Objects

There are several kind of objects in the game. Objects are identified from two different blocks in a map file, blocks 5 & 6. Block 5 carries index information while Block 6 tells the type of an object.

Headquarters

Type block contains 0x80. Index block is always 0. This signals a player’s start position is set here.

RttR extends this information by setting player ID to the index block. This makes it possible to have maps with more than 7 players. Original game does not have room for more players in it’s header so RttR’s solution helps to overcome this limitation.

Type 0xC0 to 0xC3

Unused.

Type 0xC4 to 0xC6: trees

There steps exist for all trees similar to Pine.
C4: 00 ... 07, Pine (planted step 1)
C4: 08 ... 0F, Pine (cut tree step 1)

C4: 10 ... 17, Pine (planted step 2)
C4: 18 ... 1F, Pine (cut tree step 2)

C4: 20 ... 27, Pine (planted step 3)
C4: 28 ... 2F, Pine (cut tree step 3)

C4: 38 ... 3F, Pine (cut tree step 4)
---
C4: 30 ... 37, Pine
C4: 70 ... 77, Birch
C4: B0 ... B7, Oak
C4: F0 ... F7, Palm 1
C5: 30 ... 37, Palm 2
C5: 70 ... 77, Pine Apple
C5: B0 ... B7, Cypress
C5: F0 ... F7, Cherry
C6: 30 ... 37, Fir
C6: 70 ... 77, glitch tree
C6: B0 ... B7, glitch shadow tree #1
C6: F0 ... F7, glitch shadow tree #2
C7: 30 ... 37, glitch shadow tree #3
C7: 70 ... 77, glitch shadow tree #4
C7: B0 ... B7, glitch shadow tree #5
C7: F0 ... F7, glitch shadow tree #6

Please note that using the cut tree steps in map data will cause the tree to become unremovable in the game.

You can vary the starting value of a tree to specify the animation start index for each tree individually. This achieves that every tree won’t have the exact same animation cycle.

Type 0xC8: decorative objects

Index represents a particular object ID. Some IDs are reserved for displaying special campaign mission specific objects and are only displayed if a special MIS#BOBS.LST file is loaded via RTX command.

  1. Mushroom 1
  2. Mushroom 2
  3. Stone 1
  4. Stone 2
  5. Stone 3
  6. Dead tree trunk
  7. Dead tree
  8. Bone 1
  9. Bone 2
  10. Flowers
  11. Bush 1
  12. Stone (usually on water)
  13. Big cactus
  14. Medium cactus
  15. Shrub 1
  16. Shrub 2
  17. Bush 2
  18. Bush 3
  19. Bush 4
  20. Shrub 3
  21. Shrub 4
  22. [MIS#BOBS GFX 1]
  23. Closed Gateway
  24. Open Gateway
  25. [MIS#BOBS GFX 1]
  26. [MIS#BOBS GFX 2]
  27. [MIS#BOBS GFX 3]
  28. [MIS#BOBS GFX 4]
  29. [MIS#BOBS GFX 5]
  30. [MIS#BOBS GFX 6]
  31. [MIS#BOBS GFX 7]
  32. [MIS#BOBS GFX 8]
  33. [MIS#BOBS GFX 9]
  34. [MIS#BOBS GFX 10]
  35. Mushroom 3
  36. Stone 4
  37. Stone 5
  38. Pebble 1
  39. Pebble 2
  40. Pebble 3
  41. Grass 1
  42. Blue flowers / berries
  43. Grass 2
  44. Snowman
  45. [MIS#BOBS GFX 1]
  46. [MIS#BOBS GFX 2]
  47. [MIS#BOBS GFX 3]
  48. [MIS#BOBS GFX 4]
  49. [MIS#BOBS GFX 5]
  50. [MIS#BOBS GFX 1]
  51. [MIS#BOBS GFX 1]
  52. [MIS#BOBS GFX 1]
  53. [MIS#BOBS GFX 1]
  54. [MIS#BOBS GFX 1]
  55. [MIS#BOBS GFX 1]
  56. unused all the way to 255

Note! If the map is a campaign mission that loads additional graphics from a MIS#BOBS.LST file then there are IDs that crash the game.

  • MIS0BOBS.LST: first ID to crash = 55 (0x37)
  • MIS1BOBS.LST: first ID to crash = 55 (0x37)
  • MIS2BOBS.LST IDs that crash: 31 (0x1F), 32 (0x20), 33 (0x21), 55 (0x37)
  • MIS3BOBS.LST IDs that crash: 31 (0x1F), 32 (0x20), 33 (0x21), 55 (0x37), 56 (0x38)
  • MIS4BOBS.LST IDs that crash: 31 (0x1F), 32 (0x20), 33 (0x21), 55 (0x37), 56 (0x38)
  • MIS5BOBS.LST IDs that crash: 31 (0x1F), 32 (0x20), 33 (0x21), 55 (0x37), 56 (0x38)
Mission graphic objects

The LST files are located at SETTLER2\DATA\MIS#BOBS.LST where # is a number from 0 to 5.

The RTX files are located at SETTLER2\DATA\MISSION\MIS_000#.RTX where # is the mission number from 0 to 9.

In RTX file a mission graphics file can be used with the line !GLOBAL_SET_BOBS # where # is a number from 0 to 5 (matching the MIS#BOBS.LST file in the DATA directory).

File IDObjectObject IDs
021, 24, 44, 49, 50, 51, 52, 53, 54
027, 47
121, 24, 44, 49, 50, 51, 52, 53, 54
125, 45
126, 46
127, 47
128, 48
129
130
131
132
133
221, 24, 44, 49, 50, 51, 52, 53, 54, 56
225, 45
226, 46
227, 47
228, 48
321, 24, 44, 49, 50, 51, 52, 53, 54
421, 24, 44, 49, 50, 51, 52, 53, 54
521, 24, 44, 49, 50, 51, 52, 53, 54
525, 45
526, 46
527, 47

Type 0xC9, 0xCA, 0xCB

Replicates 0xC8 (decorative objects). Never used in any game map.

Type 0xCC to 0xCF: granite

Index represents the quantity of granite left where 1 is least and 6 is most. As granite is consumed the index hits 0 and the object is then removed.

Value of 0 shows shrub that can be collected as granite. Value of 7 seems like a small amount of granite, but is actually most of it. Values of 8 - 255 just repeat the same logic.

0xCE and 0xCF also work like granite, but show incorrect graphics (empty graphics, farm fields etc.).

Time limited objects

These objects are removed over time. All objects in type range 0xD0 to 0xFF eventually disappear from the game field.

Type 0xD0

  • Index 0 - 3: growing farm field #1 (0 = least grown)
  • Index 4 - 7: growing farm field #2 (4 = least grown)

The same repeats until 255.

Type 0xD1

  • Index 0 - 3: growing farm field #3 (0 = least grown)
  • Index 4: least grown farm field
  • Index 5 - 7: shrinking bush (5 = biggest bush)

The same repeast until 255.

Type 0xD2

  • Index 0 - 2: shrinking bush (0 = biggest bush)
  • Index 3 - 4: shrinking shrub (3 = bigger shrub)
  • Index 5 - 7: disappearing skeleton (7 = no longer visible)

The same repeats until 255.

Type 0xD3

  • Index 0 - 2: disappearing skeleton (2 = no longer visible)
  • Index 3: mushroom?
  • Index 4 - 5: growing stone
  • Index 6 - 7: disappearing pebble (catapult stone?)

The same repeats until 255.

Type 0xD4, 0xD5, 0xD6 & 0xD7

Outputs some graphics raw in the order as they are stored in memory. These graphics disappear as game is started.

  • Index 0 - 15: repeat decorative objects of these IDs
  • Index 16 - 21: growing granite #1
  • Index 22 - 27: growing granite #2
  • Index 28, 29, 30: unused / empty
  • Index 31: tree leftovers (after woodcutter does his job)
  • Index 32 - 35: growing farm field #1
  • Index 36: scythed farm field #1
  • Index 37 - 40: growing farm field #2
  • Index 41: scythed farm field #2
  • Index 42 - 44: shrinking bush
  • Index 45 - 46: shrinking shrub
  • Index 47 - 49: shrinking skeleton
  • Index 50: mushroom?
  • Index 51: stone 4
  • Index 52: stone 5
  • Index 53 - 55: shrinking pebble
  • Index 56: grass 1
  • Index 57: blue flowers / berries
  • Index 58: grass 2
  • Index 59: snowman
  • Index 60: closed gateway
  • Index 61: open gateway
  • Index 62 - 101: unused
  • Index 102 - 127: shadows (but not drawn with the shadow drawing logic)

Indexes 128 - 255 repeats the same contents, but disappear half a minute later.

Type 0xD8

  • Index 0 - 31: SIGN low amount of iron ore
  • Index 32 - 63: SIGN medium amount of iron ore
  • Index 64 - 95: SIGN high amount of iron ore
  • Index 96 - 127: low amount of gold (I guess this is not meant to be used)
  • Index 128 - 159: SIGN low amount of gold
  • Index 160 - 191: SIGN medium amount of gold
  • Index 192 - 223: SIGN high amount of gold
  • Index 224 - 255: low amount of coal (I guess this is not meant to be used)

Type 0xD9

  • Index 0 - 31: SIGN low amount of coal
  • Index 32 - 63: SIGN medium amount of coal
  • Index 64 - 95: SIGN high amount of coal
  • Index 96 - 127: low amount of granite (I guess this is not meant to be used)
  • Index 128 - 159: SIGN low amount of granite
  • Index 160 - 191: SIGN medium amount of granite
  • Index 192 - 223: SIGN high amount of granite
  • Index 224 - 255: water (I guess this is not meant to be used)

Type 0xDA

  • Index 0 - 31: SIGN water
  • Index 32 - 63: unused / empty
  • Index 64 - 95: unused / empty
  • Index 96 - 127: nothing found (I guess this is not meant to be used)
  • Index 128 - 159: SIGN nothing found
  • Index 160 - 191: unused /empty
  • Index 192 - 223: unused /empty
  • Index 224 - 255: unused /empty

Type 0xDB

Glitches / shadows.

Type 0xDC

Small building burning (original Map Editor animates this really fast!)

Type 0xDD

Big building burning (original Map Editor animates this really fast!)

Type 0xDE

Nothing appears, but might be reserved for more burning animations.

Type 0xDF

Remnants of a building (original Map Editor animates this really fast, looks like an oil rain!)

Type 0xE0

Remnants of a small building. Index 0 - 31, 0 = starts disappearing right on as the game behings.

Every half a minute a counter hits starting an operation and each value is shrunk by one, except if value is already 0, 32, 64, 128, 160, 192 or 224 then the object is removed.

Type 0xE1

Remnants of a big building, works just like 0xE0.

Type 0xE2 to 0xEF

Nothing, maybe reserved for more burnt buildings / objects disappearing over long period of time?

Type 0xF0 to 0xFF

Haven’t found any existing objects in this range, but also haven’t checked through all values.

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