Difference between revisions of "Team file"

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(Animated graves: use a table to probably look better)
(Animated graves: a little elaboration for all the friggin' noobs that won't stop pestering me about it)
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== Animated graves ==
 
== Animated graves ==
  
W:A and WWP allows the user to select one of six animated graves from the user interface. However, it's possible to set the grave animation to certain other sprites.
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W:A and WWP allows the user to select one of six animated graves from the user interface. However, it's possible to set the grave animation to certain other sprites (for example using a [[Software#Team editors|team editors]], such as [[TeamED]]).
  
 
This is possible by setting the Team Grave value in the team file to a value higher than 5. The game calculates the sprite index for the team grave by reading the value from the team file, and adding it to the index of the first grave. Using a value higher than 5 causes the game to use sprites which follow the graves in the game's internal sprite list:
 
This is possible by setting the Team Grave value in the team file to a value higher than 5. The game calculates the sprite index for the team grave by reading the value from the team file, and adding it to the index of the first grave. Using a value higher than 5 causes the game to use sprites which follow the graves in the game's internal sprite list:
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| colspan="2" style="text-align: center" | ... more sprites ...
 
| colspan="2" style="text-align: center" | ... more sprites ...
 
|}
 
|}
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Note that this only allows selecting a grave from a predefined set. It is impossible to have a ''custom'' animated grave.
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Be warned that using an animated grave (especially a large sprite) is found annoying by many, and is usually frowned upon.

Revision as of 14:20, 27 January 2011

(Up to File formats)

File Format

File Header

  • 4-byte tag signature - "WGT\x00"
  • unknown (1 byte)
  • total team count (1 byte)
  • utility upgrade options (1 byte)
    • Flags:
      • 1 = Laser Sight
      • 2 = Fast Walk
      • 4 = Invisibility
      • 8 = Gravity
      • 16 = Jetpack
  • weapon upgrade options (1 byte)
    • Flags:
      • 1 = Grenade Uprgade
      • 2 = Shotgun Upgrade
      • 4 = Banana Bomb Upgrade
      • 8 = Longbow Upgrade
      • 16 = Aqua Sheep Upgrade
  • game options (1 byte)
    • Flags:
      • 1 = God Worms
      • 2 = Blood
      • 4 = Sheep Heaven
  • indestructible terrain option (1 byte) (0 = no, 3 = yes)
  • unknown (1 byte)

Team Format - Looped For Number of Teams

  • Team Name (17 bytes)
  • Worm 1 Name (17 bytes)
  • Worm 2 Name (17 bytes)
  • Worm 3 Name (17 bytes)
  • Worm 4 Name (17 bytes)
  • Worm 5 Name (17 bytes)
  • Worm 6 Name (17 bytes)
  • Worm 7 Name (17 bytes)
  • Worm 8 Name (17 bytes)
  • Team Control (1 byte) (0 = player controlled, 1 to 5 correspond to CPU level 1 to 5)
  • Soundbank Name (32 bytes)
  • Soundbank Location? (1 byte) (0 = ?, 1 = ?)
  • Fanfare Name (32 bytes)
  • Fanfare Location (1 byte) (0 = ?, 1 = ?)
  • Team Grave (1 byte) (0 to 254 = sprite index from gfx.dir, 255 = custom 24 x 32 bitmap)
    • If Team Grave >= 128 (negative signed byte) then include:
      • Grave File Name (32 bytes)
      • Grave Bitmap Data (1792 bytes) ((palette 256 * 4) + (data 24 * 32))
  • Team Weapon (1 byte)
  • Team Loss Count (4 bytes)
  • Team Deathmatch Loss Count (4 bytes)
  • Team Win Count (4 bytes)
  • Team Deathmatch Win Count (4 bytes)
  • Team Draw Count (4 bytes)
  • Team Deathmatch Draw Count (4 bytes)
  • Number of worms killed by team (4 bytes)
  • Number of worms killed in deathmatches by team (4 bytes)
  • Number of worms lost by team (4 bytes)
  • Number of worms lost in deathmatches by team (4 bytes)
  • Team's Mission Status (264 bytes) (33 missions * (mission attempts (4 bytes) & mission medal (4 bytes))
  • Flag File Name (32 bytes)
  • Flag Bitmap Data (1364 bytes) ((palette 256 * 4) + (data 20 * 17))
  • Team's Deathmatch Rank (1 byte)
  • Team Training Mission Times (24 bytes) (4 bytes * 6 missions)
  • Unknown (40 bytes)
  • Team Training Mission Medals (6 bytes) (1 byte * 6 missions)
  • Unknown (10 bytes)
  • Unknown (28 bytes) (7 * 4)
  • Unknown (1 Byte)

Animated graves

W:A and WWP allows the user to select one of six animated graves from the user interface. However, it's possible to set the grave animation to certain other sprites (for example using a team editors, such as TeamED).

This is possible by setting the Team Grave value in the team file to a value higher than 5. The game calculates the sprite index for the team grave by reading the value from the team file, and adding it to the index of the first grave. Using a value higher than 5 causes the game to use sprites which follow the graves in the game's internal sprite list:

... some other sprites ...
0 grave1.spr
1 grave2.spr
2 grave3.spr
3 grave4.spr
4 grave5.spr
5 grave6.spr
6 flame1.spr
7 flame2.spr
8 petrol-1.spr
... more sprites ...

Note that this only allows selecting a grave from a predefined set. It is impossible to have a custom animated grave.

Be warned that using an animated grave (especially a large sprite) is found annoying by many, and is usually frowned upon.

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