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Difference between revisions of "40d:Tile types in DF memory"

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[[Category:Hacking]]
 
[[Category:Hacking]]
 
'''NOTE: This has been moved to Google Docs: http://spreadsheets.google.com/pub?key=ppHCNfNceTrmxbXWDzf9aXg'''
 
  
 
This page lists the meaning of the various type ids in DF memory. The location of the type ids is recorded here: [[User:Rick/Memory_research#Data_Block|Rick's memory research]].
 
This page lists the meaning of the various type ids in DF memory. The location of the type ids is recorded here: [[User:Rick/Memory_research#Data_Block|Rick's memory research]].
Line 11: Line 9:
 
Also note that, since there is a truckload to cover here, i will be happy about any kind of input from others and donations of savegames, the more varied and expansive, the better.
 
Also note that, since there is a truckload to cover here, i will be happy about any kind of input from others and donations of savegames, the more varied and expansive, the better.
  
{| border="1" cellpadding="2" width="100%"
+
'''NOTE: This has been moved to Google Docs: http://spreadsheets.google.com/pub?key=ppHCNfNceTrmxbXWDzf9aXg'''
|-
 
! ID
 
! Name
 
! ASCII
 
! Colour
 
! background
 
! Tex-X
 
! Tex-Y
 
 
 
|-
 
| 1
 
| Flint slope
 
| [ramp]
 
| dark grey
 
|
 
| 14/15
 
| 1
 
 
 
|-
 
| 2
 
| full murky pool
 
| [water symbol]
 
| blue
 
|
 
| 7
 
| 15
 
 
 
|-
 
| 24
 
| Tree
 
| [various tree symbols]
 
| dark green
 
|
 
| 8
 
| 1
 
 
 
|-
 
| 32
 
| Open Space
 
| [nothing]
 
| none
 
|
 
| 0
 
| 0
 
 
 
|-
 
| 34
 
| Shrub
 
| "
 
| dark green
 
|
 
| 2
 
| 2
 
 
 
|-
 
| 219
 
| Rough-hewn flint wall
 
| [solid wall symbol]
 
| dark grey
 
|
 
| 2
 
| 11
 
 
 
|-
 
| 231
 
| Larch Sapling
 
| [Sapling symbol]
 
| dark green
 
|
 
| 7
 
| 14
 
 
 
|-
 
| 235
 
| Grassy Slope
 
| [ramp]
 
| bright green
 
|
 
| 14/15
 
| 1
 
 
 
|-
 
| 236
 
| Grassy Slope
 
| [ramp]
 
| dark green
 
|
 
| 14/15
 
| 1
 
 
 
|-
 
| 237
 
| Flint slope
 
| [ramp]
 
| dark grey
 
|
 
| 14/15
 
| 1
 
 
 
|-
 
| 241
 
| Sandy Loam slope
 
| [ramp]
 
| bright yellow
 
|
 
| 14/15
 
| 1
 
 
 
|-
 
| 265
 
| Sandy loam wall
 
| [sand]
 
| dark yellow
 
| bright yellow
 
| 0
 
| 11
 
 
 
|-
 
| 336
 
| Flint
 
| ´
 
| dark grey
 
|
 
| 7
 
| 2
 
 
 
|-
 
| 337
 
| Flint
 
| ,
 
| dark grey
 
|
 
| 12
 
| 2
 
 
 
|-
 
| 338
 
| Flint
 
| `
 
| dark grey
 
|
 
| 0
 
| 6
 
 
 
|-
 
| 339
 
| Flint
 
| .
 
| dark grey
 
|
 
| 14
 
| 2
 
 
 
|-
 
| 348
 
| Grass
 
| ´
 
| dark green
 
|
 
| 7
 
| 2
 
 
 
|-
 
| 349
 
| Grass
 
| ,
 
| dark green
 
|
 
| 12
 
| 2
 
 
 
|-
 
| 350
 
| Grass
 
| `
 
| dark green
 
|
 
| 0
 
| 6
 
 
 
|-
 
| 351
 
| Grass
 
| .
 
| dark green
 
|
 
| 14
 
| 2
 
 
 
|-
 
| 352
 
| Sandy Loam
 
| ´
 
| bright yellow
 
|
 
| 7
 
| 2
 
 
 
|-
 
| 353
 
| Sandy Loam
 
| ,
 
| bright yellow
 
|
 
| 12
 
| 2
 
 
 
|-
 
| 354
 
| Sandy Loam
 
| `
 
| bright yellow
 
|
 
| 0
 
| 6
 
 
 
|-
 
| 355
 
| Sandy Loam
 
| .
 
| bright yellow
 
|
 
| 14
 
| 2
 
 
 
|-
 
| 373
 
| brook (water surface)
 
| [water symbol]
 
| blue
 
|
 
| 7
 
| 15
 
 
 
|-
 
| 381
 
| brook (below water)
 
| [water symbol]
 
| bright teal
 
|
 
| 7
 
| 15
 
 
 
|-
 
| 398
 
| Grass
 
| ´
 
| bright green
 
|
 
| 7
 
| 2
 
 
 
|-
 
| 399
 
| Grass
 
| ,
 
| bright green
 
|
 
| 12
 
| 2
 
 
 
|-
 
| 400
 
| Grass
 
| `
 
| bright green
 
|
 
| 0
 
| 6
 
 
 
|-
 
| 401
 
| Grass
 
| .
 
| bright green
 
|
 
| 14
 
| 2
 
 
 
|-
 
| 402
 
| Flint Boulder
 
| [eternity symbol]
 
| dark grey
 
|
 
| 12
 
| 14
 
 
 
|-
 
| 405
 
| Flint Pebbles
 
| ´
 
| dark grey
 
|
 
| 7
 
| 2
 
 
 
|-
 
| 406
 
| Flint Pebbles
 
| ,
 
| dark grey
 
|
 
| 12
 
| 2
 
 
 
|-
 
| 407
 
| Flint Pebbles
 
| `
 
| dark grey
 
|
 
| 0
 
| 6
 
 
 
|-
 
| 408
 
| Flint Pebbles
 
| .
 
| dark grey
 
|
 
| 14
 
| 2
 
 
 
|-
 
| 440
 
| Rough-hewn magnetite wall
 
| tilde
 
| dark grey
 
| bright grey
 
| 14
 
| 7
 
 
 
|}
 

Revision as of 09:13, 31 July 2008


This page lists the meaning of the various type ids in DF memory. The location of the type ids is recorded here: Rick's memory research.

Each ID is listed as an unsigned integer, name is the name displayed ingame, ascii is the symbol used ingame, colour is the colour i've seen used in displaying the foreground in that tile and background is the colour used to render the background, if it is not black. Tex-X and Tex-Y are the coordinates of the tile used from the main texture file, beginning with 0,0 in the top-left.

Note that some tile types cover multiple actual representations, like different trees, up/down ramps, etc. For that reason some names are slightly changed and some tiles have multiple coordinates.

Also note that, since there is a truckload to cover here, i will be happy about any kind of input from others and donations of savegames, the more varied and expansive, the better.

NOTE: This has been moved to Google Docs: http://spreadsheets.google.com/pub?key=ppHCNfNceTrmxbXWDzf9aXg