLOAT32 X Coordinate FLOAT32 Y Coordinate FLOAT32 Z Coordinate FLOAT32 Unknown (Normally 0) FLOAT32 Unknown (Normally 1) DWORD Unknown (Always 0xFF000000) FLOAT32 X Coordinate FLOAT32 Y Coordinate FLOAT32 Z Coordinate FLOAT32 Unknown (Normally 1) FLOAT32 Unknown (Normally 1) DWORD Unknown (Always 0xFF000000) FLOAT32 X Coordinate FLOAT32 Y Coordinate FLOAT32 Z Coordinate FLOAT32 Unknown (Normally 1) FLOAT32 Unknown (Normally 0) DWORD Unknown (Always 0xFF000000) DWORD TextureID / PathID BYTES×5 Unknown (Small values) BYTE Orientation (See Appendix 3.3 for more information) BYTES×3 Unknown (Small values) BYTE Network Type (See Appendix 3.4 for more information) BYTE Connection, West (See Appendix 3.5 for more information) BYTE Connection, North (See Appendix 3.5 for more information) BYTE Connection, East (See Appendix 3.5 for more information) BYTE Connection, South (See Appendix 3.5 for more information) BYTES×4 Unknown (Small values) FLOAT32 Xmin FLOAT32 Xmax FLOAT32 Ymin FLOAT32 Ymax FLOAT32 Zmin FLOAT32 Zmax BYTE Unknown (Always 128) BYTE Unknown (Always 32) BYTE Unknown (Always 0) BYTE Unknown (Seen 16-21) DWORD×4 Unknown (All 0) DWORD Unknown (Always 50) DWORD Unknown (0x00000000) WORD Unknown (0x0000) FLOAT32 Unknown (Normally 1) DWORD Number of extra blocks (0, 1, 2 or 3) # Below follow 5 arrays defining the sides of the hole. If an array is empty, there is # no texture to be rendered at that side (typically for straight sections). Order is # west, north, east, south, bottom. DWORD Count (Either 0 or 4) 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping (normally 0, 0.75 or 1) 4 x BYTE (r, g, b, a) values indicating a color (either #ffffffff or #ffffff80). DWORD Count (Either 0 or 4) 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping (normally 0, 0.75 or 1) 4 x BYTE (r, g, b, a) values indicating a color (either #ffffffff or #ffffff80). DWORD Count (Either 0 or 4) 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping (normally 0, 0.75 or 1) 4 x BYTE (r, g, b, a) values indicating a color (either #ffffffff or #ffffff80). DWORD Count (Either 0 or 4) 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping (normally 0, 0.75 or 1) 4 x BYTE (r, g, b, a) values indicating a color (either #ffffffff or #ffffff80). DWORD Count (Either 0 or 4) 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping (normally 0, 0.75 or 1) 4 x BYTE (r, g, b, a) values indicating a color (either #ffffffff or #ffffff80). DWORD Unknown (Always 0x00000000) # Next follow 16 floats, representing the values of the transformation matrix for the model # | a b c d | # | d e f g | # | h i j k | # | l m n o | # d, g and k are the translation components and are set to the position *in the city*. 16 x FLOAT32 DWORD X Tile DWORD Z Tile BOOLEAN Unknown (Always 0) BOOLEAN Unknown (Either 0 or 1, false or true) BOOLEAN Unknown (Either 0 or 1, false or true) FLOAT32 Y Coordinate FLOAT32 Y Coordinate FLOAT32 Y Coordinate FLOAT32 Y Coordinate FLOAT32 Y Coordinate DWORD 0xCA16374F (Subfile ID) DWORD 0x00000000 (always the same)
Appendix 3.1 - Structure of SGPROP (SaveGame Properties)
DWORD Property Name Value DWORD Property Name Value (doubled for some unknown reason) DWORD 0x00000000 BYTE Data Type, 01=UInt8, 02=UInt16, 03=UInt32, 07=SInt32, 08=SInt64, 09=Float32, 0B=Boolean BYTE KeyType, 0x00 = 0 reps, 0x80 = more than 0 reps WORD 0x0000 DWORD Rep Count (this one appears only if KeyType = 0x80) DATA Property Value (repeated Rep Count times, type according to Data Type)
Appendix 3.2 - Apperance Flag (offset 0x0017)
0x01 (00000001b) - Network that appears in the game (if this is off, the network has been deleted) 0x02 (00000010b) - ? (unused) 0x04 (00000100b) - ? (always on) 0x08 (00001000b) - ? (unused) 0x40 (01000000b) - The network is burnt 0x80 (10000000b) - ? (unused)
Appendix 3.3 - Orientation
0x00 = North 0x01 = East 0x02 = South 0x03 = West 0x80 = North, mirrored 0x81 = East, mirrored 0x82 = south, mirrored 0x83 = West, mirrored
Appendix 3.4 - Network Type
0x00 = ? 0x01 = ? 0x02 = ? 0x03 = ? 0x04 = ? 0x05 = ? 0x06 = ? 0x07 = ?
Appendix 3.5 - Connections
??
Prebuilt Network Subfile (0x49c1a034)
The prebuilt network subfile contains all network tiles with a prefabricated model, such as elevated highways and monorail.
Structure
DWORD Size DWORD CRC DWORD Memory WORD Major version (0x0004) WORD Minor version (0x0008) BYTE Zot (0x04) DWORD Unknown (always 0x000000) BYTE Appearance flag (0x05) DWORD Unknown (always 0xc772bf98) BYTE Min Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Min Tract Z Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract X Coordinate (normally between 0x40 and 0x7F) BYTE Max Tract Z Coordinate (normally between 0x40 and 0x7F) WORD X Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) WORD Z Tract Size (power of 2) (only seen 0x0002 ... 2² = 4 tiles) DWORD Count of Properties SGPROP SaveGame Properties, repeated Count times DWORD Group ID (always 0x00000000) DWORD Type ID DWORD Instance ID BYTE Unknown Flag (0 or 1) FLOAT32 X Coordinate FLOAT32 Y Coordinate FLOAT32 Z Coordinate # Next follows 4 times a data structure that contains information for # drawing a texture. 3 x FLOAT32 (x, y, z) coordinates of the vertex 2 x FLOAT32 (u, v) coordinates for texture mapping 4 x BYTE (r, g, b, a) values indicating a color (always #dedbddff). DWORD TextureID / PathID BYTEx5 Unknown BYTE Orientation BYTE Network type (0x02) BYTE Connection, West BYTE Connection, North BYTE Connection, East BYTE Connection, South BYTEx7 Unknown FLOAT32 Xmin FLOAT32 Xmax FLOAT32 Ymin FLOAT32 Ymax FLOAT32 Zmin FLOAT32 Zmax BYTEx4 Unknown DWORD Unknown (apparently always 0x00000000) DWORD Unknown (apparently always 0x00000000) DWORD Unknown (apparently always 0x00000000) DWORD Unknown (apparently always 0x00000000) BYTE Unknown (seen 0x02, 0x64, 0xa0) BYTES Variable amount of bytes, not decoded yet. Amount can be determined based on size.
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