Difference between revisions of "Replay file"

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{{ParentArticle|[[File formats]]}}
 
{{ParentArticle|[[File formats]]}}
Replay (.WAgame) files were introduced to [[Worms Armageddon]] with [[Deadcode]]'s 3.6.19.15 beta update, which was released on 20 February, 2004. The files represent self-contained recordings of games, which can be played on any computer with the corresponding software updates installed.
+
Replay (.WAgame) files were introduced to [[Worms Armageddon]] with [[Deadcode]]'s 3.6.19.7 beta update, which was released on 9 February, 2004. The files represent self-contained recordings of games, which can be played on any computer with the corresponding software updates installed.
  
 
Recordings of all games played (including offline, mission and training games) are saved automatically to the User\Games folder. File names consist of a date/time stamp, the game type, and the participating players.
 
Recordings of all games played (including offline, mission and training games) are saved automatically to the User\Games folder. File names consist of a date/time stamp, the game type, and the participating players.
Line 14: Line 14:
 
The file header consists of two signature bytes ("WA"), after which follows a word with the file version. W:A 3.6.26.5 saves replays in the version 12 format (0x000C).
 
The file header consists of two signature bytes ("WA"), after which follows a word with the file version. W:A 3.6.26.5 saves replays in the version 12 format (0x000C).
  
After the header is the map chunk. The map chunk represents a DWORD which represents the chunk's contents' length (chunk length-4, or map length+4), followed by the chunk data. The first DWORD of the chunk's data specifies the map type - it can be '''1''' for [[Monochrome map (.bit)]], '''2''' for [[Seed-generated monochrome map]], or '''3''' for [[Colour map]].
+
After the header is the map chunk. The map chunk represents a DWORD which represents the chunk's contents' length (chunk length-4, or map length+4), followed by the chunk data. The first DWORD of the chunk's data specifies the map type - it can be '''1''' for a bitmap (.BIT) [[Monochrome map (.bit)|monochrome map]], '''2''' for a seed-generated (.LEV) monochrome map, or '''3''' for a .PNG [[colour map]].
 
The map data follows, its length being the chunk's length - 4.  
 
The map data follows, its length being the chunk's length - 4.  
  
Line 22: Line 22:
 
* the replay date/time in [[w:Unix time|time_t]] format
 
* the replay date/time in [[w:Unix time|time_t]] format
 
* a null byte
 
* a null byte
* game engine version to emulate (3.6.26.5 represents 0x30) (DWORD)
+
* game engine version to emulate (0x30 represents 3.6.26.5; 0x4C represents 3.6.28) (DWORD)
* game type (normal=1, mission=2, training=3) (byte)
+
* game type (normal=1, mission=2, training or mission where winning involves a crate=3) (byte)
 
* scheme type (usually 0xFF, positive value for intrinsic schemes) (byte)
 
* scheme type (usually 0xFF, positive value for intrinsic schemes) (byte)
* the scheme - see [[Game scheme file]] (length is determined by the scheme fire format version)
+
* the scheme - see [[Game scheme file]] (length is determined by the scheme file format version)
  
 
* initial logic (random) seed (DWORD)
 
* initial logic (random) seed (DWORD)
Line 37: Line 37:
  
 
=== User Input ===
 
=== User Input ===
'''Generalities'''
 
  
After the padding mentioned above, the game starts with a 09 xx xx xx xx 00. The four xx bytes are still to be determined. Each new turn is initiated by that 00 byte, and before advancing, the game engine will wait until all pending actions are stabilized (Mines triggered, flames falling, animals running, ...). Each turn is divided in frames, at a rate of 50 frames per second. Those frames are seperated by a 02 byte. A frame can be empty, or contain the '''actions''' taken at that very moment. Each 25 frames, the word 0C 1E is inserted. Its purpose is yet unknown, and it is sometimes followed by a byte ranging from 03 to 07, for unknown reasons too. Each time an weapon is used, a checksum gets inserted into the following frame.
+
==== Generalities ====
 +
After the padding mentioned above, the game starts with a ''Frame 0 checksum''. Versions 3.7.0.0 and newer seem to create additional ''Various player information'' shortly after this checksum. Versions 3.6.19.15-3.6.29.0 didn't record the passage of time between turns (see [[Readme]]): a control spacer was used, so, before advancing into the next turn, the game engine would wait until all pending events were stabilized (Mines triggered, flames falling, animals running, ...). Each turn is divided in frames, at a rate of 50 frames per second. Those frames are seperated by a 02 byte. A frame can be empty, or contain the '''events''' happened at that very moment. Each 25 frames, the word 0C 1E is inserted. Its purpose is yet unknown, and it is sometimes followed by a byte ranging from 03 to 07, for unknown reasons too. Each time a weapon is used, a checksum gets inserted into the following frame.
  
'''Actions'''
+
==== Events ====
 +
Various events consist of two or more bytes, where the first one is the event itself, and the second one is the team that performed the action. However, it is not possible to change the "Active team" byte to move another worm while it's not his turn. For example, the event 1E corresponds to the left arrow; the event 21 to the down arrow. If the active worm is in the third team, the frame will look like "02 1E 03 21 03" (the end of previous frame, left+down key press of the team #3). Some events are more complex, and require therefore additional arguments. Those are typically inserted before or after the "Active team" byte. Some events take the "machine number" as an argument instead of a team: for example, Machine 0 = Player 1, which is the host of the game. Here is a list of the event codes in the latest replay format, along with their arguments when applicable. Events for older replay formats might be added later.
  
Actions are usually constituted by 2 Bytes, the first one coding for the action, and the second one coding for the active team (01-06). However, it is not possible to change the "Active team" byte to move another worm while it's not his turn. For example, the action 1E corresponds to the left arrow ; the action 21 to the down arrow. If the active worm is in the third team, the frame will look like "02 1E 03 21 03" (New frame, pressing left and pressing up). Some actions are more complex, and require therefore additional arguments. Those are typically inserted before or after the "Active team" byte. Here is a list of actions codes, along with their arguments when applicable.
+
{| class="wikitable"
 
+
{| border="1" cellspacing="0"
+
 
! Code
 
! Code
 
! Arguments
 
! Arguments
! Action
+
! Event
 
! Example
 
! Example
 +
|-
 +
| 00
 +
|
 +
| '''Control spacer'''. Only valid in the <u>replay formats of 3.6.19.15-3.6.29.0</u>, to wait until the next turn.
 +
| 00
 
|-
 
|-
 
| 02
 
| 02
Line 55: Line 59:
 
| '''Frame end'''.
 
| '''Frame end'''.
 
| 02
 
| 02
 +
|-
 +
| 06
 +
| ''mm''
 +
| '''Round Finish acknowledgement'''. ''mm'' is the number of the machine. Usually happens in the end of the game.
 +
| 02 06 00 : Round Finish was acknowledged by Player 1
 
|-
 
|-
 
| 08
 
| 08
| xx yy 00 00 zz zz zz zz
+
| ''xx'' ''xx'' ''xx'' ''xx'' ''zz'' ''zz'' ''zz'' ''zz''
| '''Checksum'''. yy is a value incremented at each checksum computation. xx and the 4 zz bytes are still to be determined.
+
| '''Checksum'''. ''xx'' is the frame number in which it happened for the active team, and ''zz'' is the checksum.
| 02 08 xx yy 00 00 zz zz zz zz
+
| 02 08 ''xx'' ''xx'' ''xx'' ''xx'' ''zz'' ''zz'' ''zz'' ''zz''
 +
|-
 +
| 09
 +
| ''zz'' ''zz'' ''zz'' ''zz''
 +
| '''Frame 0 checksum'''.
 +
| 00 09 ''xx'' ''xx'' ''xx'' ''xx''
 +
|-
 +
| 0C
 +
| ''xx'' ''zz'' ''zz'' ''zz'' ''zz''
 +
| '''Unknown'''. Seems to be ignored by the game. ''xx'' is usually 1E or 1F, sometimes 20 in older versions, and ''zz'' is a dword usually consisting of the 02 bytes, which can occasionally be different.
 +
| 02 0C 1E 02 02 02 02
 +
|-
 +
| 0D
 +
| ''mm'' ''zz''
 +
| '''Supplementary disconnection information'''. ''mm'' is the number of the machine, and ''zz'' is the information code. See the table below.
 +
| 02 0D 00 01 - The host of the game is quitting
 
|-
 
|-
 
| 0F
 
| 0F
| xx yy FF tt .. tt 00
+
| ''x1'' ''x2'' ''yy'' [...] 00
| '''Discussion''' (in chatbox). tt .. tt is the text string, xx and yy represent sender and receiver of the text. More details about this have still to be added.
+
| '''Discussion''' (in chat). [...] is the text string, terminated with a null afterwards. ''x1'' is the real machine who sent the message, ''x2'' is the number of a visually represented (imaginary) sender (FF for anon, normal for everything else), and ''yy'' is the receiving machine. See the table below.
| 00 0F 01 01 FF tt .. tt 00
+
| 02 0F 01 01 FF [...] 00 : Player 2 (machine 1) has sent a public chat message.
 
|-
 
|-
 
| 11
 
| 11
| xx xx xx xx
+
| ''tt'' ''XX'' ''XX'' ''YY'' ''YY''
| '''Mouse placing'''. The 4 xx bytes represent the position of the mouse on the screen.
+
| '''Cursor movement'''. ''tt'' is the team number; the ''XX'' and ''YY'' word values represent the position of the mouse cursor.
| 02 11 01 xx xx xx xx : Player 1 has placed the mouse at xx xx xx xx
+
| 02 11 01 ''8B 06 01 FF'' : Team 1 has placed the mouse at X = 1675 (''0x068B'') and Y = -255 (''0xFF01'')
 
|-
 
|-
 
| 12
 
| 12
| xx
+
| ''tt'' ''zz''
| '''Orienting a girder'''. xx represent the new orientation of the girder. (01-0F)
+
| '''Orienting a girder'''. ''tt'' is the team number; ''zz'' represents the new orientation of the girder. (01-0F)
| 02 12 01 0B 01 : Player 1 oriented the girder to a long topright inclined girder.
+
| 02 12 01 0B 01 : Team 1 oriented the girder to a long topright inclined girder.
 
|-
 
|-
 
| 13
 
| 13
| xx
+
| ''tt'' ''zz''
| '''Shifting strike aimer'''. xx represent the new orientation of the Aimer. (01 to the right ; FF to the left)
+
| '''Shifting strike aimer'''. ''tt'' is the team number; ''zz'' represents the new orientation of the Aimer. (01 to the right ; FF to the left)
| 02 13 01 01 : Player 1 oriented the strike aimer to the right (Pressing Left key).
+
| 02 13 01 01 : Team 1 oriented the strike aimer to the right (Pressing Left key).
 +
|-
 +
| 16
 +
| ''xx''
 +
| '''The end of the game'''. ''xx'' is the reason (see the table below)
 +
| 02 16 00 : Player ended the game by using Alt+F4.
 +
|-
 +
| 17
 +
|
 +
| '''Cut the parachute of a falling crate'''. This is usually performed instantly.
 +
|
 
|-
 
|-
 
| 1A
 
| 1A
 +
| ''tt''
 +
| '''Thought bubble''' : Equivalent to keypress T. ''tt'' is the team number.
 +
| 02 1A 01 : Team 2 displayed a Thought Bubble over controlled worm.
 +
|-
 +
| 1B
 +
| ''xx''
 +
| '''Unknown''' event with 1 unknown argument.
 
|
 
|
| '''Thought bubble''' : Equivalent to keypress T
 
| 02 1A 01 : Player 2 displayed a Thought Bubble over controlled worm.
 
 
|-
 
|-
 
| 1E
 
| 1E
|
+
| ''tt''
| '''Left arrow''' (In all its in-game usages)
+
| '''Left arrow''' (in all its in-game usages). ''tt'' is the team number.
| 02 <u>1E 02</u> 21 02 : Player 2 had Up-Left pressed in that frame.
+
| 02 <u>1E 02</u> 21 02 : Team 2 had Left+Down pressed in that frame.
 
|-
 
|-
 
| 1F
 
| 1F
|
+
| ''tt''
| '''Right arrow'''
+
| '''Right arrow'''. ''tt'' is the team number.
 
|
 
|
 
|-
 
|-
 
| 20
 
| 20
|
+
| ''tt''
| '''Up arrow''' (In all its in-game usages)
+
| '''Up arrow''' (in all its in-game usages). ''tt'' is the team number.
 
|
 
|
 
|-
 
|-
 
| 21
 
| 21
|
+
| ''tt''
| '''Down arrow'''
+
| '''Down arrow'''. ''tt'' is the team number.
 
|
 
|
 
|-
 
|-
 
| 24
 
| 24
|
+
| ''tt''
| '''Releasing''' (unmounting) of the ninja rope ; '''Forward Jump ; Backward jump''' if used twice (Not in the same frame).
+
| '''Release''' (unmount) of the ninja rope; '''Forward Jump; Backward jump''' if used twice (not in the same frame). ''tt'' is the team number.
| 02 <u>24 04</u> 02 02 02 02 <u>24 04</u> 02 02 : Player 4 pressed Enter twice, with a 3 frames interval, to backjump
+
| 02 <u>24 04</u> 02 02 02 02 <u>24 04</u> 02 02 : Team 4 pressed Enter twice, with a 3 frames interval, to backjump
 
|-
 
|-
 
| 25
 
| 25
|
+
| ''tt''
| '''Up jump, Backflip''' if used twice (Not in the same frame)
+
| '''Upward jump; Backflip''' if used twice (not in the same frame). ''tt'' is the team number.
| 02 <u>25 04</u> 02 02 02 02 24 04 02 02 : Player 4 pressed Backspace-Enter, with a 3 frames interval, to backjump
+
| 02 <u>25 04</u> 02 02 02 02 24 04 02 02 : Team 4 pressed Backspace-Enter, with a 3 frames interval, to backjump
 
|-
 
|-
 
| 26
 
| 26
|
+
| ''tt''
| '''Usage (launching) of a weapon''', from the ground or from any utility (Rope, parachute, ...) allowing weapon drops. It can appear several times for weapons having multiple shots (shotgun, rope, ...), but not in the same frame. <u>It triggers a checksum</u> except in the case of a ninja rope being re-fired from the air.
+
| '''Usage (launch) of a weapon''': from the ground, via a teleport/strike click, or from any utility (rope, parachute, ...) allowing weapon drops. It can appear several times for weapons having multiple shots (guns, rope, ...), but not in the same frame. <u>It triggers a checksum</u> except in the case of a ninja rope being re-fired from the air (depends on various factors). ''tt'' is the team number.
| 02 <u>26 01</u> 02 <u>08 xx yy 00 00 zz zz zz zz</u> 02 <u>20 01</u> 02 20 01 02 20 01 02 20 01 02 20 01 02 24 01 02 <u>26 01</u> : Player 1 fires the  ninja rope, causing a checksum, then shortens it during 5 frames, then releases it and fires it again. <u>The second firing won't generate any checksum</u>.
+
| 02 <u>26 01</u> 02 <u>08 ''tt'' ''yy'' 00 00 ''zz'' ''zz'' ''zz'' ''zz''</u> 02 <u>20 01</u> 02 20 01 02 20 01 02 20 01 02 20 01 02 24 01 02 <u>26 01</u> : Team 1 fires the  ninja rope, causing a checksum, then shortens it during 5 frames, then releases it and fires it again. <u>The second firing won't generate any checksum</u>.
 
|-
 
|-
 
| 27
 
| 27
|
+
| ''tt''
| '''Releasing of a power-managed weapon''' (Bazooka, grenade).
+
| '''Release of a power-managed weapon''': e.g. Bazooka, Grenade, and anything else that requires you to hold the spacebar for getting a power increase. ''tt'' is the team number.
| 02 <u>26 02</u> 02 02 02 02 02 02 02 <u>27 02</u> : Player 2 presses space to fire a bazooka, and releases space 7 frames later. (Note the possible confusion between frame separator 02 and "Active team" 02.)
+
| 02 <u>26 02</u> 02 02 02 02 02 02 02 <u>27 02</u> : Team 2 presses space to fire a bazooka, and releases space 7 frames later. ''tt'' is the team number. (Note the possible confusion between frame separator 02 and "Active team" 02.)
 +
|-
 +
| 2B
 +
| ''tt''
 +
| '''Team got forced out'''. ''tt'' is the number of the team; a value out of range like 0 will apparently just produce a "coward" sound without doing anything. The extended information about this is provided by the event '''6D''', which, in its turn, is also feeded by '''0D'''. If either of those are missing, it's assumed that the team got forced out due to a possible message injection.
 +
| 02 <u>2B 01</u> : Team 1 got forced out
 
|-
 
|-
 
| 2C
 
| 2C
|
+
| ''tt''
| '''Using self-managed weapon''' (sheep, skunk, ...) after having launched it.
+
| '''A self-managed weapon trigger''' (Sheep, Skunk, ...) after having launched it. ''tt'' is the team number.
| 02 <u>2C 01</u> 02 02 02 <u>2C 01</u> : Player 1 has its skunk start to fart, then makes it explode 3 frames later.
+
| 02 <u>2C 01</u> 02 02 02 <u>2C 01</u> : Team 1 has its skunk start to fart, then makes it explode 3 frames later.
 
|-
 
|-
 
| 2D
 
| 2D
|
+
| ''tt''
| '''Fly sheep to the left'''
+
| '''Direct the flying Sheep to the left'''. ''tt'' is the team number.
 
|
 
|
 
|-
 
|-
 
| 2E
 
| 2E
|
+
| ''tt''
| '''Fly sheep to the right'''
+
| '''Direct the flying Sheep to the right'''. ''tt'' is the team number.
| 02 2E 01 02 2E 01 02 02 2D 01 02 2D 01 : Player 1 Turns the flying sheep to the right during 2 frames, waits one frame, then turns to the left during 2 frames
+
| 02 2E 01 02 2E 01 02 02 2D 01 02 2D 01 : Team 1 Turns the flying sheep to the right during 2 frames, waits one frame, then turns to the left during 2 frames
 
|-
 
|-
 
| 2F
 
| 2F
| ww yy
+
| ''ww'' ''nn''
| '''Setting Fuse''' (Grenades and related weapons). ww represents team and worm (as detailed in action 32) and yy is the fuse (00-04).
+
| '''Setting fuse''' (grenades and related weapons). ''ww'' represents both the team and worm (as detailed in event 32) and ''nn'' is the fuse, from which 1 is substracted (00-04).
 
| 02 33 21 06 01 02 <u>2F 21 04</u> : First worm of the second team (21) selects a grenade (06) and sets its fuse to 5s (04)
 
| 02 33 21 06 01 02 <u>2F 21 04</u> : First worm of the second team (21) selects a grenade (06) and sets its fuse to 5s (04)
 
|-
 
|-
 
| 30
 
| 30
| ww yy
+
| ''ww'' ''nn''
| '''Setting herd size''' (Cows and related weapons). ww represents team and worm (as detailed in action 32) and yy is the size of the herd (01-06).
+
| '''Setting herd size''' (cows and related weapons). ''ww'' represents both the team and worm (as detailed in event 32) and ''nn'' is the size of the herd (01-06).
 
| 02 33 21 34 01 02 <u>30 21 02</u> : First worm of the second team (21) selects a Mad Cow (34) and sets its Herd size to 2 cows (02)
 
| 02 33 21 34 01 02 <u>30 21 02</u> : First worm of the second team (21) selects a Mad Cow (34) and sets its Herd size to 2 cows (02)
 
|-
 
|-
 
| 31
 
| 31
| ww yy
+
| ''ww'' ''nn''
| '''Setting bounce height''' (Grenades and related weapons). ww represents team and worm (as detailed in action 32) and yy is the Bounce height (00 for MIN and 01 for MAX bounce).
+
| '''Setting the height of bounciness''' (grenades and related weapons). ''ww'' represents both the team and worm (as detailed in event 32) and ''nn'' is the bounciness power (00 for MIN and 01 for MAX).
 
| 02 33 21 06 01 02 2F 21 00 02 <u>31 21 01</u> : First worm of the second team (21) selects a Grenade (06), sets its fuse to 1s (00), and it's bounce height to MAX (01)
 
| 02 33 21 06 01 02 2F 21 00 02 <u>31 21 01</u> : First worm of the second team (21) selects a Grenade (06), sets its fuse to 1s (00), and it's bounce height to MAX (01)
 
|-
 
|-
 
| 32
 
| 32
| ww 01 zz xx xx xx xx 26 nn
+
| ''ww'' ?? ''zz'' ''XX'' ''XX'' ''YY'' ''YY''
| '''Mouse click''': ww represents team number and worm number, zz represents the action involved by the click, xx are the coordinates, and nn the "Active team" number (Note the 26 nn of weapon usage).
+
| '''Mouse click''': ''ww'' represents both the team number and worm number, ''zz'' represents the event involved by the click, ''XX'' and ''YY'' are the coordinates.
| 02 32 23 01 01 xx xx xx xx 26 02 : Player 2 (nn = 02) places (zz=01 : initial placement) the 3rd worm of the 2nd team (ww = 23) at the position xx xx xx xx. This generates a Checksum (due to the 26 nn being there too)
+
| 02 32 23 01 01 ''XX'' ''XX'' ''YY'' ''YY'' 26 02 : Team 2 (nn = 02) places (''zz''=01 : initial placement) the 3rd worm of the 2nd team (''ww'' = 23) at the related X and Y coordinates. This triggers a checksum (due to the event 26 being in there too)
 
|-
 
|-
 
| 33
 
| 33
| ww zz 01
+
| ''ww'' ''zz'' ??
| '''Weapon selection'''. ww represents team number and worm number (the same way ww from action 32 does) and zz is the weapon code
+
| '''Weapon selection'''. ''ww'' represents both the team number and worm number (the same way ''ww'' from event 32 does) and ''zz'' is the weapon code.
| 02 33 14 0B 01 : Active player (Note: The syntax doesn't mention player number) selects a Shotgun (zz=0B) for the 4th worm of team 1
+
| 02 33 14 0B 01 : the 4th worm of team 1 selects a Shotgun (''zz''=0B)
 
|-
 
|-
 +
| 3A
 
|
 
|
|
+
| '''Sudden Death'''. It is in fact triggered before the start of the next team's turn.
 
|
 
|
 
|-
 
|-
 +
| 43
 +
| ''tt''
 +
| '''Worm selection''' (via the Tab key). When rolling arrows above the worm are active, the control will be given to the next worm in the team. Might be present several times within one frame. ''tt'' is the team number.
 +
|
 +
|-
 +
| 62
 +
| ''tt''
 +
| '''Pressing Shift'''. ''tt'' is the team number.
 +
|
 +
|-
 +
| 6B
 +
| ''xx'' ''zz'' ''zz'' ''zz'' ''zz''
 +
| '''Unknown'''. Seems to be ignored by the game.
 +
|
 +
|-
 +
| 6C
 +
|
 +
| '''Spurious Extra Frame''' (will probably cause a desynchronisation). Inserts an extra frame.
 +
|
 +
|-
 +
| 6D
 +
| ''mm'' ''zz''
 +
| '''Player disconnection.''' ''mm'' is the number of the machine. Event '''0D''' happened prior to this one provides extended disconnection information (otherwise it's assumed as a network drop). ''zz'' is the type of the disconnection (see the table below).
 +
| 02 6D 00 01 : Player 1 is disconnecting due to a network drop
 +
|-
 +
| 70-73
 +
| ''mm'' ''ss'' ''zz'' [...]
 +
| '''Various player information'''. ''m'' is the number of the machine, ''ss'' is the size of the data (in [...]), and ''zz'' is the type of such information (see the table below). If the size exceeds FF, then the second digit of 70 may contain the high-order digit (e.g. 71), however it's uncertain how it behaves beyond 73 since 74 is occupied.
 +
|
 +
|-
 +
| 74
 +
| ''mm'' ''zz'' ''zz'' ''zz''
 +
| A '''Skipped Packet''' possibility. ''mm'' is the number of the machine, and ''zz'' is the index jump value (apparently a 24-bit integer).
 +
|
 
|}
 
|}
  
'''Tables'''
+
==== Tables ====
  
Related to action 0F : '''Game chat'''. xx and yy represent sender and receiver (Not sure about that anymore)
+
Related to event '''0D''': '''Supplementary disconnection information'''. The valid types are described below.
{| border="1" cellspacing="0"
+
{| border="1" cellspacing="0" class="wikitable"
!xx
+
!Type
!yy
+
!Description
!Result
+
|-
 +
| 01
 +
| Player is quitting
 +
|-
 +
| 02
 +
| Player disconnected due to timeout
 +
|-
 +
| 04
 +
| Player disconnected due to desynchronisation
 +
|-
 +
| 05
 +
| Invalid data received from the player
 +
|}
 +
 
 +
Related to event '''0F''': '''Game chat'''.
 +
{| class="wikitable"
 +
!Receiver
 +
!Meaning
 +
|-
 +
| FF
 +
| Public chat. The message appears as anonymous if the imaginary sender is also FF.
 +
|-
 +
| FE
 +
| A /me action.
 +
|-
 +
| 10-15
 +
| Red, Blue, Green, Yellow, Purple, Cyan team chat respectively.
 +
|-
 +
| Others
 +
| This is a PM to the respective machine (usually in the range 0-6).
 +
|-
 +
|}
 +
 
 +
Related to event '''16''': '''The end of the game'''.
 +
{| class="wikitable"
 +
!Type
 +
!Description
 
|-
 
|-
 
| 00
 
| 00
| 00
+
| User quit with Alt+F4
| Player 1 talking
+
 
|-
 
|-
 
| 01
 
| 01
| 01
+
| User quit
| Player 2 talking
+
 
|-
 
|-
| Lex,
+
| 02
| Help
+
| User draw
| Me !
+
|-
 +
| 03
 +
| The game ended normally, unless this happened prior to the end of the round (in which case it's assumed as an Alt+F4 quit)
 
|-
 
|-
 +
| Others
 +
| Assumed as User quit with Alt+F4
 
|}
 
|}
  
Related to action 32 : '''Mouse click'''. zz determines the action for which the click is for.
+
Related to event '''32''': '''Mouse click'''.
{| border="1" cellspacing="0"
+
{| class="wikitable"
!zz
+
!Type
 
!Purpose
 
!Purpose
 
|-
 
|-
 
| 01
 
| 01
| Initial worm placement , Strike aiming
+
| Initial worm placement, strike aiming
 
|-
 
|-
 
| 0B
 
| 0B
Line 207: Line 324:
 
|  
 
|  
 
|  
 
|  
|-
 
 
|}
 
|}
  
Related to action 33 : '''Weapon selection'''. zz determines weapon selected.
+
Related to event '''33''': '''Weapon selection'''. The order of the weapons is just like in the grid appearing in-game, with the F5 row having 6 actual weapons, and the utilities being in the end. Instant utilities can't technically be used because their ammo drains immediately once a team holding such a weapon in its possessions starts a turn.
Those weapons indices are in the same order than visible in right-click menu, starting from Bazooka and with utilities being sent at the end. Note that Super sheep and aqua sheep are 2 different weapons (F5 line has 6 columns, even if only 5 of them are visible)
+
{| class="wikitable collapsible collapsed"
{| border="1" cellspacing="0"
+
!Code
!zz
+
 
!Weapon
 
!Weapon
 +
|-
 +
| 00
 +
| None
 
|-
 
|-
 
| 01
 
| 01
Line 220: Line 338:
 
|-
 
|-
 
| 02
 
| 02
| Homing missile
+
| Homing Missile
 
|-
 
|-
 
| 03
 
| 03
Line 226: Line 344:
 
|-
 
|-
 
| 04
 
| 04
| Homing pigeon
+
| Homing Pigeon
 
|-
 
|-
 
| 05
 
| 05
| Sheep launcher
+
| Sheep Launcher
 
|-
 
|-
 
| 06
 
| 06
Line 235: Line 353:
 
|-
 
|-
 
| 07
 
| 07
| Cluster bomb
+
| Cluster Bbomb
 
|-
 
|-
 
| 08
 
| 08
| Banana bomb
+
| Banana Bomb
 
|-
 
|-
 
| 09
 
| 09
| Battle axe
+
| Battle Axe
 
|-
 
|-
 
| 0A
 
| 0A
| Earthquake
+
| Earth Quake
 
|-
 
|-
 
| 0B
 
| 0B
Line 259: Line 377:
 
|-
 
|-
 
| 0F
 
| 0F
| Long bow
+
| Longbow
 
|-
 
|-
 
| 10
 
| 10
| Fire punch
+
| Fire Punch
 
|-
 
|-
 
| 11
 
| 11
| Dragon punch
+
| Dragon Ball
 
|-
 
|-
 
| 12
 
| 12
Line 271: Line 389:
 
|-
 
|-
 
| 13
 
| 13
| Suicide bomber
+
| Suicide Bomber
 
|-
 
|-
 
| 14
 
| 14
Line 286: Line 404:
 
|-
 
|-
 
| 18
 
| 18
| Super sheep
+
| Super Sheep
 
|-
 
|-
 
| 19
 
| 19
| Aqua sheep
+
| Aqua Sheep
 
|-
 
|-
 
| 1A
 
| 1A
| Allmighty Mole
+
| Mole Bomb
 
|-
 
|-
 
| 1B
 
| 1B
| Air strike
+
| Air Strike
 
|-
 
|-
 
| 1C
 
| 1C
| Napalm strike
+
| Napalm Strike
 
|-
 
|-
 
| 1D
 
| 1D
| Mail strike
+
| Mail Strike
 
|-
 
|-
 
| 1E
 
| 1E
| Mine strike
+
| Mine Strike
 
|-
 
|-
 
| 1F
 
| 1F
| Allmighty Mole strike
+
| Mole Squadron
 
|-
 
|-
 
| 20
 
| 20
| Blowtorch
+
| Blow Torch
 
|-
 
|-
 
| 21
 
| 21
| Drill
+
| Pneumatic Drill
 
|-
 
|-
 
| 22
 
| 22
Line 319: Line 437:
 
|-
 
|-
 
| 23
 
| 23
| Baseball bat
+
| Baseball Bat
 
|-
 
|-
 
| 24
 
| 24
| Girder kit
+
| Girder Starter-Pack
 
|-
 
|-
 
| 25
 
| 25
| Ninja rope
+
| Ninja Rope
 
|-
 
|-
 
| 26
 
| 26
Line 337: Line 455:
 
|-
 
|-
 
| 29
 
| 29
| Scale of justice
+
| Scales of Justice
 
|-
 
|-
 
| 2A
 
| 2A
| Super banana bomb
+
| Super Banana Bomb
 
|-
 
|-
 
| 2B
 
| 2B
| Holy hand grenade
+
| Holy Hand-Grenade
 
|-
 
|-
 
| 2C
 
| 2C
| Flamethrower
+
| Flame Thrower
 
|-
 
|-
 
| 2D
 
| 2D
| Salvation army
+
| Salvation Army
 
|-
 
|-
 
| 2E
 
| 2E
| Martin Brown Bomb
+
| MB Bomb
 
|-
 
|-
 
| 2F
 
| 2F
| Petrol bomb
+
| Petrol Bomb
 
|-
 
|-
 
| 30
 
| 30
Line 361: Line 479:
 
|-
 
|-
 
| 31
 
| 31
| Ming vase
+
| Priceless Ming vase
 
|-
 
|-
 
| 32
 
| 32
| Sheep strike
+
| French Sheep Strike
 
|-
 
|-
 
| 33
 
| 33
| Mike's carpet bomb
+
| Mike's Carpet Bomb
 
|-
 
|-
 
| 34
 
| 34
| Mad cow
+
| Mad Cow
 
|-
 
|-
 
| 35
 
| 35
| Old lady
+
| Old Woman
 
|-
 
|-
 
| 36
 
| 36
| Concrete donkey
+
| Concrete Donkey
 
|-
 
|-
 
| 37
 
| 37
| Indian nuclear test
+
| Indian Nuclear Test
 
|-
 
|-
 
| 38
 
| 38
Line 385: Line 503:
 
|-
 
|-
 
| 39
 
| 39
| Skip go
+
| Skip Go
 
|-
 
|-
 
| 3A
 
| 3A
Line 391: Line 509:
 
|-
 
|-
 
| 3B
 
| 3B
| Worm select
+
| Select Worm
 
|-
 
|-
 
| 3C
 
| 3C
Line 397: Line 515:
 
|-
 
|-
 
| 3D
 
| 3D
| Patsy's magic bullet
+
| Patsy's Magic Bullet
 
|-
 
|-
 
| 3E
 
| 3E
| Jetpack
+
| Jet Pack
 
|-
 
|-
 
| 3F
 
| 3F
| Low gravity
+
| Low Gravity
 
|-
 
|-
 
| 40
 
| 40
| Fast walk
+
| Fast Walk
 
|-
 
|-
 
| 41
 
| 41
| Laser sight
+
| Laser Sight
 
|-
 
|-
 
| 42
 
| 42
 
| Invisibility
 
| Invisibility
 +
|-
 +
| 43
 +
| Damage*2
 +
|-
 +
| 44
 +
| Crate Spy
 +
|-
 +
| 45
 +
| Double Turn Time
 +
|-
 +
| 46
 +
| Crate Shower
 
|-
 
|-
 +
|}
 +
 +
Related to event '''6D''': '''Player disconnection'''. It's assumed by default that the disconnection happened due to a network drop, however an event '''0D''' preceding this one can provide extended information such as quitting.
 +
{| class="wikitable"
 +
!Type
 +
!Description
 +
|-
 +
| 01
 +
| Player disconnected due to a network drop
 +
|-
 +
| 02
 +
| Player is disconnecting due to a network drop
 +
|-
 +
| 03
 +
| Player is being disconnected due to desynchronisation
 +
|-
 +
| 04
 +
| Player is being disconnected due to timeout on receive
 +
|-
 +
| 05
 +
| Player is being disconnected due to timeout on send
 +
|}
 +
 +
 +
Related to events '''70'''-'''73''': '''Various player information'''. It's mostly unknown.
 +
{| class="wikitable"
 +
!Type
 +
!Description
 +
|-
 +
| 01
 +
| Unknown, and the data size seems to stay consistently at 0x0B.
 +
|-
 +
| 02
 +
| A player has reported that another player desynchronized.
 +
|-
 +
| 06
 +
| A bunch of unknown, differently-sized data from W:A v3.7 and newer, usually in the beginning of the game.
 
|}
 
|}
  
Line 421: Line 588:
  
 
The tool-assisted versions of W:A save replays in an encrypted format, which is playable only with the tool-assisted version. Only Deadcode can decrypt them, thus making them playable with normal versions of W:A.
 
The tool-assisted versions of W:A save replays in an encrypted format, which is playable only with the tool-assisted version. Only Deadcode can decrypt them, thus making them playable with normal versions of W:A.
 +
 +
== Export Log ==
 +
A log file can be extracted from a replay file to give a text representation of what happens in the replay. The log file includes:
 +
 +
*The date and time that the game was played, GMT
 +
*The game version with which the game was played
 +
*Mission number and name, if applicable
 +
*A list of the players involved, the colours they played as, the names of the teams they used, and any CPU teams involved (and their skill levels)
 +
*A chronologically-ordered list of things that happened in the game, including:
 +
**Comments made by players in the chat window
 +
**Turn starts
 +
**Weapon shots (with some details e.g. herd number; fuse time; bounce; jetpack fuel used etc.)
 +
**Health deductions (not including poison)
 +
**Turn endings (including time used and retreat time used)
 +
**End of game
 +
*Total time used by each team, split into turn time and retreat time
 +
*Mission result, if applicable
 +
*Round number
 +
*Round time
 +
*Total game time
 +
*Total worms killed
 +
*Total health lost
 +
*Name of the team which won the game
 +
*Name of the "worm of the round"
 +
*Name of the worm that dealt the most damage with one shot
 +
*Match awards
 +
 +
== Extracting maps ==
 +
The '''Extract Map''' command will extract the map in the appropriate file format (.png for [[colour map]]s, and .bit/.lev for [[Monochrome map (.bit, .lev)|monochrome maps and auto-generated terrain maps]]). If you need to extract a colour map in a common format for any map type, you can use the '''Export LOG''' command (<code>WA.exe /getlog Replay.WAgame</code>) and extract the map pixels from the [[Land Data file]] which was updated by the command.

Latest revision as of 23:16, 29 July 2020

(Up to File formats)

Replay (.WAgame) files were introduced to Worms Armageddon with Deadcode's 3.6.19.7 beta update, which was released on 9 February, 2004. The files represent self-contained recordings of games, which can be played on any computer with the corresponding software updates installed.

Recordings of all games played (including offline, mission and training games) are saved automatically to the User\Games folder. File names consist of a date/time stamp, the game type, and the participating players.

The files contain all the information needed to play the replay flawlessly. This includes the game version which was emulated during the game, the map and the scheme, the participating teams (including the custom flags and graves), and the random seed used for random in-game events (such as random initial placement of worms and objects).

File format

A typical replay file consists of a 4-byte header, a map chunk, a settings chunk, and the message (user input) stream.

The file header consists of two signature bytes ("WA"), after which follows a word with the file version. W:A 3.6.26.5 saves replays in the version 12 format (0x000C).

After the header is the map chunk. The map chunk represents a DWORD which represents the chunk's contents' length (chunk length-4, or map length+4), followed by the chunk data. The first DWORD of the chunk's data specifies the map type - it can be 1 for a bitmap (.BIT) monochrome map, 2 for a seed-generated (.LEV) monochrome map, or 3 for a .PNG colour map. The map data follows, its length being the chunk's length - 4.

Following the map data is the settings (initialization) chunk. Its structure:

  • 3 usually null bytes
  • the replay file version (see header), a 2nd time (WORD)
  • the replay date/time in time_t format
  • a null byte
  • game engine version to emulate (0x30 represents 3.6.26.5; 0x4C represents 3.6.28) (DWORD)
  • game type (normal=1, mission=2, training or mission where winning involves a crate=3) (byte)
  • scheme type (usually 0xFF, positive value for intrinsic schemes) (byte)
  • the scheme - see Game scheme file (length is determined by the scheme file format version)
  • initial logic (random) seed (DWORD)
  • blood amount (byte)
  • rope knocking (byte)
  • the game ID (Pascal string)
  • local machine ID (byte)

This is followed by the data about connected machines, and teams.

User Input

Generalities

After the padding mentioned above, the game starts with a Frame 0 checksum. Versions 3.7.0.0 and newer seem to create additional Various player information shortly after this checksum. Versions 3.6.19.15-3.6.29.0 didn't record the passage of time between turns (see Readme): a control spacer was used, so, before advancing into the next turn, the game engine would wait until all pending events were stabilized (Mines triggered, flames falling, animals running, ...). Each turn is divided in frames, at a rate of 50 frames per second. Those frames are seperated by a 02 byte. A frame can be empty, or contain the events happened at that very moment. Each 25 frames, the word 0C 1E is inserted. Its purpose is yet unknown, and it is sometimes followed by a byte ranging from 03 to 07, for unknown reasons too. Each time a weapon is used, a checksum gets inserted into the following frame.

Events

Various events consist of two or more bytes, where the first one is the event itself, and the second one is the team that performed the action. However, it is not possible to change the "Active team" byte to move another worm while it's not his turn. For example, the event 1E corresponds to the left arrow; the event 21 to the down arrow. If the active worm is in the third team, the frame will look like "02 1E 03 21 03" (the end of previous frame, left+down key press of the team #3). Some events are more complex, and require therefore additional arguments. Those are typically inserted before or after the "Active team" byte. Some events take the "machine number" as an argument instead of a team: for example, Machine 0 = Player 1, which is the host of the game. Here is a list of the event codes in the latest replay format, along with their arguments when applicable. Events for older replay formats might be added later.

Code Arguments Event Example
00 Control spacer. Only valid in the replay formats of 3.6.19.15-3.6.29.0, to wait until the next turn. 00
02 Frame end. 02
06 mm Round Finish acknowledgement. mm is the number of the machine. Usually happens in the end of the game. 02 06 00 : Round Finish was acknowledged by Player 1
08 xx xx xx xx zz zz zz zz Checksum. xx is the frame number in which it happened for the active team, and zz is the checksum. 02 08 xx xx xx xx zz zz zz zz
09 zz zz zz zz Frame 0 checksum. 00 09 xx xx xx xx
0C xx zz zz zz zz Unknown. Seems to be ignored by the game. xx is usually 1E or 1F, sometimes 20 in older versions, and zz is a dword usually consisting of the 02 bytes, which can occasionally be different. 02 0C 1E 02 02 02 02
0D mm zz Supplementary disconnection information. mm is the number of the machine, and zz is the information code. See the table below. 02 0D 00 01 - The host of the game is quitting
0F x1 x2 yy [...] 00 Discussion (in chat). [...] is the text string, terminated with a null afterwards. x1 is the real machine who sent the message, x2 is the number of a visually represented (imaginary) sender (FF for anon, normal for everything else), and yy is the receiving machine. See the table below. 02 0F 01 01 FF [...] 00 : Player 2 (machine 1) has sent a public chat message.
11 tt XX XX YY YY Cursor movement. tt is the team number; the XX and YY word values represent the position of the mouse cursor. 02 11 01 8B 06 01 FF : Team 1 has placed the mouse at X = 1675 (0x068B) and Y = -255 (0xFF01)
12 tt zz Orienting a girder. tt is the team number; zz represents the new orientation of the girder. (01-0F) 02 12 01 0B 01 : Team 1 oriented the girder to a long topright inclined girder.
13 tt zz Shifting strike aimer. tt is the team number; zz represents the new orientation of the Aimer. (01 to the right ; FF to the left) 02 13 01 01 : Team 1 oriented the strike aimer to the right (Pressing Left key).
16 xx The end of the game. xx is the reason (see the table below) 02 16 00 : Player ended the game by using Alt+F4.
17 Cut the parachute of a falling crate. This is usually performed instantly.
1A tt Thought bubble : Equivalent to keypress T. tt is the team number. 02 1A 01 : Team 2 displayed a Thought Bubble over controlled worm.
1B xx Unknown event with 1 unknown argument.
1E tt Left arrow (in all its in-game usages). tt is the team number. 02 1E 02 21 02 : Team 2 had Left+Down pressed in that frame.
1F tt Right arrow. tt is the team number.
20 tt Up arrow (in all its in-game usages). tt is the team number.
21 tt Down arrow. tt is the team number.
24 tt Release (unmount) of the ninja rope; Forward Jump; Backward jump if used twice (not in the same frame). tt is the team number. 02 24 04 02 02 02 02 24 04 02 02 : Team 4 pressed Enter twice, with a 3 frames interval, to backjump
25 tt Upward jump; Backflip if used twice (not in the same frame). tt is the team number. 02 25 04 02 02 02 02 24 04 02 02 : Team 4 pressed Backspace-Enter, with a 3 frames interval, to backjump
26 tt Usage (launch) of a weapon: from the ground, via a teleport/strike click, or from any utility (rope, parachute, ...) allowing weapon drops. It can appear several times for weapons having multiple shots (guns, rope, ...), but not in the same frame. It triggers a checksum except in the case of a ninja rope being re-fired from the air (depends on various factors). tt is the team number. 02 26 01 02 08 tt yy 00 00 zz zz zz zz 02 20 01 02 20 01 02 20 01 02 20 01 02 20 01 02 24 01 02 26 01 : Team 1 fires the ninja rope, causing a checksum, then shortens it during 5 frames, then releases it and fires it again. The second firing won't generate any checksum.
27 tt Release of a power-managed weapon: e.g. Bazooka, Grenade, and anything else that requires you to hold the spacebar for getting a power increase. tt is the team number. 02 26 02 02 02 02 02 02 02 02 27 02 : Team 2 presses space to fire a bazooka, and releases space 7 frames later. tt is the team number. (Note the possible confusion between frame separator 02 and "Active team" 02.)
2B tt Team got forced out. tt is the number of the team; a value out of range like 0 will apparently just produce a "coward" sound without doing anything. The extended information about this is provided by the event 6D, which, in its turn, is also feeded by 0D. If either of those are missing, it's assumed that the team got forced out due to a possible message injection. 02 2B 01 : Team 1 got forced out
2C tt A self-managed weapon trigger (Sheep, Skunk, ...) after having launched it. tt is the team number. 02 2C 01 02 02 02 2C 01 : Team 1 has its skunk start to fart, then makes it explode 3 frames later.
2D tt Direct the flying Sheep to the left. tt is the team number.
2E tt Direct the flying Sheep to the right. tt is the team number. 02 2E 01 02 2E 01 02 02 2D 01 02 2D 01 : Team 1 Turns the flying sheep to the right during 2 frames, waits one frame, then turns to the left during 2 frames
2F ww nn Setting fuse (grenades and related weapons). ww represents both the team and worm (as detailed in event 32) and nn is the fuse, from which 1 is substracted (00-04). 02 33 21 06 01 02 2F 21 04 : First worm of the second team (21) selects a grenade (06) and sets its fuse to 5s (04)
30 ww nn Setting herd size (cows and related weapons). ww represents both the team and worm (as detailed in event 32) and nn is the size of the herd (01-06). 02 33 21 34 01 02 30 21 02 : First worm of the second team (21) selects a Mad Cow (34) and sets its Herd size to 2 cows (02)
31 ww nn Setting the height of bounciness (grenades and related weapons). ww represents both the team and worm (as detailed in event 32) and nn is the bounciness power (00 for MIN and 01 for MAX). 02 33 21 06 01 02 2F 21 00 02 31 21 01 : First worm of the second team (21) selects a Grenade (06), sets its fuse to 1s (00), and it's bounce height to MAX (01)
32 ww ?? zz XX XX YY YY Mouse click: ww represents both the team number and worm number, zz represents the event involved by the click, XX and YY are the coordinates. 02 32 23 01 01 XX XX YY YY 26 02 : Team 2 (nn = 02) places (zz=01 : initial placement) the 3rd worm of the 2nd team (ww = 23) at the related X and Y coordinates. This triggers a checksum (due to the event 26 being in there too)
33 ww zz ?? Weapon selection. ww represents both the team number and worm number (the same way ww from event 32 does) and zz is the weapon code. 02 33 14 0B 01 : the 4th worm of team 1 selects a Shotgun (zz=0B)
3A Sudden Death. It is in fact triggered before the start of the next team's turn.
43 tt Worm selection (via the Tab key). When rolling arrows above the worm are active, the control will be given to the next worm in the team. Might be present several times within one frame. tt is the team number.
62 tt Pressing Shift. tt is the team number.
6B xx zz zz zz zz Unknown. Seems to be ignored by the game.
6C Spurious Extra Frame (will probably cause a desynchronisation). Inserts an extra frame.
6D mm zz Player disconnection. mm is the number of the machine. Event 0D happened prior to this one provides extended disconnection information (otherwise it's assumed as a network drop). zz is the type of the disconnection (see the table below). 02 6D 00 01 : Player 1 is disconnecting due to a network drop
70-73 mm ss zz [...] Various player information. m is the number of the machine, ss is the size of the data (in [...]), and zz is the type of such information (see the table below). If the size exceeds FF, then the second digit of 70 may contain the high-order digit (e.g. 71), however it's uncertain how it behaves beyond 73 since 74 is occupied.
74 mm zz zz zz A Skipped Packet possibility. mm is the number of the machine, and zz is the index jump value (apparently a 24-bit integer).

Tables

Related to event 0D: Supplementary disconnection information. The valid types are described below.

Type Description
01 Player is quitting
02 Player disconnected due to timeout
04 Player disconnected due to desynchronisation
05 Invalid data received from the player

Related to event 0F: Game chat.

Receiver Meaning
FF Public chat. The message appears as anonymous if the imaginary sender is also FF.
FE A /me action.
10-15 Red, Blue, Green, Yellow, Purple, Cyan team chat respectively.
Others This is a PM to the respective machine (usually in the range 0-6).

Related to event 16: The end of the game.

Type Description
00 User quit with Alt+F4
01 User quit
02 User draw
03 The game ended normally, unless this happened prior to the end of the round (in which case it's assumed as an Alt+F4 quit)
Others Assumed as User quit with Alt+F4

Related to event 32: Mouse click.

Type Purpose
01 Initial worm placement, strike aiming
0B Girder placement

Related to event 33: Weapon selection. The order of the weapons is just like in the grid appearing in-game, with the F5 row having 6 actual weapons, and the utilities being in the end. Instant utilities can't technically be used because their ammo drains immediately once a team holding such a weapon in its possessions starts a turn.

Related to event 6D: Player disconnection. It's assumed by default that the disconnection happened due to a network drop, however an event 0D preceding this one can provide extended information such as quitting.

Type Description
01 Player disconnected due to a network drop
02 Player is disconnecting due to a network drop
03 Player is being disconnected due to desynchronisation
04 Player is being disconnected due to timeout on receive
05 Player is being disconnected due to timeout on send


Related to events 70-73: Various player information. It's mostly unknown.

Type Description
01 Unknown, and the data size seems to stay consistently at 0x0B.
02 A player has reported that another player desynchronized.
06 A bunch of unknown, differently-sized data from W:A v3.7 and newer, usually in the beginning of the game.

Security

The format incorporates periodic checksums, embedded into specific actions. This allows to detect modifications to the replay, causing warning messages during playback.

The tool-assisted versions of W:A save replays in an encrypted format, which is playable only with the tool-assisted version. Only Deadcode can decrypt them, thus making them playable with normal versions of W:A.

Export Log

A log file can be extracted from a replay file to give a text representation of what happens in the replay. The log file includes:

  • The date and time that the game was played, GMT
  • The game version with which the game was played
  • Mission number and name, if applicable
  • A list of the players involved, the colours they played as, the names of the teams they used, and any CPU teams involved (and their skill levels)
  • A chronologically-ordered list of things that happened in the game, including:
    • Comments made by players in the chat window
    • Turn starts
    • Weapon shots (with some details e.g. herd number; fuse time; bounce; jetpack fuel used etc.)
    • Health deductions (not including poison)
    • Turn endings (including time used and retreat time used)
    • End of game
  • Total time used by each team, split into turn time and retreat time
  • Mission result, if applicable
  • Round number
  • Round time
  • Total game time
  • Total worms killed
  • Total health lost
  • Name of the team which won the game
  • Name of the "worm of the round"
  • Name of the worm that dealt the most damage with one shot
  • Match awards

Extracting maps

The Extract Map command will extract the map in the appropriate file format (.png for colour maps, and .bit/.lev for monochrome maps and auto-generated terrain maps). If you need to extract a colour map in a common format for any map type, you can use the Export LOG command (WA.exe /getlog Replay.WAgame) and extract the map pixels from the Land Data file which was updated by the command.

Personal tools