Format of a GRF File A GRF file is a collection of "sprites", defining pretty much everything that you can see in the game. The sprites can be graphics, but also define many non-visual properties of the game entities like vehicles. There are two different file formats defined. The older format 1 simply consists of one sprite following another until the end of the file, with no header or other meta-information, except for a checksum at the very end of the file. Format 2 consists of a header, followed by a data section containing all non-image sprites, followed by a sprite section containing the actual graphics. All numbers in a GRF file are stored in little-endian byte order. File header (format 2 only) A format 2 GRF starts with a header with the following bytes: 00 00 47 52 46 82 0D 0A 1A 0A DWORD sprite_offs Number of bytes to skip after this DWORD to reach the start of the sprite section. BYTE data_compr Compression format of the data section. 00 No compression others Not defined Data section (formats 1 and 2) The data section consists of sprites with the following format: WORD size (format 1) DWORD size (format 2) The size of the current sprite, not including itself. The meaning depends on the info byte that follows. BYTE info Bitcoded value that determines what type this sprite is. FF Pseudo sprite that contains non-image data, see the NewGraphicsSpecs for details. For a pseudo sprite, the size does *not* include the info byte. FD (Only valid in format 2) Reference to sprite section. Size does *not* include the info byte. others (Only valid in format 1) Normal sprite with image data, see the section "Normal sprites" for details. If bit 2 is set, size is the length of the sprite in the file including the info byte. If it is not set, you have to decode the image data to find out where the next sprite starts. DATA data The length of the data depends on size and info. If the info value is FD, this is a single DWORD containing an ID that is looked up in the sprite section and processed instead of this sprite. The data sections is termindated by a WORD (format 1) / DWORD (format 2) of value 0. For format 1 GRFs, a four byte checksum follows. The algorithm to calculate it is unknown, but it is never processed by the game anyway. Sprite section (format 2 only) The sprite section consists of entries with the following format: DWORD id ID used to reference the entry from the data section. DWORD size Length of the following data in the file. BYTE info Bitcoded value that determines what type this sprite is. FF Non-image data, for example sounds. See the NewGraphicsSpecs for details. others Image data, see the section "Normal sprites" for details. DATA data size-1 bytes of data. Multiple entries with the same ID are allowed. IDs must be ordered ascending. The sprite section is terminated by a DWORD of value 0, which means that 0 is never a valid ID. Normal sprites Normal sprites contain the visible graphics of the game. The exact format depends on the file format. For format 1 files, normal sprites occur in the data section, while for format 2 files they are found in the sprite section. For format 1 GRFs, the info byte has the following meaning: Bit Val Meaning 0 1 Color index 0 is transparent (should always be set). 1 2 Size is compressed size if set. If this bit is set, the given size is simply the size in the file. If it is unset, you *must* decompress it to find out how large it is in the file. 3 8 Has transparency (i.e. is a tile), see below. 6 40h The exact size of this sprite is significant. If not set, grfcodec may attempt to remove extraneous transparent pixels. others Undefined. For format 2 GRFs, the info byte has the following meaning: Bit Val Meaning 0 1 Pixel format contains RGB components. 1 2 Pixel format contains alpha component. 2 4 Pixel format contains mask/palette component. 3 8 Has transparency (i.e. is a tile), see below. 6 40h The exact size of this sprite is significant. If not set, grfcodec may attempt to remove extraneous transparent pixels. others Undefined. Pixel components are ordered R, G, B, A, M, with not present components skipped without padding. For file format 1, pixel format is implicitly defined to be only the palette component. BYTE zoom_level (format 2 only) Zoom level of the current sprite, the following values are defined: 00 normal zoom 01 4x zoom-in 02 2x zoom-in 03 2x zoom-out 04 4x zoom-out 05 8x zoom-out BYTE ydim (format 1) WORD ydim (format 2) How many lines there are in the sprite (y dimension) WORD xdim How many columns there are (x dimension) WORD xrel Horizontal offset. The offset is counted from the base coordinate for each sprite. WORD yrel Vertical offset. DWORD uncomp_size (format 2, only if info bit 3 is set) Uncompressed size of the tile encoded image data. After this follows the actual compressed data. If info bit 3 is not set, the data is simply a stream of bytes from left to right, and from top to bottom, making up xdim*ydim pixels. Tile sprites If info bit 3 is set, the sprite is a tile and has some special transparency information that is encoded like follows. Each line is encoded separately and split into "chunks". Each chunk contains pixels, but the chunks may skip a few pixels which are then transparent. The sprite data first starts off with a list of WORD offsets for format 1 GRFs and format 2 GRFs with an uncompressed size below 65536 bytes. If the size is bigger in a format 2 GRF, the sprite starts with a list of DWORD offsets. There is one offset for each line. These determine at which offset each line starts, counted from the first data byte. Then follow the chunks for the lines: BYTE cinfo (format 1) WORD cinfo (format 2 if width > 256) The high bit is set if this is the last chunk in the line. The line need not be filled entirely, any remaining pixels are simply transparent. The lower seven/fifteen bits give the length of this chunk in pixels. BYTE cofs (format 1) WORD cofs (format 2 if width > 256) x offset at which this chunk starts. The pixels between this chunk and the last one will be transparent. After this follow (cinfo & 0x7f or cinfo & 0x7fff, respectively) bytes of pixels. Compression algorithm The compression used is a variation on the LZ77 algorithm which detects redundancy and losslessly reduces the size of the data. Here's how the compressed data looks in a GRF file. The compressed stream contains either a pointer to an earlier location and a length, which means that these bytes are copied over from the given location, or it contains a length and a verbatim chunk which is copied to the output stream. BYTE code The high bit of the code shows whether this is a verbatim chunk (not set) or a repetition of earlier data (set). The meaning of the following bytes depends on whether the high bit of code is set. If the high bit is not set, what follows is code&0x7f bytes of verbatim data. If the high bit is set, the code has a slightly different meaning. Bits 3 to 7 are now three bits to a length value, stating how much data should be copied from the earlier location. Bits 0 to 2 are the high bits of an offset, with the low bits being in the next byte. BYTE lofs Low bits of the offset Use this to extract length and offset: unsigned long length = -(code >> 3); unsigned long offset = ( (code & 7) << 8 ) | lofs; It's important that the variables are unsigned and at least two bytes large. The offset is counted backwards from the current location. So you subtract the offset from your position in the output stream and copy the given number of bytes. And that's pretty much all you need to know about a GRF file! ______________________________________________________________________ Copyright © 1999-2012 by Josef Drexler.