Team file
From Worms Knowledge Base
Contents
File Format (Worms Armageddon)
Worms Armageddon stores team files with a WGT extension.
File Header
Offset | Size | Type | Description |
---|---|---|---|
00 | 4 | char[4] | Signature. The magic number used to identify the WGT file, being a 0-terminated string. Hex: 0x57475400, ASCII: "WGT\0" |
04 | 1 | byte | Unknown (a version number?) |
05 | 1 | ubyte | Number of teams The number of teams in the file. |
06 | 1 | byte | Utility upgrade cheats Bitmask: 1 = Laser Sight, 2 = Fast Walk, 4 = Invisibility, 8 = Low Gravity, 16 = Jetpack |
07 | 1 | byte | Weapon upgrade cheats Bitmask: 1 = Grenade, 2 = Shotgun, 4 = Banana Bomb, 8 = Longbow, 16 = Aqua Sheep |
08 | 1 | byte | Game cheats Bitmask: 1 = God Worms, 2 = Blood, 4 = Sheep Heaven |
09 | 1 | byte | Indestructible terrain and Full Wormage scheme: 0 = no, 1 = yes |
0A | 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 | Use Custom Fanfare Values: 0x00 = use player's country fanfare, 0x01 = use selected one as stored in Fanfare Name. |
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 | long[7] | Unknown, seemingly random dword values. |
1 | byte | Unknown |
File Format (Worms World Party)
The team files created by Worms World Party are very similar to those of Worms Armageddon, but differ naturally to store new features like Points for Weapons settings and the fort of the team, aswell as bigger arrays for mission times and stats since Worms World Party offers more of them.
Worms World Party stores team files with a WWP extension.
File Header
Offset | Size | Type | Description |
---|---|---|---|
00 | 4 | char[4] | Signature. The magic number used to identify the WWP file, being a 0-terminated string. Hex: 0x57575000, ASCII: "WWP\0" |
04 | 1 | byte | Unknown (a version number?) |
05 | 1 | ubyte | Number of teams The number of teams in the file. |
06 | 2 | byte[2] | Unknown, varying values. |
08 | 840 | byte[840] | Unknown, all 0. |
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 | Use Custom Fanfare Values: 0x00 = use player's country fanfare, 0x01 = use selected one as stored in Fanfare Name. |
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 |
360 | ulong[45][2] | Team Mission Status 45 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 | Unknown, mostly non-zero. |
1 | byte | Team Deathmatch Rank |
140 | ulong[35] | Team Training Mission Times (in seconds). There seems to be an unused 35th time as there are only 34 training missions. |
46 | byte[46] | Points for Weapons spent, each byte holding the setting for a specific weapon (s. below for indices into this array). The game does not check if more points were spent than available in-game. |
1 | byte | Fort index as used in the Forts WormPot mode. |
28 | long[7] | Unknown, seemingly random dword values. |
Points for Weapons Indices
The indices pointing to weapons in the Points for Weapons array mentioned above are the same as those of a Game scheme file, but only up to the Invisibility utility, which Suicide Bomber and Worm Select follow (as those have higher indices in a scheme file due to being sorted into it as super weapons). This yields:
Position | Weapon Name |
---|---|
0 | Bazooka |
1 | Homing Missile |
2 | Mortar |
3 | Grenade |
4 | Cluster Bomb |
5 | Skunk |
6 | Petrol Bomb |
7 | Banana Bomb |
8 | Handgun |
9 | Shotgun |
10 | Uzi |
11 | Minigun |
12 | Longbow |
13 | Airstrike |
14 | Napalm Strike |
15 | Mine |
16 | Fire Punch |
17 | Dragon Ball |
18 | Kamikaze |
19 | Prod |
20 | Battle Axe |
21 | Blowtorch |
22 | Pneumatic Drill |
23 | Girder |
24 | Ninja Rope |
25 | Parachute |
26 | Bungee |
27 | Teleport |
28 | Dynamite |
29 | Sheep |
30 | Baseball Bat |
31 | Flame Thrower |
32 | Homing Pigeon |
33 | Mad Cow |
34 | Holy Hand Grenade |
35 | Old Woman |
36 | Sheep Launcher |
37 | Super Sheep |
38 | Mole Bomb |
39 | Jet Pack |
40 | Low Gravity |
41 | Laser Sight |
42 | Fast Walk |
43 | Invisibility |
44 | Suicide Bomber |
45 | Worm Select |
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 with external software (for example, using a team editor 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 which can hide terrain details, such as the Concrete Donkey or MB Bomb) is found annoying by many, and is usually frowned upon.