Difference between revisions of "Monochrome map (Worms 2)"

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The header has been partially reversed. This has not been tested on too many levels, so it should be taken with a pinch of salt:
 
The header has been partially reversed. This has not been tested on too many levels, so it should be taken with a pinch of salt:
  
0x00 and 0x01 are both 0x01 if open, and 0x02 if cavern. If it is set to <random>, it goes 0x00 0x01.
+
{| class="wikitable"
 +
|-
 +
! Offset
 +
! Length
 +
! Description
 +
|-
 +
| 0x00
 +
| 2
 +
| 0x01 0x01 if the terrain is open, 0x02 0x02 if the terrain is cavern, 0x00 0x01 if the terrain is <Random>.
 +
|-
 +
| 0x02
 +
| 4
 +
| Unknown, but presumably similar to below but with the terrain generation seed, not the object seed. If the seed cannot be represented like this, see the first string slot.
 +
|-
 +
| 0x06
 +
| 4
 +
| The object generation seed in hex, little-endian (so if the code in game is 05437645, this will read 45764305). If the seed cannot be represented like this, see the first string slot.
 +
|-
 +
| 0x0A
 +
| 4
 +
| Unknown, presumably a 32-bit little-endian integer, but more investigation required.
 +
|-
 +
| 0x0E
 +
| 4
 +
| Unknown, presumably a 32-bit little-endian integer, but more investigation required.
 +
|-
 +
| 0x12
 +
| 4
 +
| The object count, from 0x00 (min) to 0x64 (max), represented as a 32-bit little-endian integer (presumably), which is odd since only the first byte is required.
 +
|-
 +
| 0x16
 +
| Varies
 +
| [http://en.wikipedia.org/wiki/String_(computer_science)#Representations Pascal-style string] with the terrain seed. (I assume the specifics of when and when not this exists is similar to below, but since the game does not generate seeds for its own hex format, it's hard to judge whether or not this is the case)
 +
|-
 +
| Varies
 +
| Varies
 +
| Object generation seed, if it cannot be represented in 4 hex bytes. If it can be represented in 4 hex bytes, this is empty (length byte is 0x00 and it goes straight onto the next string). It is unknown whether this is converted into the hex using some algorithm, or if the hex is completely ignored if this is present, though I suspect it is the former, since the hex changes.
 +
|-
 +
| Varies
 +
| Varies
 +
| Name of level. In most cases, this will be the same as the filename but without the .lev suffix.
 +
|-
 +
| Varies
 +
| 1
 +
| 0x01 if the terrain is edited, 0x00 if seeded and not edited
 +
|-
 +
| Varies
 +
| Varies
 +
| The name of the level style. Exactly as displayed in the drop-down.
 +
|-
 +
| Varies
 +
| Varies
 +
| The name of the water colour, with an initial captital letter, and the rest lower case. They can be: Red, Blue, Green, Purple, Yellow.
 +
|-
 +
| Varies
 +
| 4
 +
| 0x80 0x07 0xB8 0x02 (only when edited, magic bytes)
 +
|-
 +
| Varies
 +
| 167040
 +
| Data
 +
|}
  
Next four bytes (0x02 to 0x05) are unknown, probably the terrain generation seed in hex, little-endian.
+
If the terrain is purely seeded, then other than what was mentioned above, after the last string, there is a lot more data, but not enough to describe the entire map. What the rest of the data is is unknown.
 
+
0x06 to 0x09 is the object generation seed in hex, little-endian (so if the code in game is 05437645, this will read 45764305)
+
 
+
0x0A to 0x11 are unknown, but at least 0x0E appears to change, and 0x0A might. The rest appear to just be 0x00
+
 
+
0x12 is the object count, a value from 0x00 (min) to 0x64 (max)
+
 
+
0x13 to 0x15 are unknown, presumed always 0x00
+
 
+
There are 5 slots for Pascal-style ASCII (TODO: Find out which type) strings (length first, then the string). The first one starts at 0x16. After the 3rd one, there is an 0x01 (?, more investigation required). After the 5th one, there is an 0x80 0x07 0xB8 0x02 (again, more investigation required).
+
 
+
The string slots go as follows:
+
 
+
The terrain seed (I assume it's the same sort of thing as below, but the game doesn't generate seeds that it can fit into its own hex format, so it's hard to judge).
+
 
+
Object generation seed, if it cannot be represented in 4 hex bytes. If it can be represented in 4 hex bytes, this is empty (length byte is 0x00 and it goes straight onto the next string). It is unknown whether this is converted into the hex using some algorithm, or if the hex is completely ignored if this is present, though I suspect it is the former, since the hex changes.
+
 
+
Name of level. In most cases, this will be the same as the filename but without the .lev suffix. Next comes 0x01, as mentioned above.
+
 
+
The name of the level style. As displayed in the drop-down
+
 
+
The name of the water colour, with an initial captital letter, and the rest lower case. They can be: Red, Blue, Green, Purple, Yellow.
+
 
+
And those "magic bytes" above.
+
 
+
Then the data.
+
 
+
If the terrain is purely seeded, then after the last string, there is a lot more data, and there isn't the last 4 magic bytes before the data. Also, the byte after the 3rd string is 0x00, not 0x01. What the rest of the data is is unknown.
+
  
 
{{stub}}
 
{{stub}}

Revision as of 09:10, 13 April 2009

(Up to File formats)

Worms 2 maps (monochrome maps) are gzipped binary files, in most cases with invalid CRCs (so gzip itself cannot be used to extract them). After a header containing the map parameters, the map data follows as a 1-bit-per-pixel bitmap. This will convert the data into a .bmp: http://dump.thecybershadow.net/6c2fbb5e21fd07834c9ed7dd839fe9e8/draw.dpr

The header has been partially reversed. This has not been tested on too many levels, so it should be taken with a pinch of salt:

Offset Length Description
0x00 2 0x01 0x01 if the terrain is open, 0x02 0x02 if the terrain is cavern, 0x00 0x01 if the terrain is <Random>.
0x02 4 Unknown, but presumably similar to below but with the terrain generation seed, not the object seed. If the seed cannot be represented like this, see the first string slot.
0x06 4 The object generation seed in hex, little-endian (so if the code in game is 05437645, this will read 45764305). If the seed cannot be represented like this, see the first string slot.
0x0A 4 Unknown, presumably a 32-bit little-endian integer, but more investigation required.
0x0E 4 Unknown, presumably a 32-bit little-endian integer, but more investigation required.
0x12 4 The object count, from 0x00 (min) to 0x64 (max), represented as a 32-bit little-endian integer (presumably), which is odd since only the first byte is required.
0x16 Varies Pascal-style string with the terrain seed. (I assume the specifics of when and when not this exists is similar to below, but since the game does not generate seeds for its own hex format, it's hard to judge whether or not this is the case)
Varies Varies Object generation seed, if it cannot be represented in 4 hex bytes. If it can be represented in 4 hex bytes, this is empty (length byte is 0x00 and it goes straight onto the next string). It is unknown whether this is converted into the hex using some algorithm, or if the hex is completely ignored if this is present, though I suspect it is the former, since the hex changes.
Varies Varies Name of level. In most cases, this will be the same as the filename but without the .lev suffix.
Varies 1 0x01 if the terrain is edited, 0x00 if seeded and not edited
Varies Varies The name of the level style. Exactly as displayed in the drop-down.
Varies Varies The name of the water colour, with an initial captital letter, and the rest lower case. They can be: Red, Blue, Green, Purple, Yellow.
Varies 4 0x80 0x07 0xB8 0x02 (only when edited, magic bytes)
Varies 167040 Data

If the terrain is purely seeded, then other than what was mentioned above, after the last string, there is a lot more data, but not enough to describe the entire map. What the rest of the data is is unknown.


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