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Houses.dat Guide

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JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 13 May 2009, 16:19

I've checked which parts of the houses.dat weren't decoded yet, and coincidentally I found the pig/horse textures(didn't know they were at the beginning of the file, but I couldn't find any sound added to them...

Now I will post the complete information of houses.dat.

PigHorsesAnim:array[1..30] of record
Step:array[1..30]of smallint;
Count:smallint;
MoveX,MoveY:integer;
end;
array[1..HOUSE_COUNT] of packed record
StonePic,WoodPic,WoodPal,StonePal:smallint;
SupplyIn:array[1..4,1..5]of smallint;
SupplyOut:array[1..4,1..5]of smallint;
Anim:array[1..19] of record
Step:array[1..30]of smallint;
Count:smallint;
MoveX,MoveY:integer;
end;
WoodPicSteps,StonePicSteps:word;
AlwaysZero:smallint;
EntranceOffsetX,EntranceOffsetY:shortint;
EntranceOffsetXpx,EntranceOffsetYpx:shortint;
BuildArea:array[1..10,1..10]of shortint;
WoodCost,StoneCost:byte;
BuildSupply:array[1..12] of record MoveX,MoveY:integer; end;
AreaSizeInclSurrounding,SizeArea:smallint;
SizeX,SizeY,sx2,sy2:shortint;
WorkerWork,WorkerRest:smallint;
ResInput,ResOutput:array[1..4]of shortint;
ResProductionX:shortint;
MaxHealth,Sight:smallint;
OwnerType:shortint;
SoundIndices:array[1..12] of shortlint;
SoundTexture:array[1..12]of smallint;
end;
All of this should add up to the 51,052 bytes the file contains, so it is officially 100 % decoded!

And later this week I'll check if I can find anything in units.dat
<<

JBSnorro

Barbarian

Posts: 106

Joined: 20 Nov 2007, 23:00

Post 17 May 2009, 15:13

So, I've searced the unit.dat and have found some of the soundindices(only the laborers, stonemasons, woodcutters and farmers).
They are located in the Stat2 Krom talks about in this topic.

The Stat2 equals the sound data for the houses.dat, namely the corresponding

SoundIndices:array[1..12] of shortlint;
SoundTexture:array[1..12]of smallint;


And I've searched for the meaning of x9 in Stat1, but haven't been able to find it. I've practically assigned every value to every unit, but I didn't notice any change whatsoever.
For x7 and x10 I did find a meaning(although it was probably known already): If x10 equals 1 then the unit has separate textures for the arms and else x10 is 0 and the unit doesn't have separate.
For the citizens x7 is 0, for the miliary units it is 0 when the unit can fire(archers and vehicles).

Anywayz, except for the x9 in stat1 the entire unit.dat is decoded....
So there are only 30 bytes out of 339498 unknown, so I'd say: 100 % decoded!

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