Difference between revisions of "Team file"

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(File Header: One less thing that's known...)
(make table for file formats)
Line 4: Line 4:
 
=== File Header ===
 
=== File Header ===
  
* 3-byte tag signature - "WGT"
+
{| border="1" cellspacing="0" class="wikitable"
* unknown (2 bytes)
+
!Offset
* total team count (1 byte)
+
!Size
* utility upgrade options (1 byte)
+
!Type
** Flags:
+
!Description
*** 1 = Laser Sight
+
|-
*** 2 = Fast Walk
+
| 00
*** 4 = Invisibility
+
| 3
*** 8 = Gravity
+
| char[3]
*** 16 = Jetpack
+
| '''Signature'''. The [[w: Magic number (programming)|magic number]] used to identify the WGT file. [[w: Hexadecimal|Hex]]: 0x574754, [[w: ASCII|ASCII]]: "WGT"
* weapon upgrade options (1 byte)
+
|-
** Flags:
+
| 03
*** 1 = Grenade Uprgade
+
| 2
*** 2 = Shotgun Upgrade
+
| byte[2]
*** 4 = Banana Bomb Upgrade
+
| '''Unknown'''
*** 8 = Longbow Upgrade
+
|-
*** 16 = Aqua Sheep Upgrade
+
| 04
* game options (1 byte)
+
| 1
** Flags:
+
| ubyte
*** 1 = God Worms
+
| '''Number of teams''' The number of teams in the file.
*** 2 = Blood
+
|-
*** 4 = Sheep Heaven
+
| 05
* indestructible terrain option (1 byte) (0 = no, 3 = yes)
+
| 1
* unknown (1 byte)
+
| byte
 +
| '''[[Cheats (Worms Armageddon)|Utility upgrade cheats]]''' Bitmask: 1 = [[Laser Sight]], 2 = [[Fast Walk]], 4 = [[Invisibility]], 8 = [[Low Gravity]], 16 = [[Jetpack]]
 +
|-
 +
| 06
 +
| 1
 +
| byte
 +
| '''[[Cheats (Worms Armageddon)|Weapon upgrade cheats]]''' Bitmask: 1 = [[Grenade]], 2 = [[Shotgun]], 4 = [[Banana Bomb]], 8 = [[Longbow]], 16 = [[Aqua Sheep]]
 +
|-
 +
| 07
 +
| 1
 +
| byte
 +
| '''[[Cheats (Worms Armageddon)|Game cheats]]''' Bitmask: 1 = God Worms, 2 = Blood, 4 = Sheep Heaven
 +
|-
 +
| 08
 +
| 1
 +
| byte
 +
| '''Indestructable terrain''' 0 = no, 3 = yes
 +
|-
 +
| 09
 +
| 1
 +
| byte
 +
| '''Unknown'''
 +
|}
  
 
=== Team Format - Looped For Number of Teams===
 
=== Team Format - Looped For Number of Teams===
  
* Team Name (17 bytes)
+
{| border="1" cellspacing="0" class="wikitable"
* Worm 1 Name (17 bytes)
+
!Size
* Worm 2 Name (17 bytes)
+
!Type
* Worm 3 Name (17 bytes)
+
!Description
* Worm 4 Name (17 bytes)
+
|-
* Worm 5 Name (17 bytes)
+
| 17
* Worm 6 Name (17 bytes)
+
| char[17]
* Worm 7 Name (17 bytes)
+
| '''Team Name''' The team's display name.
* Worm 8 Name (17 bytes)
+
|-
* Team Control (1 byte) (0 = player controlled, 1 to 5 correspond to CPU level 1 to 5)
+
| 136
* Soundbank Name (32 bytes)
+
| char[8][17]
* Soundbank Location? (1 byte) (0 = ?, 1 = ?)
+
| '''Worm Names''' An array of 8 worm names, 17 bytes per name.
* Fanfare Name (32 bytes)
+
|-
* Fanfare Location (1 byte) (0 = ?, 1 = ?)
+
| 1
* Team Grave (1 byte) (0 to 254 = sprite index from gfx.dir, 255 = custom 24 x 32 bitmap)
+
| byte
** If Team Grave >= 128 (negative signed byte) then include:
+
| '''Control''' Determines who gets to contol the team. Values: 0x00 = player, 0x01 to 0x05 = CPU level 1 to 5.
*** Grave File Name (32 bytes)
+
|-
*** Grave Bitmap Data (1792 bytes) ((palette 256 * 4) + (data 24 * 32))
+
| 32
 
+
| char[32]
* Team Weapon (1 byte)
+
| '''Soundbank Name''' The name of the [[Soundbanks|soundbank]] used by the team.
* Team Loss Count (4 bytes)
+
|-
* Team Deathmatch Loss Count (4 bytes)
+
| 1
* Team Win Count (4 bytes)
+
| byte
* Team Deathmatch Win Count (4 bytes)
+
| '''[[Soundbanks|Soundbank]] Location?''' Values: 0x00 = ?, 0x01 = ?
* Team Draw Count (4 bytes)
+
|-
* Team Deathmatch Draw Count (4 bytes)
+
| 32
* Number of worms killed by team (4 bytes)
+
| char[32]
* Number of worms killed in deathmatches by team (4 bytes)
+
| '''Fanfare Name''' The name of the fanfare used by the team.
* Number of worms lost by team (4 bytes)
+
|-
* Number of worms lost in deathmatches by team (4 bytes)
+
| 1
* Team's Mission Status (264 bytes) (33 missions * (mission attempts (4 bytes) & mission medal (4 bytes))
+
| byte
* Flag File Name (32 bytes)
+
| '''Fanfare Location?''' Values: 0x00 = ?, 0x01 = ?
* Flag Bitmap Data (1364 bytes) ((palette 256 * 4) + (data 20 * 17))
+
|-
* Team's Deathmatch Rank (1 byte)
+
| 1
* Team Training Mission Times (24 bytes) (4 bytes * 6 missions)
+
| ubyte
* Unknown (40 bytes)
+
| '''Team Grave''' Determines the appearance of the team's gravestone. Values: 0x00 to 0xFE = sprite index from gfx.dir, 0xFF = [[Custom team grave|custom 24x32 bitmap]].
* Team Training Mission Medals (6 bytes) (1 byte * 6 missions)
+
|- bgcolor="skyblue"
* Unknown (10 bytes)
+
| colspan="3" align="center" | '''If Team Grave ≥ 0x80:'''
* Unknown (28 bytes) (7 * 4)
+
|- bgcolor="lightblue"
* Unknown (1 Byte)
+
| 32
 +
| char[32]
 +
|  '''Grave Filename''' The filename for the custom grave.
 +
|- bgcolor="lightblue"
 +
| 1024
 +
| ubyte[256][4]
 +
|  '''Grave Bitmap Palette''' The 256-color palette for the custom grave. (4 bytes per color: Blue, Green, Red, 0x00.)
 +
|- bgcolor="lightblue"
 +
| 768
 +
| ubyte[32][24]
 +
|  '''Grave Bitmap Data''' The 24x32 bitmap data for the custom grave. (32 rows, top to bottom: each 24 pixels, left to right)
 +
|-
 +
| 1
 +
| byte
 +
| '''Team Weapon'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Loss Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deathmatch Loss Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Win Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deathmatch Win Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Draw Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deathmatch Draw Count'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Kills'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deathmatch Kills'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deaths'''
 +
|-
 +
| 4
 +
| ulong
 +
| '''Team Deathmatch Deaths'''
 +
|-
 +
| 264
 +
| ulong[33][2]
 +
| '''Team Mission Status''' 33 missions: [0] = attempts (ulong), [1] = medal (ulong)
 +
|-
 +
| 32
 +
| char[32]
 +
|  '''Flag Filename''' The filename for the team flag.
 +
|-
 +
| 1024
 +
| ubyte[256][4]
 +
|  '''Flag Bitmap Palette''' The 256-color palette for the team flag. (4 bytes per color: Blue, Green, Red, 0x00.)
 +
|-
 +
| 340
 +
| ubyte[17][20]
 +
|  '''Flag Bitmap Data''' The 20x17 bitmap data for the team flag. (17 rows, top to bottom: each 20 pixels, left to right)
 +
|-
 +
| 1
 +
| byte
 +
'''Team Deathmatch Rank'''
 +
|-
 +
| 24
 +
| ulong[6]
 +
|  '''Team Training Mission Times''' (in seconds)
 +
|-
 +
| 40
 +
| byte[40]
 +
| '''Unknown'''
 +
|-
 +
| 6
 +
| byte[6]
 +
|  '''Team Training Mission Medals'''
 +
|-
 +
| 10
 +
| byte[10]
 +
| '''Unknown'''
 +
|-
 +
| 28
 +
| byte[7][4]
 +
| '''Unknown'''
 +
|-
 +
| 1
 +
| byte
 +
| '''Unknown'''
 +
|}
  
 
== Animated graves ==
 
== Animated graves ==

Revision as of 15:27, 6 October 2013

(Up to File formats)

File Format

File Header

Offset Size Type Description
00 3 char[3] Signature. The magic number used to identify the WGT file. Hex: 0x574754, ASCII: "WGT"
03 2 byte[2] Unknown
04 1 ubyte Number of teams The number of teams in the file.
05 1 byte Utility upgrade cheats Bitmask: 1 = Laser Sight, 2 = Fast Walk, 4 = Invisibility, 8 = Low Gravity, 16 = Jetpack
06 1 byte Weapon upgrade cheats Bitmask: 1 = Grenade, 2 = Shotgun, 4 = Banana Bomb, 8 = Longbow, 16 = Aqua Sheep
07 1 byte Game cheats Bitmask: 1 = God Worms, 2 = Blood, 4 = Sheep Heaven
08 1 byte Indestructable terrain 0 = no, 3 = yes
09 1 byte Unknown

Team Format - Looped For Number of Teams

Size Type Description
17 char[17] Team Name The team's display name.
136 char[8][17] Worm Names An array of 8 worm names, 17 bytes per name.
1 byte Control Determines who gets to contol the team. Values: 0x00 = player, 0x01 to 0x05 = CPU level 1 to 5.
32 char[32] Soundbank Name The name of the soundbank used by the team.
1 byte Soundbank Location? Values: 0x00 = ?, 0x01 = ?
32 char[32] Fanfare Name The name of the fanfare used by the team.
1 byte Fanfare Location? Values: 0x00 = ?, 0x01 = ?
1 ubyte Team Grave Determines the appearance of the team's gravestone. Values: 0x00 to 0xFE = sprite index from gfx.dir, 0xFF = custom 24x32 bitmap.
If Team Grave ≥ 0x80:
32 char[32] Grave Filename The filename for the custom grave.
1024 ubyte[256][4] Grave Bitmap Palette The 256-color palette for the custom grave. (4 bytes per color: Blue, Green, Red, 0x00.)
768 ubyte[32][24] Grave Bitmap Data The 24x32 bitmap data for the custom grave. (32 rows, top to bottom: each 24 pixels, left to right)
1 byte Team Weapon
4 ulong Team Loss Count
4 ulong Team Deathmatch Loss Count
4 ulong Team Win Count
4 ulong Team Deathmatch Win Count
4 ulong Team Draw Count
4 ulong Team Deathmatch Draw Count
4 ulong Team Kills
4 ulong Team Deathmatch Kills
4 ulong Team Deaths
4 ulong Team Deathmatch Deaths
264 ulong[33][2] Team Mission Status 33 missions: [0] = attempts (ulong), [1] = medal (ulong)
32 char[32] Flag Filename The filename for the team flag.
1024 ubyte[256][4] Flag Bitmap Palette The 256-color palette for the team flag. (4 bytes per color: Blue, Green, Red, 0x00.)
340 ubyte[17][20] Flag Bitmap Data The 20x17 bitmap data for the team flag. (17 rows, top to bottom: each 20 pixels, left to right)
1 byte Team Deathmatch Rank
24 ulong[6] Team Training Mission Times (in seconds)
40 byte[40] Unknown
6 byte[6] Team Training Mission Medals
10 byte[10] Unknown
28 byte[7][4] Unknown
1 byte Unknown

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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