Format of a GRF File

A GRF file is a collection of "sprites", meaning rectangular graphics objects that are drawn to the screen. Examples are the vehicle graphics, the landscape tiles, and pretty much everything that you see on the screen.

The GRF file is simply one sprite following after another until the end of the file with no meta-information. The list of sprites is terminated by a zero-size sprite, and followed by what looks to be a four-byte checksum at the very end of the file. TTD never even looks at the checksum though.

Sprite Info

Each sprite starts with a record of the following data:
WORD size
Note, size can be either compressed or uncompressed size, see below. It includes the following info bytes.
BYTE info
Bitcoded value that determines what type this sprite is.
BitValMeaning
01?
12Size 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.
24?
38Has transparency (i.e. is a tile), see below
others?
If info==0xff, the sprite is a special type and has none of the following info byte, it is simply a stream of some bytes with the given size. For example, these are used for specifying colour maps for the transparency feature and the company colours, as well as making a grey-scale image for the newspaper. With TTDPatch, these sprites are so-called "actions", see TTDPatch's sprites.txt for more details.
BYTE ydim
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
After this follows the actual compressed data. If info bit 3 is not set, the data is simply a stream of pixels from left to right, and from top to bottom, making up xdim*ydim bytes.

Finally, the file ends with a four byte checksum. I do not know the algorithm to calculate this, however it isn't important because this checksum is never even looked at anyway.

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 two-byte offsets, one for each line. These determine at which offset each line starts, counted from the first info byte. Then follow the chunks for the lines:

BYTE cinfo
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 bits give the length of this chunk in pixels.
BYTE cofs
x offset at which this chunk starts. The pixels between this chunk and the last one will be transparent.
After this follow (cinfo & 0x7f) 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, or 0x80 bytes of verbatim data if code==0.

If the high bit is set, the code has a slightly different meaning. Bits 3 to 7 are now five bits defining the negative value of the length, that is 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. (But "code" must be a signed char, of course.)

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 © 1999-2006 by Josef Drexler.
 
Last changed on Sep 24 2006 19:27 EDT by Josef Drexler