1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
|
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2 Final//EN">
<html>
<head>
<meta name="Author" content="Marcin Grzegorczyk">
<meta name="Description" content="Structure of OpenTTD (OTTD) landscape arrays">
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<title>OpenTTD Landscape Internals</title>
</head>
<body>
<h3><a name="Landscape">Landscape</a></h3>
<p>
Five attributes hold the information about a tile.
These attributes are referred to as
"<span style="font-weight: bold;">type_height</span>",
"<span style="font-weight: bold;">m1</span>",
"<span style="font-weight: bold;">m2</span>",
"<span style="font-weight: bold;">m3</span>",
"<span style="font-weight: bold;">m4</span>" and
"<span style="font-weight: bold;">m5</span>".
The most important value is the class of a tile, stored in the upper 4 bits of the type_height array.
The lower 4 bits are used to encode the height and slope data.
For a graphical represenation of the tile-layout have a look at <a href="landscape_grid.html">Landscape grid</a> page.
</p>
<p>
OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.
</p>
<table border=1 cellpadding=3>
<tr><th align=left>Class</th><th align=left>Meaning & details of encoding</th></tr>
<tr><td valign=top nowrap><a name="Class0"><tt> 0 </tt></a></td><td>
<ul>
<li>m5 bits 4..0: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>bare land</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>1/3 grass</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td align=left>2/3 grass</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td align=left>full grass</td></tr>
<tr><td nowrap valign=top><tt>07</tt> </td><td align=left>rough land</td></tr>
<tr><td nowrap valign=top><tt>0B</tt> </td><td align=left>rocks</td></tr>
<tr><td nowrap valign=top><tt>0F</tt> </td><td align=left>fields; type of fields in m3 bits 3..0 (legal values: 0 through 9)</td></tr>
<tr><td nowrap valign=top><tt>10</tt> </td><td align=left>1/4 snow</td></tr>
<tr><td nowrap valign=top><tt>11</tt> </td><td align=left>2/4 snow</td></tr>
<tr><td nowrap valign=top><tt>12</tt> </td><td align=left>3/4 snow</td></tr>
<tr><td nowrap valign=top><tt>13</tt> </td><td align=left>full snow</td></tr>
<tr><td nowrap valign=top><tt>15</tt> </td><td align=left>partial desert</td></tr>
<tr><td nowrap valign=top><tt>17</tt> </td><td align=left>full desert</td></tr>
</table>
</li>
<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt> and <tt>10</tt> and above, on wraparound the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased)
<br>(for snow and desert, these bits are not used, tile is updated on every periodic processing)
</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tile (normally <tt>10</tt>)
</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none); bits 4..2: same for the SE border
</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class1"><tt> 1 </tt></a></td><td>
m5 bit 7 clear: railway track
<ul>
<li>m5 bits 0..5: track layout: bit set = track present:
<table>
<tr><td nowrap valign=top>bit 0: </td><td align=left>in the X direction</td></tr>
<tr><td nowrap valign=top>bit 1: </td><td align=left>in the Y direction</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>in the north corner (direction W-E)</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>in the south corner (direction W-E)</td></tr>
<tr><td nowrap valign=top>bit 4: </td><td align=left>in the west corner (direction N-S)</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>in the east corner (direction N-S)</td></tr>
</table></li>
<li>m5 bit 6 set = with signals:
<ul>
<li>m3 bits 7..4: bit set = signal present:
<ul>
<li>For track in the X direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the SW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the NE direction</td></tr>
</table></li>
<li>For track in the Y direction:
<table>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the NW direction</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the SE direction</td></tr>
</table></li>
<li>For tracks in the W-E direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the W direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the E direction on the track in the S corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the W direction on the track in the N corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the E direction on the track in the N corner</td></tr>
</table></li>
<li>For tracks in the N-S direction:
<table>
<tr><td nowrap valign=top>bit 4: </td><td align=left>signal in the S direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 5: </td><td align=left>signal in the N direction on the track in the E corner</td></tr>
<tr><td nowrap valign=top>bit 6: </td><td align=left>signal in the S direction on the track in the W corner</td></tr>
<tr><td nowrap valign=top>bit 7: </td><td align=left>signal in the N direction on the track in the W corner</td></tr>
</table></li>
</ul></li>
<li>m2 bits 7..4: bit clear = signal shows red; same bits as in m3</li>
<li>OpenTTD bits in m4:
<table>
<tr><td nowrap valign=top>bits 2..0: </td><td align=left>type of signal:</td></tr>
<tr><td nowrap valign=top><tt>000</tt>: </td><td align=left>normal signals</td></tr>
<tr><td nowrap valign=top><tt>001</tt>: </td><td align=left>pre-signals</td></tr>
<tr><td nowrap valign=top><tt>010</tt>: </td><td align=left>exit-signals</td></tr>
<tr><td nowrap valign=top><tt>011</tt>: </td><td align=left>combo-signals</td></tr>
<tr><td nowrap valign=top><tt>100</tt>: </td><td align=left>PBS signals</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>set = semaphore signals, clear = light signals</td></tr>
</table></li>
</ul></li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the track
</li>
<li>m2 bits 0..3:
<table>
<tr><td nowrap valign=top><tt>0</tt> </td><td align=left>on bare land</td></tr>
<tr><td nowrap valign=top><tt>1</tt> </td><td align=left>on grass, no fences</td></tr>
<tr><td nowrap valign=top><tt>2</tt> </td><td align=left>fence on the NW side</td></tr>
<tr><td nowrap valign=top><tt>3</tt> </td><td align=left>fence on the SE side</td></tr>
<tr><td nowrap valign=top><tt>4</tt> </td><td align=left>fences on the NW and SE sides</td></tr>
<tr><td nowrap valign=top><tt>5</tt> </td><td align=left>fence on the NE side</td></tr>
<tr><td nowrap valign=top><tt>6</tt> </td><td align=left>fence on the SW side</td></tr>
<tr><td nowrap valign=top><tt>7</tt> </td><td align=left>fences on the NE and SW sides</td></tr>
<tr><td nowrap valign=top><tt>8</tt> </td><td align=left>fence on the E side (track in the W corner)</td></tr>
<tr><td nowrap valign=top><tt>9</tt> </td><td align=left>fence on the W side (track in the E corner)</td></tr>
<tr><td nowrap valign=top><tt>A</tt> </td><td align=left>fence on the S side (track in the N corner)</td></tr>
<tr><td nowrap valign=top><tt>B</tt> </td><td align=left>fence on the N side (track in the S corner)</td></tr>
<tr><td nowrap valign=top><tt>C</tt> </td><td align=left>on snow or desert</td></tr>
</table></li>
<li>m4 bits 0..3 = <a name="TrackType">track type</a>: <tt>0</tt> - conventional railway, <tt>1</tt> - monorail, <tt>2</tt> - maglev
<li>m4 bits 4..7 = Pbs reserved status:
<table>
<tr><td nowrap valign=top><tt>bits 4..6</tt> </td><td align=left>'Track'number of reserved track + 1, if this is zero it means nothing is reserved on this tile</td></tr>
<tr><td nowrap valign=top><tt>bit 7</tt> </td><td align=left>If this is set, then the opposite track ('Track'number^1) is also reserved</td></tr>
</table></li>
</ul>
m5 bits 7 and 6 set: railway depot / checkpoints
<ul>
<li>m5 value C0..C3: railway depot
<br>m5 bits 1..0 - direction: exit towards: <tt>00</tt> = NE, <tt>01</tt> = SE, <tt>02</tt> = SW, <tt>03</tt> = NW</li>
<li>m5 value C4..C5: checkpoint
<br>bit 0: clear = in X direction, set = in Y direction
<br>
<br>
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot / checkpoint</li>
<li>m2: For waypoints, index into the array of waypoints.</li>
<li>m3 bits 0..3 = <a href="#TrackType">track type</a></li>
<li>m3 bit 4 = use custom sprite (valid only for the checkpoint)</li>
<li>m3 bit 6 = track on this tile is reserved by pbs</li>
<li>m4 bits 0..3 = ground type, as per m2 bits 0..3 for railway tiles.</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class2"><tt> 2 </tt></a></td><td>
m5 bits 7..4 clear: road
<ul>
<li>m5 bits 3..0: road layout: bit set = road piece present:
<table>
<tr><td nowrap valign=top>bit 0: </td><td align=left>NW piece</td></tr>
<tr><td nowrap valign=top>bit 1: </td><td align=left>SW piece</td></tr>
<tr><td nowrap valign=top>bit 2: </td><td align=left>SE piece</td></tr>
<tr><td nowrap valign=top>bit 3: </td><td align=left>NE piece</td></tr>
</table></li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m4 bits 0..3: counter for the roadworks</li>
<li>m4 bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> - paved, <tt>3</tt> - with streetlights, <tt>5</tt> - tree-lined, <tt>6</tt> - on grass with road works, <tt>7</tt> - paved with road works</li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
m5 bit 4 set, bits 7..5 clear: level crossing
<ul>
<li>m5 bit 3: clear - road in the X direction, set - road in the Y direction (railway track always perpendicular)</li>
<li>m5 bit 2: set if crossing lights are on</li>
<li>m5 bit 0: set if rail track is reserved by pbs</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the railway track</li>
<li>m2: Index into the array of towns, 0 for non-town roads</li>
<li>m3 bits 0..7: <a href="#OwnershipInfo">owner</a> of the road</li>
<li>m4 bits 3..0: <a href="#TrackType">track type</a></li>
<li>m4 bits 4..6: <tt>0</tt> - on bare land, <tt>1</tt> - on grass, <tt>2</tt> or higher - paved</li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
m5 bit 5 set: road depot
<ul>
<li>m5 bits 3..0 - direction: exit towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the depot</li>
<li>m4 bit 7 set = on snow or desert (not displayed, but set internally)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class3"><tt> 3 </tt></a></td><td>
Town building
<ul>
<li>m2: Index into the array of towns</li>
<li>m4: <a name="HouseTypes">town building type</a>:
<p><small>Note: In the climate list, 'sub-arctic' means below the <a href="#_snowline">snow line</a>, and 'snow' means above the snow line in the sub-arctic climate.</small></p>
<table>
<tr><th align=left>Type </th><th align=left>Size </th><th align=left>Climates </th><th align=left>Description</th></tr>
<tr><td nowrap valign=top><tt>00</tt> </td><td>1×1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td>1×1</td><td>temperate</td><td align=left>small block of flats</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td>1×1</td><td>temperate</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>04</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>05</tt> </td><td>1×1</td><td>snow</td><td align=left>large office block</td></tr>
<tr><td nowrap valign=top><tt>06</tt> </td><td>1×1</td><td>temperate</td><td align=left>town houses</td></tr>
<tr><td nowrap valign=top><tt>07</tt>..<tt>08</tt> </td><td>1×2</td><td>temperate</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>09</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical </td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>0A</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>fountain</td></tr>
<tr><td nowrap valign=top><tt>0B</tt> </td><td>1×1</td><td>temperate</td><td align=left>park (with a pond)</td></tr>
<tr><td nowrap valign=top><tt>0C</tt> </td><td>1×1</td><td>temperate</td><td align=left>park (with an alley)</td></tr>
<tr><td nowrap valign=top><tt>0D</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block</td></tr>
<tr><td nowrap valign=top><tt>0E</tt>..<tt>10</tt> </td><td>1×1</td><td>temperate</td><td align=left>various types of shops and offices</td></tr>
<tr><td nowrap valign=top><tt>11</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>modern office building</td></tr>
<tr><td nowrap valign=top><tt>12</tt> </td><td>1×1</td><td>temperate</td><td align=left>warehouse</td></tr>
<tr><td nowrap valign=top><tt>13</tt> </td><td>1×1</td><td>temperate</td><td align=left>office block (with spiral stairway on the side)</td></tr>
<tr><td nowrap valign=top><tt>14</tt>..<tt>17</tt> </td><td>2×2</td><td>temperate</td><td align=left>stadium</td></tr>
<tr><td nowrap valign=top><tt>18</tt> </td><td>1×1</td><td>temperate</td><td align=left>old houses</td></tr>
<tr><td nowrap valign=top><tt>19</tt> </td><td>1×1</td><td>temperate</td><td align=left>cottages</td></tr>
<tr><td nowrap valign=top><tt>1A</tt> </td><td>1×1</td><td>temperate</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>1B</tt> </td><td>1×1</td><td>temperate</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>1C</tt> </td><td>1×1</td><td>temperate</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>1D</tt> </td><td>1×1</td><td>temperate</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1E</tt> </td><td>1×1</td><td>temperate, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>1F</tt> </td><td>1×1</td><td>temperate</td><td align=left>theatre</td></tr>
<tr><td nowrap valign=top><tt>20</tt>..<tt>23</tt> </td><td>2×2</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>stadium (modern style)</td></tr>
<tr><td nowrap valign=top><tt>24</tt> </td><td>1×1</td><td>temperate, sub-arctic, sub-tropical</td><td align=left>offices (the modern 'vertical tube' style)</td></tr>
<tr><td nowrap valign=top><tt>25</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>26</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>27</tt> </td><td>1×1</td><td>temperate</td><td align=left>cinema</td></tr>
<tr><td nowrap valign=top><tt>28</tt>..<tt>2B</tt> </td><td>2×2</td><td>temperate</td><td align=left>shopping mall</td></tr>
<tr><td nowrap valign=top><tt>2C</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2D</tt> </td><td>1×1</td><td>snow</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>2E</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>2F</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>30</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>31</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>32</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>33</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>34</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>35</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>36</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>37</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>38</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>39</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3A</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3B</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>3C</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3D</tt> </td><td>1×1</td><td>snow</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>3E</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>3F</tt> </td><td>1×1</td><td>snow</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>40</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>41</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>42</tt>..<tt>43</tt> </td><td>1×2</td><td>sub-arctic</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>44</tt>..<tt>45</tt> </td><td>1×2</td><td>snow</td><td align=left>hotel</td></tr>
<tr><td nowrap valign=top><tt>46</tt> </td><td>1×1</td><td>sub-arctic, sub-tropical</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>47</tt> </td><td>1×1</td><td>snow</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>48</tt> </td><td>1×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>49</tt> </td><td>1×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4A</tt>..<tt>4B</tt> </td><td>2×1</td><td>sub-arctic</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>4D</tt> </td><td>2×1</td><td>snow</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>4E</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (with a tree in a corner)</td></tr>
<tr><td nowrap valign=top><tt>4F</tt>, <tt>50</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses</td></tr>
<tr><td nowrap valign=top><tt>51</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (suburb-type)</td></tr>
<tr><td nowrap valign=top><tt>52</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>53</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>54</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>houses (with two trees in front)</td></tr>
<tr><td nowrap valign=top><tt>55</tt>, <tt>56</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>57</tt>..<tt>58</tt> </td><td>2×1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>59</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>flats</td></tr>
<tr><td nowrap valign=top><tt>5A</tt> </td><td>1×1</td><td>sub-tropical</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>5B</tt> </td><td>1×1</td><td>toyland</td><td align=left>church</td></tr>
<tr><td nowrap valign=top><tt>5C</tt>..<tt>61</tt> </td><td>1×1</td><td>toyland</td><td align=left>various types of toyland houses</td></tr>
<tr><td nowrap valign=top><tt>62</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>63</tt>..<tt>64</tt> </td><td>1×2</td><td>toyland</td><td align=left>houses ('shoe' style)</td></tr>
<tr><td nowrap valign=top><tt>65</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>66</tt> </td><td>1×1</td><td>toyland</td><td align=left>igloo</td></tr>
<tr><td nowrap valign=top><tt>67</tt> </td><td>1×1</td><td>toyland</td><td align=left>tepees</td></tr>
<tr><td nowrap valign=top><tt>68</tt>, <tt>69</tt> </td><td>1×1</td><td>toyland</td><td align=left>shops and offices</td></tr>
<tr><td nowrap valign=top><tt>6A</tt> </td><td>1×1</td><td>toyland</td><td align=left>tall office block</td></tr>
<tr><td nowrap valign=top><tt>6B</tt> </td><td>1×1</td><td>toyland</td><td align=left>statue</td></tr>
<tr><td nowrap valign=top><tt>6C</tt> </td><td>1×1</td><td>toyland</td><td align=left>teapot-house</td></tr>
<tr><td nowrap valign=top><tt>6D</tt> </td><td>1×1</td><td>toyland</td><td align=left>piggy-bank</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -- -- (and I don't mean a walk) -->
</table></li>
<li>m3 bits 7..6: stage of construction (<tt>3</tt> = completed)</li>
<li>m5 bits 2..0: construction counter, for buildings under construction incremented on every periodic tile processing, on wraparound the stage of construction in m3 is increased</li>
<li>for large office blocks (types <tt>04</tt> and <tt>05</tt>):
<ul>
<li>m1 bits 6..0: position of the lift</li>
<li>m1 bit 7: if set the lift is moving</li>
<li>m5 bit 7: if set then m5 bits 5..0 hold the final position of the lift divided by 6 (valid values 0..6 except 1)</li>
</ul></li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class4"><tt> 4 </tt></a></td><td>
Trees
<ul>
<li>m5 bits 7..6: number of trees minus one</li>
<li>m5 bits 2..0: growth status: <tt>0</tt>..<tt>2</tt> - one of trees is growing, <tt>3</tt> - all trees are fully grown, <tt>4</tt>..<tt>6</tt> - one of trees is withering</li>
<li>m3 bits 7..0: type of trees:
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>0B</tt> </td><td align=left>temperate climate trees</td></tr>
<tr><td nowrap valign=top><tt>0C</tt>..<tt>13</tt> </td><td align=left>sub-arctic climate trees</td></tr>
<tr><td nowrap valign=top><tt>14</tt>..<tt>1A</tt> </td><td align=left>rainforest trees</td></tr>
<tr><td nowrap valign=top><tt>1B</tt> </td><td align=left>cactus plants</td></tr>
<tr><td nowrap valign=top><tt>1C</tt>..<tt>1F</tt> </td><td align=left>sub-tropical climate, non-rainforest, non-desert trees</td></tr>
<tr><td nowrap valign=top><tt>20</tt>..<tt>28</tt> </td><td align=left>toyland trees</td></tr>
</table>
(note: the actually displayed set of trees depends on both type and number of trees)
</li>
<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
<li>m4 bits 4..2: type of hedge on the SE border of the tile (1 through 6, or 0=none)</li>
<li>m2 bits 5..4:
<table>
<tr><td nowrap valign=top><tt>0</tt> </td><td align=left>on grass</td></tr>
<tr><td nowrap valign=top><tt>1</tt> </td><td align=left>on rough land</td></tr>
<tr><td nowrap valign=top><tt>2</tt> </td><td align=left>on snow or desert; m2 bits 7..6 - amount of snow or desert (for desert always set to 3 in TTD)
</td></tr>
</table></li>
<li>m2 bits 3..0: update counter, incremented on every periodic processing, on wraparound the growth status is updated (or, if it's <tt>3</tt>, a random action is taken)</li>
<li>m1: <a href="#OwnershipInfo">owner</a> (normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class5"><tt> 5 </tt></a></td><td>
Station tile
<ul>
<li>m5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>07</tt> </td><td align=left>railway station
<br><tt>00</tt>..<tt>01</tt> - open platform, <tt>02</tt>..<tt>03</tt> - open platform with station building, <tt>04</tt>....<tt>07</tt> - roofed platform
<br>bit 0: clear = in X direction, set = in Y direction
</td></tr>
<tr><td nowrap valign=top><tt>08</tt>..<tt>33</tt> </td><td align=left>large airport
<table>
<tr><td nowrap valign=top><tt>0B</tt> </td><td align=left>pad 1</td></tr>
<tr><td nowrap valign=top><tt>16</tt>..<tt>19</tt> </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>1A</tt> </td><td align=left>runway ending</td></tr>
<tr><td nowrap valign=top><tt>1C</tt> </td><td align=left>control tower</td></tr>
<tr><td nowrap valign=top><tt>20</tt> </td><td align=left>hangar</td></tr>
<tr><td nowrap valign=top><tt>21</tt> </td><td align=left>pad 3</td></tr>
<tr><td nowrap valign=top><tt>22</tt> </td><td align=left>pad 2</td></tr>
<tr><td nowrap valign=top><tt>27</tt>..<tt>32</tt> </td><td align=left>radar (animated)</td></tr>
<tr><td nowrap valign=top><tt>33</tt> </td><td align=left>transmitter</td></tr>
</table>
The initial layout of a large airport is (rows in Y direction, columns in X direction):
<pre>
1F 1B 1E 33 26 1A
09 24 0B 0C 0D 16
21 1D 23 0E 0F 17
09 22 0D 11 10 18
09 08 14 13 12 19
20 0A 15 1C 27 1A
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>34</tt>..<tt>41</tt> </td><td align=left>small airport
<table>
<tr><td nowrap valign=top><tt>3A</tt>..<tt>3D</tt> </td><td align=left>field with the wind meter (animated)</td></tr>
<tr><td nowrap valign=top><tt>3E</tt> </td><td align=left>runway south ending</td></tr>
<tr><td nowrap valign=top><tt>3F</tt> </td><td align=left>runway middle</td></tr>
<tr><td nowrap valign=top><tt>40</tt> </td><td align=left>runway north ending</td></tr>
<tr><td nowrap valign=top><tt>41</tt> </td><td align=left>hangar</td></tr>
</table>
The initial layout of a small airport is (rows in Y direction, columns in X direction):
<pre>
36 3A 40
35 39 3F
34 38 3F
41 37 3E
</pre>
</td></tr>
<tr><td nowrap valign=top><tt>42</tt> </td><td align=left>heliport</td></tr>
<tr><td nowrap valign=top><tt>43</tt>..<tt>46</tt> </td><td align=left>lorry loading area;
exit towards: <tt>43</tt> - NE, <tt>44</tt> - SE, <tt>45</tt> - SW, <tt>46</tt> - NW
</td></tr>
<tr><td nowrap valign=top><tt>47</tt>..<tt>4A</tt> </td><td align=left>bus station;
exit towards: <tt>47</tt> - NE, <tt>48</tt> - SE, <tt>49</tt> - SW, <tt>4A</tt> - NW
<tr><td nowrap valign=top><tt>4B</tt> </td><td align=left>oilfield</td></tr>
<tr><td nowrap valign=top><tt>4C</tt>..<tt>51</tt> </td><td align=left>ship dock;
<tt>4C</tt> - SW coast part, <tt>4D</tt> - NW coast part, <tt>4E</tt> - NE coast part, <tt>4F</tt> - SE coast part, <tt>50</tt> - X direction water part, <tt>51</tt> - Y direction water part
<tr><td nowrap valign=top><tt>52</tt> </td><td align=left>buoy</td></tr>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table>
</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the station</li>
<li>m2: index into the <a href="#_StationArray">array of stations</a></li>
<li>m3 bits 0..3: <a href="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
<li>m3 bit 4 = use custom sprite (valid only railway stations FOR NOW)</li>
<li>m3 bit 6 set = track is reserved by pbs (railway stations only)</li>
<li>m4 = custom station id</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class6"><tt> 6 </tt></a></td><td>
<ul>
<li>m5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>water</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>coast or riverbank</td></tr>
<tr><td nowrap valign=top><tt>10</tt>..<tt>1B</tt> </td><td align=left>canal locks
<table>
<tr><td nowrap valign=top><tt>10</tt> </td><td align=left>middle part, (SW-NE direction)
<tr><td nowrap valign=top><tt>11</tt> </td><td align=left>middle part, (NW-SE direction)
<tr><td nowrap valign=top><tt>12</tt> </td><td align=left>middle part, (NE-SW direction)
<tr><td nowrap valign=top><tt>13</tt> </td><td align=left>middle part, (SE-NW direction)
<tr><td nowrap valign=top><tt>14</tt> </td><td align=left>lower part, (SW-NE direction)
<tr><td nowrap valign=top><tt>15</tt> </td><td align=left>lower part, (NW-SE direction)
<tr><td nowrap valign=top><tt>16</tt> </td><td align=left>lower part, (NE-SW direction)
<tr><td nowrap valign=top><tt>17</tt> </td><td align=left>lower part, (SE-NW direction)
<tr><td nowrap valign=top><tt>18</tt> </td><td align=left>upper part, (SW-NE direction)
<tr><td nowrap valign=top><tt>19</tt> </td><td align=left>upper part, (NW-SE direction)
<tr><td nowrap valign=top><tt>1A</tt> </td><td align=left>upper part, (NE-SW direction)
<tr><td nowrap valign=top><tt>1B</tt> </td><td align=left>upper part, (SE-NW direction)
</table>
<tr><td nowrap valign=top><tt>80</tt>..<tt>83</tt> </td><td align=left>ship depots
<table>
<tr><td nowrap valign=top><tt>80</tt> </td><td align=left>ship depot, NE part (X direction)
<tr><td nowrap valign=top><tt>81</tt> </td><td align=left>ship depot, SW part (X direction)
<tr><td nowrap valign=top><tt>82</tt> </td><td align=left>ship depot, NW part (Y direction)
<tr><td nowrap valign=top><tt>83</tt> </td><td align=left>ship depot, SE part (Y direction)
</td></tr>
</table>
</td></tr>
</table></li>
<li>m1: <a href="#OwnershipInfo">owner</a> (for water and coasts normally <tt>11</tt>)</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class7"><tt> 7 </tt></a></td><td>
Void
<p>
Tiles of this class form an invisible, one tile wide border at the south (bottom) edges of the map, so as to protect several algorithms from the consequences of a wraparound at the edges.
</p>
</td></tr>
<tr><td valign=top nowrap><a name="Class8"><tt> 8 </tt></a></td><td>
Industry tile
<ul>
<li>m5: type:
<br><small>(note: this is not the same as the <a href="#industry.type">industry type</a> stored in the <a href="#_IndustryArray">array of industries</a>)</small>
<table>
<tr><td nowrap valign=top><tt>00</tt>..<tt>06</tt> </td><td align=left>coal mine
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>wheel tower when not animated</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>07</tt>..<tt>0A</tt> </td><td align=left>power station
<table>
<tr><td nowrap valign=top><tt>08</tt> </td><td align=left>chimney</td></tr>
<tr><td nowrap valign=top><tt>0A</tt> </td><td align=left>transformer; animation progress in m1 bits 5..2 (valid range <tt>0</tt>..<tt>7</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>0B</tt>..<tt>0F</tt> </td><td align=left>sawmill</td></tr>
<tr><td nowrap valign=top><tt>10</tt>..<tt>11</tt> </td><td align=left>forest
<table>
<tr><td nowrap valign=top><tt>11</tt> </td><td align=left>trees cut down</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>12</tt>..<tt>17</tt> </td><td align=left>oil refinery</td></tr>
<tr><td nowrap valign=top><tt>18</tt>..<tt>1C</tt> </td><td align=left>oil rig</td></tr>
<tr><td nowrap valign=top><tt>1D</tt>..<tt>20</tt> </td><td align=left>oil wells
<table>
<tr><td nowrap valign=top><tt>1D</tt> </td><td align=left>not animated</td></tr>
<tr><td nowrap valign=top><tt>1E</tt>..<tt>20</tt> </td><td align=left>various stages of animation; progress of animation in m1 bits 1..0</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>21</tt>..<tt>26</tt> </td><td align=left>farm</td></tr>
<tr><td nowrap valign=top><tt>27</tt>..<tt>2A</tt> </td><td align=left>factory (temperate climate)</td></tr>
<tr><td nowrap valign=top><tt>2B</tt>..<tt>2E</tt> </td><td align=left>printing works</td></tr>
<tr><td nowrap valign=top><tt>2F</tt>..<tt>33</tt> </td><td align=left>copper ore mine
<table>
<tr><td nowrap valign=top><tt>2F</tt> </td><td align=left>wheel tower when not animated</td></tr>
<tr><td nowrap valign=top><tt>30</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
<tr><td nowrap valign=top><tt>31</tt> </td><td align=left>chimney</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>34</tt>..<tt>39</tt> </td><td align=left>steel mill</td></tr>
<tr><td nowrap valign=top><tt>3A</tt>..<tt>3B</tt> </td><td align=left>bank (temperate climate)</td></tr>
<tr><td nowrap valign=top><tt>3C</tt>..<tt>3F</tt> </td><td align=left>food processing plant</td></tr>
<tr><td nowrap valign=top><tt>40</tt>..<tt>47</tt> </td><td align=left>paper mill</td></tr>
<tr><td nowrap valign=top><tt>48</tt>..<tt>58</tt> </td><td align=left>gold mine
<table>
<tr><td nowrap valign=top><tt>4F</tt> </td><td align=left>wheel tower when not animated</td></tr>
<tr><td nowrap valign=top><tt>58</tt> </td><td align=left>wheel tower when animated; animation state in m1 bits 5..0; m1 bit 6 set = sound already generated</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>59</tt>..<tt>5A</tt> </td><td align=left>bank (sub-arctic or sub-tropical climate)</td></tr>
<tr><td nowrap valign=top><tt>5B</tt>..<tt>63</tt> </td><td align=left>diamond mine</td></tr>
<tr><td nowrap valign=top><tt>64</tt>..<tt>73</tt> </td><td align=left>iron ore mine</td></tr>
<tr><td nowrap valign=top><tt>74</tt></td><td align=left>fruit plantation</td></tr>
<tr><td nowrap valign=top><tt>75</tt></td><td align=left>rubber plantation</td></tr>
<tr><td nowrap valign=top><tt>76</tt>..<tt>77</tt> </td><td align=left>water supply</td></tr>
<tr><td nowrap valign=top><tt>78</tt></td><td align=left>water tower</td></tr>
<tr><td nowrap valign=top><tt>79</tt>..<tt>7C</tt> </td><td align=left>factory (sub-tropical climate)</td></tr>
<tr><td nowrap valign=top><tt>7D</tt>..<tt>80</tt> </td><td align=left>lumber mill</td></tr>
<tr><td nowrap valign=top><tt>81</tt>..<tt>82</tt> </td><td align=left>candyfloss forest
<table>
<tr><td nowrap valign=top><tt>82</tt> </td><td align=left>candyfloss 'trees' cut down</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>83</tt>..<tt>86</tt> </td><td align=left>sweet factory</td></tr>
<tr><td nowrap valign=top><tt>87</tt>..<tt>88</tt> </td><td align=left>battery farm
<table>
<tr><td nowrap valign=top><tt>88</tt> </td><td align=left>batteries 'reaped'</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>89</tt></td><td align=left>cola wells</td></tr>
<tr><td nowrap valign=top><tt>8A</tt>..<tt>8D</tt> </td><td align=left>toy shop</td></tr>
<tr><td nowrap valign=top><tt>8E</tt>..<tt>93</tt> </td><td align=left>toy factory
<table>
<tr><td nowrap valign=top><tt>8F</tt> </td><td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
tile animation is started (m4 zeroed) on the periodic processing if <a href="#industry.didtransform">field <tt>2C</tt></a> in the corresponding industry array entry is nonzero<br>
while the animation is in progress (see the <a href="#_AnimatedTilesList">array at <tt>04328</tt></a>) m4 holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>94</tt>..<tt>9B</tt> </td><td align=left>plastic fountains (various stages of cyclic animation)</td></tr>
<tr><td nowrap valign=top><tt>9C</tt>..<tt>9F</tt> </td><td align=left>fizzy drink factory</td></tr>
<tr><td nowrap valign=top><tt>A0</tt>..<tt>A3</tt> </td><td align=left>bubble generator
<table>
<tr><td nowrap valign=top><tt>A1</tt> </td><td align=left>generators</td></tr>
<tr><td nowrap valign=top><tt>A2</tt> </td><td align=left>bubble capture facility; animation state in m3 (valid range <tt>00</tt>..<tt>27</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>A4</tt>..<tt>A6</tt> </td><td align=left>toffee quarry
<table>
<tr><td nowrap valign=top><tt>A5</tt> </td><td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>45</tt>)</td></tr>
</table>
</td></tr>
<tr><td nowrap valign=top><tt>A7</tt>..<tt>AE</tt> </td><td align=left>sugar mine
<table>
<tr><td nowrap valign=top><tt>AE</tt> </td><td align=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>5F</tt>)</td></tr>
</table>
</td></tr>
<tr><td colspan=2></td></tr> <!-- spacer -->
</table></li>
<li>m2: index into the <a href="#_IndustryArray">array of industries</a>
</li>
<li>m1 bit 7: clear = under construction
<ul>
<li>m1 bits 4..2: construction counter, for buildings under construction incremented on every periodic tile processing
</li>
</ul></li>
<li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around
<br>the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)
</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="Class9"><tt> 9 </tt></a></td><td>
m5 bits 7..4 clear: tunnel entrance/exit
<ul>
<li>m5 bits 3..2: <tt>0</tt> - railway tunnel, <tt>1</tt> - road tunnel</li>
<li>m5 bits 1..0 - direction: entrance towards: <tt>0</tt> = NE, <tt>1</tt> = SE, <tt>2</tt> = SW, <tt>3</tt> = NW</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the tunnel</li>
<li>m3 bits 3..0 = <a href="#TrackType">track type</a> for railway tunnel, must be 0 for road tunnel</li>
<li>m4 bit 7 set = on snow or desert</li>
<li>m4 bit 0 set = track with 'Track'number 0 is reserved by pbs</li>
<li>m4 bit 1 set = track with 'Track'number 1 is reserved by pbs</li>
</ul>
m5 bit 7 set: bridge
<ul><li>
m5 bit 6 clear: bridge ending
<ul>
<li>m5 bit 5: clear - northern, set - southern ending</li>
<li>m3 bits 3..0 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the bridge</li>
</ul>
m5 bit 6 set: bridge middle part
<ul>
<li>m5 bit 5 clear:
<ul>
<li>m5 bits 4..3: land under bridge: <tt>0</tt> - grass, snow or desert, <tt>1</tt> - water</li>
</ul>
m5 bit 5 set:
<ul>
<li>m5 bits 4..3: transport route under bridge: <tt>0</tt> - railway, <tt>1</tt> - road</li>
</ul>
<li>m3 bits 7..4 = <a href="#TrackType">type of track</a> on the bridge, must be 0 for road bridge</li>
<li>m3 bits 3..0 = <a href="#TrackType">type of track</a> under the bridge, if any</li>
<li>m2 bits 3..0: bridge piece (<tt>0</tt>..<tt>5</tt>)
<li>m1: <a href="#OwnershipInfo">owner</a> of the land under bridge</li>
</ul></li>
<li>m5 bits 2..1: <tt>0</tt> - railway bridge, <tt>1</tt> - road bridge</li>
<li>m5 bit 0: clear - bridge in the X direction, set - bridge in the Y direction</li>
<li>m2 bits 7..4: <a name="BridgeType">bridge type</a>:
<table>
<tr><th align=left>Type </th><th align=left>Max. speed (mph) </th><th align=left>Description</th></tr>
<tr><td nowrap valign=top><tt>0</tt> </td><td align=center>20</td><td align=left>wooden</td></tr>
<tr><td nowrap valign=top><tt>1</tt> </td><td align=center>30</td><td align=left>concrete</td></tr>
<tr><td nowrap valign=top><tt>2</tt> </td><td align=center>40</td><td align=left>girder, steel</td></tr>
<tr><td nowrap valign=top><tt>3</tt> </td><td align=center>50</td><td align=left>suspension, concrete</td></tr>
<tr><td nowrap valign=top><tt>4</tt> </td><td align=center>60</td><td align=left>suspension, steel</td></tr>
<tr><td nowrap valign=top><tt>5</tt> </td><td align=center>70</td><td align=left>suspension, steel</td></tr>
<tr><td nowrap valign=top><tt>6</tt> </td><td align=center>100</td><td align=left>cantilever, steel</td></tr>
<tr><td nowrap valign=top><tt>7</tt> </td><td align=center>130</td><td align=left>cantilever, steel</td></tr>
<tr><td nowrap valign=top><tt>8</tt> </td><td align=center>150</td><td align=left>cantilever, steel</td></tr>
<tr><td nowrap valign=top><tt>9</tt> </td><td align=center>160</td><td align=left>girder, steel</td></tr>
<tr><td nowrap valign=top><tt>A</tt> </td><td align=center>200</td><td align=left>tubular, steel</td></tr>
</table></li>
<li>m4 bit 7 set = on snow or desert</li>
</ul>
</td></tr>
<tr><td valign=top nowrap><a name="ClassA"><tt> A </tt></a></td><td>
<ul>
<li>m5: tile type:
<table>
<tr><td nowrap valign=top><tt>00</tt> </td><td align=left>transmitter</td></tr>
<tr><td nowrap valign=top><tt>01</tt> </td><td align=left>lighthouse</td></tr>
<tr><td nowrap valign=top><tt>02</tt> </td><td align=left>company statue</td></tr>
<tr><td nowrap valign=top><tt>03</tt> </td><td align=left>company-owned land</td></tr>
<tr><td nowrap valign=top><tt>80</tt>..<tt>93</tt> </td><td align=left>company headquarters (5 sets of 4 tiles each, updated quarterly depending on the company performance)</td></tr>
</table>
</li>
<li>m1: <a href="#OwnershipInfo">owner</a> of the object (for lighthouses and transmitters normally <tt>10</tt>)</li>
</ul>
</td></tr>
<tr><td colspan=2>
Classes <tt>B</tt> through <tt>F</tt> are reserved. The presence of a tile in one of the reserved classes will crash OTTD.
</td></tr>
</table>
<hr>
Original Copyright © 2003 by Marcin Grzegorczyk for TTDLX.<br>
Transport Tycoon and Transport Tycoon Deluxe are Copyright © by Chris Sawyer. All the other trademarks are the property of their respective owners.<br>
</body>
</html>
|