Difference between revisions of "Automata Subfiles"

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(→‎Vehicle Automata Subfile (0x896e714a): partial refactoring for El-Rail)
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BYTE            Appearance flag (e.g. 0x10, 0x11, 0x14 or 0x15)
 
BYTE            Appearance flag (e.g. 0x10, 0x11, 0x14 or 0x15)
 
DWORD          Record type identifier (always 0xc7cc75f1)
 
DWORD          Record type identifier (always 0xc7cc75f1)
 +
ARBIT          Record substructure (See Appendix 1.1)
 +
</pre>
 +
 +
==Appendix 1.1 - Record substructure 0xc7cc75f1==
 +
 +
<pre>
 
BYTE×4          (Min Tract X, Min Tract Z, Max Tract X, Max Tract Z) coordinate
 
BYTE×4          (Min Tract X, Min Tract Z, Max Tract X, Max Tract Z) coordinate
 
WORD×2          Tract size (X, Z)
 
WORD×2          Tract size (X, Z)
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BYTE            Entry side of path (0,1,2,3 = W,N,E,S)
 
BYTE            Entry side of path (0,1,2,3 = W,N,E,S)
 
BYTE            Path class number
 
BYTE            Path class number
BYTE            Unknown (presumably Path Transport Type, i.e. 0x01 for vehicles)
+
BYTE            Path transport type, i.e. 0x01 for road vehicles, 0x06 for El Train
 
DWORD          Index number of the Path Coordinate Point the vehicle is headed to next
 
DWORD          Index number of the Path Coordinate Point the vehicle is headed to next
DWORD          Count of tiles (presumably tiles to stop at -- seen for Occupant Group Moving Van)
+
DWORD          Count of tiles (presumably tiles to stop at -- seen nonzero for Occupant Group Moving Van)
 
     BYTE        Tile number X
 
     BYTE        Tile number X
 
     BYTE        Tile number Y
 
     BYTE        Tile number Y
 
     BYTE        Unknown (seen only 0x01)
 
     BYTE        Unknown (seen only 0x01)
DWORD×2        Unknown (always 0)
+
DWORD          Count of tiles (consecutive from furthest to closest -- seen nonzero for trains)
 +
    BYTE        Exit side of path (0,1,2,3 = W,N,E,S)
 +
    BYTE        Entry side of path (0,1,2,3 = W,N,E,S)
 +
    BYTE        Path class number
 +
    BYTE        Path Transport Type
 +
    DWORD      Tile number X
 +
    DWORD      Tile number Y
 +
DWORD          Unknown (always 0)
 
FLOAT32×3      (x, y, z)-coordinate C or (-1, -2, -3)
 
FLOAT32×3      (x, y, z)-coordinate C or (-1, -2, -3)
 
FLOAT32×3      (-1, -2, -3)
 
FLOAT32×3      (-1, -2, -3)

Revision as of 12:06, 18 February 2023

This page pertains to the format of the Automata Subfiles within the Savegame files.

Vehicle Automata Subfile (0x896e714a)

Structure

List of records of the form:

DWORD           Record Size
DWORD           CRC
DWORD           Memory address
WORD×3          Version (always 2, 2, 8)
BYTE            Zot (always 0x04)
DWORD           Unknown (always 0)
BYTE            Appearance flag (e.g. 0x10, 0x11, 0x14 or 0x15)
DWORD           Record type identifier (always 0xc7cc75f1)
ARBIT           Record substructure (See Appendix 1.1)

Appendix 1.1 - Record substructure 0xc7cc75f1

BYTE×4          (Min Tract X, Min Tract Z, Max Tract X, Max Tract Z) coordinate
WORD×2          Tract size (X, Z)
DWORD           Count of properties
    SGPROP      SaveGame Properties, repeated Count times (e.g. Occupant Group property 0xAA1DD396)
DWORD×3         (Group=0x096E6739, Type=0x6534284A, Instance)-ID of Exemplar
FLOAT32×3       (x, y, z)-coordinate A
FLOAT32×3       (x, y, z)-coordinate B or (-1, -2, -3)
FLOAT32×3       Direction (a unit vector)
FLOAT32         Unknown scalar (approximately satisfies: coordinate A + direction * scalar / 2 = coordinate C)
FLOAT32         Speed in km/s (in range 80..110 km/h defined in Automata Controller)
DWORD           Unknown bitset
DWORD           Unknown (always 0)
DWORD           Address
    DWORD       Subfile (Automata Attractor subfile) when Address is not 0
FLOAT32×5       Unknown (the last three are 0.0 if the attractor is absent, so might be related parameters)
DWORD           Address
    DWORD       Subfile (e.g. Trailer Vehicle, Ambulance, Bus, Patrol Car) when Address is not 0
DWORD           Count of blocks to follow
    DWORD       Unknown (seen 0, 7, 13)
    WORD        Unknown (always 0x03)
    DWORD       Address
        DWORD   Subfile (Automata Generator or Attractor subfile) when Address is not 0
    DWORD       Index of block starting at 0, 1,...
    FLOAT32     Unknown (-1.0 or large numerical values)
    DWORD       Unknown (0 or 1)
    BYTES×5     Unknown (always 0)
    DWORD       Unknown bitset
DWORD           Count of auxiliary models
    DWORD×3     TGI of auxiliary S3D-model (e.g. head lights, rear lights)
DWORD×3         TGI of S3D-model
DWORD           Instance ID
DWORD           Count of manager addresses
    DWORD       Address
    DWORD       Subfile (e.g. City Situation Manager or Automata Controller Manager)
FLOAT32         Speed in km/s (can differ from other speeds)
FLOAT32         Speed in km/s (can differ from other speeds)
FLOAT32×6       Unknown (often 0 or 1, but numerical values are possible)
BYTE            Unknown (seen 0, 25, 50, 254)
DWORD           Occupant Group
DWORD           Address
    DWORD       Subfile (e.g. Trailer Vehicle, Ambulance, Bus, Patrol Car) when Address is not 0
DWORD           Unknown (seen 1, 3, 7)
BYTE            Unknown (in range 0...47 -- maybe vehicle lifespan?)
DWORD           Address of network tile
    DWORD       Subfile (e.g. Network Subfile 1, Prebuilt Network Subfile, Bridge Subfile) when Address is not 0
BYTE            Exit side of path (0,1,2,3 = W,N,E,S)
BYTE            Entry side of path (0,1,2,3 = W,N,E,S)
BYTE            Path class number
BYTE            Path transport type, i.e. 0x01 for road vehicles, 0x06 for El Train
DWORD           Index number of the Path Coordinate Point the vehicle is headed to next
DWORD           Count of tiles (presumably tiles to stop at -- seen nonzero for Occupant Group Moving Van)
    BYTE        Tile number X
    BYTE        Tile number Y
    BYTE        Unknown (seen only 0x01)
DWORD           Count of tiles (consecutive from furthest to closest -- seen nonzero for trains)
    BYTE        Exit side of path (0,1,2,3 = W,N,E,S)
    BYTE        Entry side of path (0,1,2,3 = W,N,E,S)
    BYTE        Path class number
    BYTE        Path Transport Type
    DWORD       Tile number X
    DWORD       Tile number Y
DWORD           Unknown (always 0)
FLOAT32×3       (x, y, z)-coordinate C or (-1, -2, -3)
FLOAT32×3       (-1, -2, -3)
FLOAT32         Unknown (often 0.0)

For the format of the properties, see SaveGame Properties.