Difference between revisions of "Team file (first generation)"

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{{ParentArticle|[[File formats]]}}
 
{{ParentArticle|[[File formats]]}}
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== Worms ==
  
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=== PC MS-DOS ===
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=== Amiga and Amiga CD32 ===
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== Worms: The Director's Cut ==
 
In [[WormsDC]], teams are stored as individual files containing the names and stats of up to eight worms on the team (four for the A-TEAM, four for the B-TEAM). The team name can be no longer than 8 characters in length, and is identical to the file name, which has no extension. They are stored in the "TWTEAMS" drawer. The upper limit for teams in [[Worms]] was 16. This limit has been removed from WormsDC.
 
In [[WormsDC]], teams are stored as individual files containing the names and stats of up to eight worms on the team (four for the A-TEAM, four for the B-TEAM). The team name can be no longer than 8 characters in length, and is identical to the file name, which has no extension. They are stored in the "TWTEAMS" drawer. The upper limit for teams in [[Worms]] was 16. This limit has been removed from WormsDC.
  
Despite adding options to differentiate between Worms on different teams, WormsDC does not allow more than one Worm to have the same name, regardless of team. This means you couldn't have two Worms named "BOB" on the same team, or a Worm named "JERRY" in a team called "ICECREAM" and another in a team called "SEINFELD".
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Team files store the following data:
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* The value "WRM2TEAM", which occupies the first few bytes of the file.
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* Team type - HUMAN, or CPU level 0-9 (0 being lowest difficulty, 9 being highest).
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* Health (either 75, 100, 150, 200, or 250)
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* Number of games played
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* Number of team victories
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* Kills for
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* Kills against
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The file does not itself store the team name. This is instead derived from the filename itself.
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The file has slots for up to eight worms - an A-TEAM and a B-TEAM of four worms each. These bytes are allocated even if no worm exists for that slot in the team. Each worm has additional data stored:
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* Number of games played
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* Number of worms killed
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An additional byte is used as padding following a worms' name if that name is made up of an even number of characters (for example, "SHEEPISH", which uses 8 characters, will have a byte of padding, while "PINKY", which uses 5 characters, will not).
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::''Credit to Syc for the above research.''
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Despite adding options to differentiate between Worms on different teams, WormsDC still does not allow more than one Worm to have the same name, regardless of team. This means, for example, that you can't have a Worm named "JERRY" in a team called "SEINFELD" and another in a team called "ICECREAM".
  
WormsDC teams have two "groups" - an A-TEAM and a B-TEAM, both containing a maximum of four worms. This allows for a total of eight Worms on a team, however as the game still has a cap of four worms per team in game this is only really useful as a substitute team.
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::'''''To do:''' Research what happens if two team files with one or more identical worm names are loaded into the game.''
  
WormsDC team files store the teams' starting health, which is stored separately from the [[Option set]]s, and also allow for less than four Worms on a side. So you could, for instance, create a team with a single Worm on it called "HERCULES" and set the starting health to 500 HP.
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You do not need to name all four Worms on a team - leaving the B-team blank will not allow you to select a B-team on the team select screen. You can also leave names blank on your A-team if desired, allowing you to have teams with one, two or three worms on it.
  
As WormsDC does not have a built-in function to delete or remove teams from the game, this must be done by deleting the team manually via Workbench or AmigaDOS.
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WormsDC does not have a built-in function to delete or remove individual teams from the game - this must be done by deleting the team manually via Workbench or AmigaDOS. It does provide the option to delete ''all'' teams, and to clear all team stats.
  
If playing via emulation, older versions of [[WinUAE]] may experience problems as the Amiga is capable of supporting some non-standard characters in its filename, which can result in a loss of team data. The most recent versions get around this by giving the file a name using the format "__uae___''{teamname}''", which is then parsed by WinUAE as the appropriate filename when viewed in Workbench.
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If playing via emulation, older versions of [[WinUAE]] may experience problems as the Amiga is capable of supporting some non-standard characters in its filename, which can result in a loss of team data. The most recent versions get around this by giving the file a name using the format "__uae___''{teamname}''", which is then parsed by WinUAE as the appropriate filename when viewed in Workbench. Note that moving this file within Windows can result in the team name being altered in ''WormsDC'', so it becomes necessary to go back and rename the team from within the game if this occurs.

Latest revision as of 22:55, 23 August 2023

(Up to File formats)

Worms

PC MS-DOS

Amiga and Amiga CD32

Worms: The Director's Cut

In WormsDC, teams are stored as individual files containing the names and stats of up to eight worms on the team (four for the A-TEAM, four for the B-TEAM). The team name can be no longer than 8 characters in length, and is identical to the file name, which has no extension. They are stored in the "TWTEAMS" drawer. The upper limit for teams in Worms was 16. This limit has been removed from WormsDC.

Team files store the following data:

  • The value "WRM2TEAM", which occupies the first few bytes of the file.
  • Team type - HUMAN, or CPU level 0-9 (0 being lowest difficulty, 9 being highest).
  • Health (either 75, 100, 150, 200, or 250)
  • Number of games played
  • Number of team victories
  • Kills for
  • Kills against

The file does not itself store the team name. This is instead derived from the filename itself.

The file has slots for up to eight worms - an A-TEAM and a B-TEAM of four worms each. These bytes are allocated even if no worm exists for that slot in the team. Each worm has additional data stored:

  • Number of games played
  • Number of worms killed

An additional byte is used as padding following a worms' name if that name is made up of an even number of characters (for example, "SHEEPISH", which uses 8 characters, will have a byte of padding, while "PINKY", which uses 5 characters, will not).

Credit to Syc for the above research.

Despite adding options to differentiate between Worms on different teams, WormsDC still does not allow more than one Worm to have the same name, regardless of team. This means, for example, that you can't have a Worm named "JERRY" in a team called "SEINFELD" and another in a team called "ICECREAM".

To do: Research what happens if two team files with one or more identical worm names are loaded into the game.

You do not need to name all four Worms on a team - leaving the B-team blank will not allow you to select a B-team on the team select screen. You can also leave names blank on your A-team if desired, allowing you to have teams with one, two or three worms on it.

WormsDC does not have a built-in function to delete or remove individual teams from the game - this must be done by deleting the team manually via Workbench or AmigaDOS. It does provide the option to delete all teams, and to clear all team stats.

If playing via emulation, older versions of WinUAE may experience problems as the Amiga is capable of supporting some non-standard characters in its filename, which can result in a loss of team data. The most recent versions get around this by giving the file a name using the format "__uae___{teamname}", which is then parsed by WinUAE as the appropriate filename when viewed in Workbench. Note that moving this file within Windows can result in the team name being altered in WormsDC, so it becomes necessary to go back and rename the team from within the game if this occurs.

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