STYLE00x.GRY |
Files |
Fil_Style00x.gry.html |
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Example: Style001.gry |
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Section |
Position |
Length |
Position |
Length |
0 |
52 |
0 |
52 |
|
Side tile textures |
52 |
h1 |
52 |
798720 |
Lid tile textures |
52+h1 |
h2 |
interlaced |
630784 |
Auxiliary tile textures |
52+h1+h2 |
h3 |
interlaced |
126976 |
n blank tiles, 0<=n<4 |
4096*n |
|
interlaced |
8192 |
|
h4 |
1556532 |
36 |
|
|
h5 |
1556568 |
768 |
|
|
h6 |
1557336 |
65536 |
|
Remap Index |
|
h7 |
1622872 |
1024 |
Object Index |
|
h8 |
1623896 |
2040 |
Cars |
|
h9 |
1625936 |
6972 |
Sprite Info |
|
h10 |
1632908 |
12388 |
|
h11 |
1645296 |
1062750 |
|
|
h11 |
2628336 |
79710 |
|
EOF-h12 |
h12 |
2708046 |
42 |
|
File Size |
EOF |
0 |
2708088 |
0 |
The tile textures form 3 sections:
Some of these tiles have a transparent background, e.g. bridge girders or street signs.
<t0r0><t1r0><t2r0><t3r0><t0r1><t1r1><t2r1> <t3r1><t0r2><t1r2><t2r2><t3r2>... The sections do not usually have multiples of 4 tiles; as a result tiles from two neighboring sections are interlaced as if they belonged to the same section. If necessary, the last row of the auxiliary section is filled with empty tiles to make it 4 tiles. |
Example The horizontal tile section in style001.gry has 630784 bytes; that's 630784/(64*64)=154 tiles. All 3 sections have 1556480 bytes=380=4*95 tiles. To view style001.gry in PaintShopPro, open it as RAW file [Header=52, width=256, height=6080, grayscale]. You can also view GIFs of the Horizontal Tile section of style001.gry (4x40KB). |
Some tiles are continuously animated (water, fans), while others are only animated if needed (doors, mostly). Only continuous animation is defined here. Animation works by taking a tile from the sides or lids section (see above) and adding animation phase tiles from the auxiliary section to it. GTA rotates through them, starting with the original tile and changing the image every f frames. The animation data contains only Byte values. The first byte specifies the number of animations that follow. The animations are stored immediately after this. The animations have the following structure: b: block number (in side or lid section) s: if s=0, b refers to the side section; if s=1, b refers to the lid section. f: number of frames to wait between each phase change (speed); f*0.04=delay in seconds n: number of phases p1: first phase block number (refers to auxiliary section) ... p(h3): number for phase h3
b: block number of next animation s: ... ... |
Example (style001.gry): 5 = 5 animations here |
First animation: 41 1= Block 41 in lid section 7 = change phase every 0.28s 6 = 6 phases follow 25 26 27 28 29 30 = block numbers in aux section for the phases |
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Last (fifth) animation: 96 0 = Block 96 in Sides Section 16 = change phase every 0.4s 1 = 1 phase follows 9 = block number in aux section
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The Palette contains RGB triples in the following byte sequence:
r0 g0 b0 r1 g1 b1 .... r255 g255 b255
The object texture tile size is 256x256. However, the individual objects are irregularly embedded in these tiles. Somewhere in the file must be the information that describes the rectangular areas that form these objects. [The precincts of the cities are described by x/y of upper left-hand corner and width and height of the rectangle.] |
style001.gry has 15 of these tiles. To view them in PaintShopPro, open it as RAW file [Header=240, width=256, height= 10266, grayscale] and scroll all the way down. You can also view GIFs of 3 object texture tiles of style001.gry (4x25KB). |
18 00 00 00 - 01 00 00 00 - 06 00 1B 00 - 32 02 27 01 00 00 02 00 - 06 00 05 00 - 00 00 1A 00 - 00 00 00 00 07 00 30 00 - 00 00 00 00 - 00 00
STYLE00x.GRY |
Last change: 26 Apr 1998 |
unofficial GTA Reference |