[EW4] btl files
Sept 25, 2020 22:03:05 GMT
via mobile
Lancetier, Arthur Currie, and 3 more like this
Post by ππ³π°π΅π΄π¬πΊ on Sept 25, 2020 22:03:05 GMT
I need help, I want to understand EW4-btl files.
Thanks to Robert Navel, I could confirm and add more, to understand EW4 .btl files. And I continue my research.
And thank you Arthur Currie - we continue.
Thanks to the research talent of Arthur Currie, he found the structures, I tried to collect. Here in the board!!!
I finally can complete the reference. This is a great help for everyone working on btl. How this post was forgotten - No Idea.
Unset is -1 (0xff)
--- Header (1) ---
Reading-help
--- Countries [#countries] ---
[!-- no comments --]
--- Borders [#width * #height] ---
--- Elements [#elements]---
--- Units [#troops] ---
--- Fires ---
--- Shops [#shops] ---
--- Items [# 13] ---
--- Taverns [#taverns] ---
--- Dialogs [#dialogs] ---
Step by step, I am completing the btl-file-format reference.
π Nov 21
Thanks to Robert Navel, I could confirm and add more, to understand EW4 .btl files. And I continue my research.
And thank you Arthur Currie - we continue.
Update:
Thanks to the research talent of Arthur Currie, he found the structures, I tried to collect. Here in the board!!!
I finally can complete the reference. This is a great help for everyone working on btl. How this post was forgotten - No Idea.
Unset is -1 (0xff)
--- Header (1) ---
Struct: Header 72 Bytes (0x48)
0x00 | Int | β02 | EW4 btl-file |
Int | val | map id from def_map.xml | |
Int | val | map x position (1- ) | |
Int | val | map y position (1- ) | |
0x10 | Int | val | btl #width (hex) |
Int | val | btl #height (hex) | |
Int | val | # countries | |
Int | val | # elements: cities, trenches etc. | |
0x20 | Int | val | # troups |
Int | val | # events | |
Int | val | # shops | |
Int | val | # | |
0x30 | Int | val | Max Rounds |
Int | val | Great Victory | |
Int | β00 | ||
int | 24 | CommanderId (Intro) 24 1_01 1E 1_02 | |
0x40 | int | 00 00 00 00 | # Fires |
int | 00 00 00 00 | ? |
Reading-help
000 | 01 EW4 | Map 1=Eu 2=Am | left | top | |
010 | #width | #height | #countries | #elements | |
020 | #troops | #events | #shops | vicType | vT = ? |
030 | Rounds Max | Rounds 5* | taverns | CommanderID | |
040 | fires | 00 00 00 00 | Country1 π° | Country1 π§ |
--- Countries [#countries] ---
Struct: Country 180 Bytes (0xB4)
0x00 | Int | val | π° |
Int | val | π§ | |
Int | val | π | |
Int | IsNPC | 0 = human 1 = AI 1 for conquests | |
0x10 | Int | Camp | 0 = blue 1 = blue 2 = red 3 = green 4 = neutral (black - no movement - unplayable) 5 = - nothing 6 = City board blue 7 = City board red 8 = unplayable |
Int | β2 | Defeat ? or Victory-type | |
0x28 | String [16] | str | Country |
0x38 | String [16] | str | Country |
0x48 | Int | CD CC CC 3E | Strength |
0x4c | Int | 00 00 00 00 | Tax rate |
0x50 | Int | rr gg bb 28 | Color RGBA |
0x54 | int [26] | 00 00 00 00 ff ff ff ff | Technology |
0xAC | Int | β06 00 00 00 | Deployable generals |
0xB0 | Int | β00 00 00 00 | End of country |
[!-- no comments --]
--- Borders [#width * #height] ---
Struct: Border 1 Byte (0x01)
0x00 | Country-Id | ff = none |
--- Elements [#elements]---
Struct: Element 16 Bytes (0x10)
00 | short | HexID | Position on Map |
02 | short | id-areaname | reference def_areaname.xml |
04 | byte, byte | Type, Level | type construction, level 00 = city 01 = factory 03 = stable ? 04 = farmland 05 = port ? ff ff = none (installation) reference def_construction.xml |
06 | byte | Function | 00 = none 01 = exchange 02 = shop 03 = tavern |
07 | byte | Style Architecture | 01 = West 02 = East 03 = |
08 | byte | Landmark | ff = none reference def_capitals.xml |
09 | byte | Installation | ff = none 01 = trench 02 = fence 03 = bunker |
0a | byte | var | Objective (Strongpoint) 00 = none !!! 01 = red circle 02 = yellow circle |
0b | byte | ff | (Event-Id) ff = none |
0c | int | 00 00 00 | Bridges Type1_dir, Type2_dir,Type3_dir |
0f | int | 00 | firetype ?? |
--- Units [#troops] ---
Struct: Unit 32 Bytes (0x20)
0x00 | Short | HexId | Position of the hex on map |
0x02 | Byte | Unit-Type | 00 militia 01 line infantry 02 light infantry 03 grenadier 04 guards 05 mg 06 light cavalary 07 heavy cavalary 08 guards cavalary 09 armored car 0A light artillery 0B heavy artillery 0C siege artillery 0D rockets 0E privateer 0F frigatte 10 battleship 11 iron claw 12 small fortress 13 fortress 14 big fortress 15 coastal fortress |
0x03 | Byte | Formation | 00 single 01 double 02 tripple |
0x04 | Short | C9 00 | Hp points actual |
0x06 | Short | C9 00 | Hp points full health |
0x08 | Int | 00 00 00 00 | dammage count |
0x0C | Byte | 02 | Training |
0x0D | Byte | 0B | Movement |
0x0E | SByte | Morale | -3 (0xFD) Panic -2 (0xFE) morale dbl. down -1 (0xFF) morale down 00 = neutral 01 = morale high |
0x0F | Byte | 00 | -? |
0x10 | Short | General ID | FF FF - no general reference-ID in def_commander.xml |
0x12 | Byte | 00 | Moved |
0x13 | Byte | 00 | Objective (StrongPoint) |
0x14 | Byte | ? | Unknown 13 |
0x15 | Byte | Dir | Direction |
0x16 | Byte | Troopship | Has troopship |
0x17 | Byte | Attacked | Has Attacked |
0x18 | Byte | ? | Unknown17 |
0x19 | Byte | ? | Unknown18 |
0x1A | Byte | Event-Id | |
0x1B | Byte | Build Rounds | |
0x1C | Int | 00 00 00 00 | Unknown 21 |
0x20 | Byte | 00 | Unknown 22 |
0x21 | Byte | .. | Fire Type (Fire Index ?) |
--- Fires ---
Struct: Fire 8 Bytes (0x8)
0x00 | Int | 01 00 00 00 | Fire Index |
0x04 | Int | 00 00 00 00 | Fire firetype -? maybe ftages - |
--- Shops [#shops] ---
Struct: Shop ?? Bytes (0x )
0x00 | Size | desc | Values |
0x00 | Int | 01 00 00 00 | Item-ID |
0x04 | Int | 00 00 00 00 | number |
14 times | |||
0x?? | Int | 01 00 00 00 | Shop-nr |
--- Items [# 13] ---
Struct: Item 8 Bytes (0x8 )
0x00 | Size | desc | Values |
--- Taverns [#taverns] ---
Struct: Tavern ?? Bytes (0x )
0x00 | Size | desc | Values |
Gens[4] | Slots | ||
Int | Slots | ||
Int | Index |
--- Dialogs [#dialogs] ---
Struct: Dialog 44 Bytes (0x48)
0x00 | Int | IXD | Number [1-n] |
Int | Trigger | 1 = 2 = | |
Int | val | map x position (1- ) | |
Int | cc cc cc 00 | End of dialog |
Step by step, I am completing the btl-file-format reference.
π Nov 21