// Automatically generated by GRFCODEC. Do not modify! // (Info version 7) // Escapes: 2+ 2- 2< 2> 2u< 2u> 2/ 2% 2u/ 2u% 2* 2& 2| 2^ 2sto = 2s 2rst = 2r 2psto 2ror = 2rot 2cmp 2ucmp 2<< 2u>> 2>> // Escapes: 71 70 7= 7! 7< 7> 7G 7g 7gG 7GG 7gg 7c 7C // Escapes: D= = DR D+ = DF D- = DC Du* = DM D* = DnF Du<< = DnC D<< = DO D& D| Du/ D/ Du% D% // Format: spritenum pcxfile xpos ypos compression ysize xsize xrel yrel 0 * 4 1B 02 00 00 // Disable warnings: // warning about high IDs //@@WARNING DISABLE 141 // warning about colour codes in action 8 //@@WARNING DISABLE 144 //!!Warning (219): There was no Action 14 specifying the palette. 1 * 173 08 07 "CH" 01 01 "Comic Style Houses nightly-r71" 00 "Comic Style House Set\nReleased under the GPL v2 or higher\nhttp://dev.openttdcoop.org/comic-houses \nCoder: planetmaker\nArtist: A. Brose" 00 // These labels have to be defined here as ids.pnfo is included only after this header file // Check for the minimum required versions: // Skip OpenTTD checks, if TTDP: 2 * 9 09 9D 04 \7= \d0 FE // De-activate if version \w11330 00 07 \b01 4 * 47 0B 03 7F FF "Use OpenTTD version r13437, 0.7.0 or later" 00 // Check for r13437. De-activate, if version is lower: no long year available prior to that. 5 * 9 07 A1 04 \7> \w13437 00 08 \b01 6 * 11 0B 03 7F 06 "r13437" 00 // Skip TTDP checks (we're running OpenTTD): 7 * 6 07 9A 01 \7= FF FD // Version checks for TTDP: 8 * 2 10 FE // TTDP Version checks (> TTDP 2.6 r1554): 9 * 9 07 8B 04 \7> \w1554 60 02 \b01 10 * 24 0B 03 7F 00 "2.6 alpha 1 (r1554)" 00 // Label jumped to from version checks 11 * 2 10 FD // We have to check for climates. Due to missing sprites we cannot properly support arctic climate. Thus we // disable this newgrf, is started in arctic climate: // -1 * 00 09 83 01 \7! 01 LABEL_VERSIONCHECK // -1 * 00 0B 03 7F FF 80 " does not support arctic climate (no snowy houses available)" 00 // Instead of disabling this newgrf due to no snow sprites, we just remove all snow from the game // by setting the snow line height to something higher than can ever occur. 12 * 390 00 08 01 01 01 10 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 88 // Disable all the default houses: //disable original houses except statue 13 * 15 00 07 01 09 00 08 FF FF FF FF FF FF FF FF FF 14 * 87 00 07 01 51 0A 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF 15 * 25 00 07 01 \b19 5B 08 FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF FF // Cargo translation table 16 * 138 00 08 01 21 00 09 "PASS" "MAIL" "GOOD" "FOOD" "PETR" // 0-4 "TOUR" "0006" "0007" "0008" "0009" // 5-9 "0010" "0011" "0012" "0013" "0014" // 10-14 "0015" "0016" "0017" "0018" "0019" // 15-19 "0020" "0021" "0022" "0023" "0024" // 20-24 "0025" "0026" "0027" "0028" "0029" // 25-29 "0030" "0031" "0032" // 30-32 // This file (or any other file which is listed right after the header in the main source file, mynewgrf.pnfo) // may contain any number of defines which can later be used in the other source files in order // to increase readability and avoid getting lost in IDs and so on. // Language: all 17 * 24 04 07 FF 01 \wxDC01 C3 9E "Office Tower 01" 00 18 * 29 04 07 FF 01 \wxDC02 C3 9E "Appartement Tower 02" 00 19 * 29 04 07 FF 01 \wxDC03 C3 9E "Shops and offices 03" 00 20 * 19 04 07 FF 01 \wxDC04 C3 9E "Grocery 04" 00 21 * 29 04 07 FF 01 \wxDC05 C3 9E "Shops and offices 05" 00 22 * 25 04 07 FF 01 \wxDC06 C3 9E "Terrace House 06" 00 23 * 27 04 07 FF 01 \wxDC07 C3 9E "Expensive shops 07" 00 24 * 24 04 07 FF 01 \wxDC08 C3 9E "Appartements 08" 00 25 * 22 04 07 FF 01 \wxDC09 C3 9E "Town House 09" 00 26 * 17 04 07 FF 01 \wxDC0A C3 9E "Shops 10" 00 27 * 25 04 07 FF 01 \wxDC0B C3 9E "Terrace House 11" 00 28 * 22 04 07 FF 01 \wxDC0C C3 9E "Town house 12" 00 29 * 30 04 07 FF 01 \wxDC0D C3 9E "Single-family home 13" 00 30 * 36 04 07 FF 01 \wxDC0E C3 9E "Half-timbered town house 14" 00 31 * 24 04 07 FF 01 \wxDC0F C3 9E "Office tower 15" 00 32 * 28 04 07 FF 01 \wxDC10 C3 9E "Department store 16" 00 33 * 19 04 07 FF 01 \wxDC11 C3 9E "Offices 17" 00 34 * 30 04 07 FF 01 \wxDC12 C3 9E "Single-family home 18" 00 35 * 30 04 07 FF 01 \wxDC13 C3 9E "Single-family home 19" 00 36 * 32 04 07 FF 01 \wxDC14 C3 9E "Appartement building 20" 00 37 * 32 04 07 FF 01 \wxDC18 C3 9E "Appartement building 24" 00 38 * 17 04 07 FF 01 \wxDC1C C3 9E "Shops 28" 00 39 * 26 04 07 FF 01 \wxDC1D C3 9E "Suburban house 29" 00 40 * 25 04 07 FF 01 \wxDC1E C3 9E "Terrace house 30" 00 41 * 30 04 07 FF 01 \wxDC1F C3 9E "Single-family home 31" 00 42 * 30 04 07 FF 01 \wxDC20 C3 9E "Single-family home 32" 00 43 * 22 04 07 FF 01 \wxDC21 C3 9E "Open space 33" 00 44 * 31 04 07 FF 01 \wxDC22 C3 9E "Half-timbered house 34" 00 45 * 31 04 07 FF 01 \wxDC23 C3 9E "Half-timbered house 35" 00 46 * 31 04 07 FF 01 \wxDC24 C3 9E "Half-timbered house 36" 00 47 * 25 04 07 FF 01 \wxDC25 C3 9E "Terrace house 37" 00 48 * 25 04 07 FF 01 \wxDC26 C3 9E "Terrace house 38" 00 49 * 19 04 07 FF 01 \wxDC27 C3 9E "Offices 39" 00 50 * 17 04 07 FF 01 \wxDC28 C3 9E "Shops 40" 00 51 * 26 04 07 FF 01 \wxDC29 C3 9E "Suburban house 41" 00 52 * 26 04 07 FF 01 \wxDC2A C3 9E "Suburban house 42" 00 53 * 25 04 07 FF 01 \wxDC2B C3 9E "Country house 43" 00 // of language all // Language: german 54 * 18 04 07 82 01 \wxDC01 C3 9E "Büroturm" 00 55 * 29 04 07 82 01 \wxDC02 C3 9E "Appartement-Hochhaus" 00 56 * 30 04 07 82 01 \wxDC03 C3 9E "Geschäfte und Büros" 00 57 * 26 04 07 82 01 \wxDC04 C3 9E "Lebensmittelladen" 00 58 * 26 04 07 82 01 \wxDC05 C3 9E "Läden und Büros" 00 59 * 19 04 07 82 01 \wxDC06 C3 9E "Reihenhaus" 00 60 * 25 04 07 82 01 \wxDC07 C3 9E "Teure Geschäfte" 00 61 * 23 04 07 82 01 \wxDC08 C3 9E "Apartementhaus" 00 62 * 23 04 07 82 01 \wxDC09 C3 9E "Apartementhaus" 00 63 * 15 04 07 82 01 \wxDC0A C3 9E "Läden" 00 64 * 19 04 07 82 01 \wxDC0B C3 9E "Reihenhaus" 00 65 * 19 04 07 82 01 \wxDC0C C3 9E "Reihenhaus" 00 66 * 24 04 07 82 01 \wxDC0D C3 9E "Einfamilienhaus" 00 67 * 21 04 07 82 01 \wxDC0E C3 9E "Fachwerkhaus" 00 68 * 18 04 07 82 01 \wxDC0F C3 9E "Büroturm" 00 69 * 17 04 07 82 01 \wxDC10 C3 9E "Kaufhaus" 00 70 * 15 04 07 82 01 \wxDC11 C3 9E "Büros" 00 71 * 24 04 07 82 01 \wxDC12 C3 9E "Einfamilienhaus" 00 72 * 24 04 07 82 01 \wxDC13 C3 9E "Einfamilienhaus" 00 73 * 21 04 07 82 01 \wxDC14 C3 9E "Appartements" 00 74 * 21 04 07 82 01 \wxDC18 C3 9E "Appartements" 00 75 * 15 04 07 82 01 \wxDC1C C3 9E "Läden" 00 76 * 21 04 07 82 01 \wxDC1D C3 9E "Vorstadthaus" 00 77 * 19 04 07 82 01 \wxDC1E C3 9E "Reihenhaus" 00 78 * 24 04 07 82 01 \wxDC1F C3 9E "Einfamilienhaus" 00 79 * 24 04 07 82 01 \wxDC20 C3 9E "Einfamilienhaus" 00 // of language german // Not really a house, but an object, but nevertheless: // Replace the light house by a comic version 80 * 5 0A 01 01 \w2602 81 sprites/pcx/light_house.pcx 160 0 01 159 63 -30 -136 // Action 0, defining the house properties 82 * 38 00 07 \b14 01 \b01 08 \b01 // Replaces this default building 09 01 // House Layout 0A 32 00 // Availability range (short) 0B \b150 // Multiplier for generated population 0C \b16 // Multiplier for generated mail 0D \b6 // accepted passengers in 1/8 0E \b6 // accepted mail in 1/8 0F 4 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC01 // ID of the string which names this house 13 \wxF010 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1970 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 83 * 4 01 07 03 01 // SpriteSet 00 84 sprites/pcx/highrise_01.pcx 00 0 01 159 63 -31 -128 85 sprites/pcx/highrise_01.pcx 80 0 01 159 63 -31 -128 86 sprites/pcx/highrise_01.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 87 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 88 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 89 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 90 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 91 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 92 * 7 03 07 01 \b01 00 05 00 // Action 0, defining the house properties 93 * 38 00 07 \b14 01 \b02 08 \b02 // Replaces this default building 09 01 // House Layout 0A 32 00 // Availability range (short) 0B \b250 // Multiplier for generated population 0C \b16 // Multiplier for generated mail 0D \b5 // accepted passengers in 1/8 0E \b6 // accepted mail in 1/8 0F 82 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC02 // ID of the string which names this house 13 \wxF010 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1970 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 94 * 4 01 07 03 01 // SpriteSet 00 95 sprites/pcx/highrise_02.pcx 00 0 01 159 63 -31 -128 96 sprites/pcx/highrise_02.pcx 80 0 01 159 63 -31 -128 97 sprites/pcx/highrise_02.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 98 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 99 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 100 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 101 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 102 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 103 * 7 03 07 01 \b02 00 05 00 // Action 0, defining the house properties 104 * 38 00 07 \b14 01 \b03 08 \b03 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 83 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC03 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 105 * 4 01 07 03 01 // SpriteSet 00 106 sprites/pcx/shops_01.pcx 00 0 01 159 63 -31 -128 107 sprites/pcx/shops_01.pcx 80 0 01 159 63 -31 -128 108 sprites/pcx/shops_01.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 109 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 110 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 111 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 112 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 113 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 114 * 7 03 07 01 \b03 00 05 00 // Action 0, defining the house properties 115 * 38 00 07 \b14 01 \b04 08 \b04 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 83 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC04 // ID of the string which names this house 13 \wxF00F // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 116 * 4 01 07 03 01 // SpriteSet 00 117 sprites/pcx/shops_02.pcx 00 0 01 159 63 -31 -128 118 sprites/pcx/shops_02.pcx 80 0 01 159 63 -31 -128 119 sprites/pcx/shops_02.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 120 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 121 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 122 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 123 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 124 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 125 * 7 03 07 01 \b04 00 05 00 // Action 0, defining the house properties 126 * 38 00 07 \b14 01 \b05 08 \b05 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 4 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC05 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 127 * 4 01 07 03 01 // SpriteSet 00 128 sprites/pcx/shops_03.pcx 00 0 01 159 63 -31 -128 129 sprites/pcx/shops_03.pcx 80 0 01 159 63 -31 -128 130 sprites/pcx/shops_03.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 131 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 132 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 133 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 134 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 135 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 136 * 7 03 07 01 \b05 00 05 00 // Action 0, defining the house properties 137 * 38 00 07 \b14 01 \b06 08 \b06 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 5 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC06 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 138 * 4 01 07 03 01 // SpriteSet 00 139 sprites/pcx/shops_04.pcx 00 0 01 159 63 -31 -128 140 sprites/pcx/shops_04.pcx 80 0 01 159 63 -31 -128 141 sprites/pcx/shops_04.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 142 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 143 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 144 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 145 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 146 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 147 * 7 03 07 01 \b06 00 05 00 // Action 0, defining the house properties 148 * 38 00 07 \b14 01 \b07 08 \b07 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 82 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC07 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 149 * 4 01 07 03 01 // SpriteSet 00 150 sprites/pcx/shops_05.pcx 00 0 01 159 63 -31 -128 151 sprites/pcx/shops_05.pcx 80 0 01 159 63 -31 -128 152 sprites/pcx/shops_05.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 153 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 154 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 155 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 156 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 157 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 158 * 7 03 07 01 \b07 00 05 00 // Action 0, defining the house properties 159 * 38 00 07 \b14 01 \b08 08 \b08 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC08 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 160 * 4 01 07 04 01 // SpriteSet 00 161 sprites/pcx/flats_01.pcx 00 0 01 159 63 -31 -128 162 sprites/pcx/flats_01.pcx 80 0 01 159 63 -31 -128 163 sprites/pcx/flats_01.pcx 160 0 01 159 63 -31 -128 164 sprites/pcx/flats_01.pcx 240 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 165 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 166 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 02 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 167 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // SetID 03. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 168 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 03 00 00 80 // setID 04 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 169 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 170 * 7 03 07 01 \b08 00 05 00 // Action 0, defining the house properties 171 * 38 00 07 \b14 01 \b09 08 \b09 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 1 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC09 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 172 * 4 01 07 04 01 // SpriteSet 00 173 sprites/pcx/flats_02.pcx 00 0 01 159 63 -31 -128 174 sprites/pcx/flats_02.pcx 80 0 01 159 63 -31 -128 175 sprites/pcx/flats_02.pcx 160 0 01 159 63 -31 -128 176 sprites/pcx/flats_02.pcx 240 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 177 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 178 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 02 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 179 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // SetID 03. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 180 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 03 00 00 80 // setID 04 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 181 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 182 * 7 03 07 01 \b09 00 05 00 // Action 0, defining the house properties 183 * 38 00 07 \b14 01 \b10 08 \b10 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0A // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 184 * 4 01 07 04 01 // SpriteSet 00 185 sprites/pcx/flats_03.pcx 00 0 01 159 63 -31 -128 186 sprites/pcx/flats_03.pcx 80 0 01 159 63 -31 -128 187 sprites/pcx/flats_03.pcx 160 0 01 159 63 -31 -128 188 sprites/pcx/flats_03.pcx 240 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 189 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 190 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 02 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 191 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // SetID 03. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 192 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 03 00 00 80 // setID 04 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 193 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 194 * 7 03 07 01 \b10 00 05 00 // Action 0, defining the house properties 195 * 38 00 07 \b14 01 \b11 08 \b11 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0B // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 196 * 4 01 07 03 01 // SpriteSet 00 197 sprites/pcx/flats_04.pcx 00 0 01 159 63 -31 -128 198 sprites/pcx/flats_04.pcx 80 0 01 159 63 -31 -128 199 sprites/pcx/flats_04.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 200 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 201 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 202 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 203 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 204 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 205 * 7 03 07 01 \b11 00 05 00 // Action 0, defining the house properties 206 * 38 00 07 \b14 01 \b12 08 \b12 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 1 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0C // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 207 * 4 01 07 03 01 // SpriteSet 00 208 sprites/pcx/flats_05.pcx 00 0 01 159 63 -31 -128 209 sprites/pcx/flats_05.pcx 80 0 01 159 63 -31 -128 210 sprites/pcx/flats_05.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 211 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 212 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 213 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 214 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 215 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 216 * 7 03 07 01 \b12 00 05 00 // Action 0, defining the house properties 217 * 38 00 07 \b14 01 \b13 08 \b13 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b10 // Multiplier for generated population 0C \b2 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b0 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0D // ID of the string which names this house 13 \wxF003 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w0 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 218 * 4 01 07 03 01 // SpriteSet 00 219 sprites/pcx/suburban_01.pcx 00 0 01 159 63 -31 -128 220 sprites/pcx/suburban_01.pcx 80 0 01 159 63 -31 -128 221 sprites/pcx/suburban_01.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 222 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 223 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 224 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 225 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 226 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 227 * 7 03 07 01 \b13 00 05 00 // Action 0, defining the house properties 228 * 38 00 07 \b14 01 \b14 08 \b14 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b10 // Multiplier for generated population 0C \b1 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0E // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w0 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 229 * 4 01 07 03 01 // SpriteSet 00 230 sprites/pcx/suburban_half-timbered.pcx 00 0 01 159 63 -31 -128 231 sprites/pcx/suburban_half-timbered.pcx 80 0 01 159 63 -31 -128 232 sprites/pcx/suburban_half-timbered.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 233 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 234 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 235 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 236 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 237 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 238 * 7 03 07 01 \b14 00 05 00 // Action 0, defining the house properties 239 * 38 00 07 \b14 01 \b15 08 \b15 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b250 // Multiplier for generated population 0C \b20 // Multiplier for generated mail 0D \b8 // accepted passengers in 1/8 0E \b8 // accepted mail in 1/8 0F 4 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC0F // ID of the string which names this house 13 \wxF010 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 240 * 4 01 07 03 01 // SpriteSet 00 241 sprites/pcx/highrise_03.pcx 00 0 01 159 63 -31 -128 242 sprites/pcx/highrise_03.pcx 80 0 01 159 63 -31 -128 243 sprites/pcx/highrise_03.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 244 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 245 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 246 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 247 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 248 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 249 * 7 03 07 01 \b15 00 05 00 // Action 0, defining the house properties 250 * 38 00 07 \b14 01 \b16 08 \b16 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b185 // Multiplier for generated population 0C \b20 // Multiplier for generated mail 0D \b8 // accepted passengers in 1/8 0E \b8 // accepted mail in 1/8 0F 84 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC10 // ID of the string which names this house 13 \wxF010 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 251 * 4 01 07 03 01 // SpriteSet 00 252 sprites/pcx/highrise_04.pcx 00 0 01 159 63 -31 -128 253 sprites/pcx/highrise_04.pcx 80 0 01 159 63 -31 -128 254 sprites/pcx/highrise_04.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 255 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 256 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 257 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 258 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 259 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 260 * 7 03 07 01 \b16 00 05 00 // Action 0, defining the house properties 261 * 38 00 07 \b14 01 \b17 08 \b17 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b50 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 1 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC11 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 262 * 4 01 07 03 01 // SpriteSet 00 263 sprites/pcx/flats_06.pcx 00 0 01 159 63 -31 -128 264 sprites/pcx/flats_06.pcx 80 0 01 159 63 -31 -128 265 sprites/pcx/flats_06.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 266 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 267 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 268 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 269 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 270 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 271 * 7 03 07 01 \b17 00 05 00 // Action 0, defining the house properties 272 * 38 00 07 \b14 01 \b18 08 \b18 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b5 // Multiplier for generated population 0C \b1 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b0 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC12 // ID of the string which names this house 13 \wxF003 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w0 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 273 * 4 01 07 03 01 // SpriteSet 00 274 sprites/pcx/suburban_02.pcx 00 0 01 159 63 -31 -128 275 sprites/pcx/suburban_02.pcx 80 0 01 159 63 -31 -128 276 sprites/pcx/suburban_02.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 277 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 278 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 279 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 280 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 281 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 282 * 7 03 07 01 \b18 00 05 00 // Action 0, defining the house properties 283 * 38 00 07 \b14 01 \b19 08 \b19 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b8 // Multiplier for generated population 0C \b1 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC13 // ID of the string which names this house 13 \wxF003 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w0 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 284 * 4 01 07 03 01 // SpriteSet 00 285 sprites/pcx/suburban_03.pcx 00 0 01 159 63 -31 -128 286 sprites/pcx/suburban_03.pcx 80 0 01 159 63 -31 -128 287 sprites/pcx/suburban_03.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 288 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 289 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 290 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 291 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 292 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 293 * 7 03 07 01 \b19 00 05 00 // Action 0, defining the house properties 294 * 95 00 07 \b14 04 \b20 08 \b20 \b21 \b22 \b23 // Replaces this default building 09 10 00 00 00 // House Layout 0A 32 00 32 00 32 00 32 00 // Availability range (short) 0B \b200 00 00 00 // Multiplier for generated population 0C \b10 00 00 00 // Multiplier for generated mail 0D \b4 \b4 \b4 \b4 // accepted passengers in 1/8 0E \b3 \b3 \b3 \b3 // accepted mail in 1/8 0F 6 6 6 6 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC14 \wxDC14 \wxDC14 \wxDC14 // ID of the string which names this house 13 \wxF01C \wxF01C \wxF01C \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 00 00 00 // chance that this house appears. Default: 16 (0x10) 1F 00 00 00 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1970 \w1970 \w1970 \w1970 // Year of first appearance 22 \w9999 \w9999 \w9999 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 295 * 4 01 07 \b09 01 // SpriteSet 00 // Complete building 296 sprites/pcx/highrise_flats_01.pcx 496 16 01 184 32 0 -137 297 sprites/pcx/highrise_flats_01.pcx 400 16 01 184 32 -31 -137 298 sprites/pcx/highrise_flats_01.pcx 432 0 01 200 64 -31 -168 // Construction stage 1 299 sprites/pcx/highrise_flats_01.pcx 96 16 01 184 32 0 -137 300 sprites/pcx/highrise_flats_01.pcx 0 16 01 184 32 -31 -137 301 sprites/pcx/highrise_flats_01.pcx 32 0 01 200 64 -31 -168 // Construction stage 2 302 sprites/pcx/highrise_flats_01.pcx 296 16 01 184 32 0 -137 303 sprites/pcx/highrise_flats_01.pcx 200 16 01 184 32 -31 -137 304 sprites/pcx/highrise_flats_01.pcx 232 0 01 200 64 -31 -168 // The completed house: 305 * 17 02 07 00 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 306 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 10 10 \b200 // no offsets and extends and so on. 307 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 02 00 00 10 10 \b200 // no offsets and extends and so on. 308 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 03 00 00 10 10 \b200 // no offsets and extends and so on. // First construction stage: 309 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 310 * 17 02 07 05 00 8C 05 00 00 // default ground sprite (1420) 03 00 00 80 // setID 05 00 00 10 10 \b200 // no offsets and extends and so on. 311 * 17 02 07 06 00 8C 05 00 00 // default ground sprite (1420) 04 00 00 80 // setID 06 00 00 10 10 \b200 // no offsets and extends and so on. 312 * 17 02 07 07 00 8C 05 00 00 // default ground sprite (1420) 05 00 00 80 // setID 07 00 00 10 10 \b200 // no offsets and extends and so on. // 2nd construction stage: 313 * 17 02 07 08 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 314 * 17 02 07 09 00 8C 05 00 00 // default ground sprite (1420) 06 00 00 80 // setID 09 00 00 10 10 \b200 // no offsets and extends and so on. 315 * 17 02 07 0A 00 8C 05 00 00 // default ground sprite (1420) 07 00 00 80 // setID 0A 00 00 10 10 \b200 // no offsets and extends and so on. 316 * 17 02 07 0B 00 8C 05 00 00 // default ground sprite (1420) 08 00 00 80 // setID 0B 00 00 10 10 \b200 // no offsets and extends and so on. // 3rd construction stage (Recoloured building-sprites to gray-scale): 317 * 17 02 07 0C 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 318 * 17 02 07 0D 00 8C 05 00 00 // default ground sprite (1420) 00 80 23 83 // setID 01 00 00 10 10 \b200 // no offsets and extends and so on. 319 * 17 02 07 0E 00 8C 05 00 00 // default ground sprite (1420) 01 80 23 83 // setID 02 00 00 10 10 \b200 // no offsets and extends and so on. 320 * 17 02 07 0F 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // setID 03 00 00 10 10 \b200 // no offsets and extends and so on. // Show different sprites depending upon the construction stage 321 * 22 02 07 10 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 04 00 00 00 08 00 01 01 0C 00 02 02 00 00 // Show different sprites depending upon the construction stage 322 * 22 02 07 11 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 05 00 00 00 09 00 01 01 0D 00 02 02 01 00 // Show different sprites depending upon the construction stage 323 * 22 02 07 12 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 06 00 00 00 0A 00 01 01 0E 00 02 02 02 00 // Show different sprites depending upon the construction stage 324 * 22 02 07 13 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 07 00 00 00 0B 00 01 01 0F 00 02 02 03 00 // Action3 325 * 7 03 07 01 \b20 00 10 00 326 * 7 03 07 01 \b21 00 11 00 327 * 7 03 07 01 \b22 00 12 00 328 * 7 03 07 01 \b23 00 13 00 // Action 0, defining the house properties 329 * 95 00 07 \b14 04 \b24 08 \b24 \b25 \b26 \b27 // Replaces this default building 09 10 00 00 00 // House Layout 0A 32 00 32 00 32 00 32 00 // Availability range (short) 0B \b200 00 00 00 // Multiplier for generated population 0C \b10 00 00 00 // Multiplier for generated mail 0D \b4 \b4 \b4 \b4 // accepted passengers in 1/8 0E \b3 \b3 \b3 \b3 // accepted mail in 1/8 0F 86 86 86 86 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC18 \wxDC18 \wxDC18 \wxDC18 // ID of the string which names this house 13 \wxF01C \wxF01C \wxF01C \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 00 00 00 // chance that this house appears. Default: 16 (0x10) 1F 00 00 00 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1970 \w1970 \w1970 \w1970 // Year of first appearance 22 \w9999 \w9999 \w9999 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 330 * 4 01 07 \b09 01 // SpriteSet 00 // Complete building 331 sprites/pcx/highrise_flats_02.pcx 496 16 01 184 32 0 -137 332 sprites/pcx/highrise_flats_02.pcx 400 16 01 184 32 -31 -137 333 sprites/pcx/highrise_flats_02.pcx 432 0 01 200 64 -31 -168 // Construction stage 1 334 sprites/pcx/highrise_flats_02.pcx 96 16 01 184 32 0 -137 335 sprites/pcx/highrise_flats_02.pcx 0 16 01 184 32 -31 -137 336 sprites/pcx/highrise_flats_02.pcx 32 0 01 200 64 -31 -168 // Construction stage 2 337 sprites/pcx/highrise_flats_02.pcx 296 16 01 184 32 0 -137 338 sprites/pcx/highrise_flats_02.pcx 200 16 01 184 32 -31 -137 339 sprites/pcx/highrise_flats_02.pcx 232 0 01 200 64 -31 -168 // The completed house: 340 * 17 02 07 00 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 341 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 10 10 \b200 // no offsets and extends and so on. 342 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 02 00 00 10 10 \b200 // no offsets and extends and so on. 343 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 03 00 00 10 10 \b200 // no offsets and extends and so on. // First construction stage: 344 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 345 * 17 02 07 05 00 8C 05 00 00 // default ground sprite (1420) 03 00 00 80 // setID 05 00 00 10 10 \b200 // no offsets and extends and so on. 346 * 17 02 07 06 00 8C 05 00 00 // default ground sprite (1420) 04 00 00 80 // setID 06 00 00 10 10 \b200 // no offsets and extends and so on. 347 * 17 02 07 07 00 8C 05 00 00 // default ground sprite (1420) 05 00 00 80 // setID 07 00 00 10 10 \b200 // no offsets and extends and so on. // 2nd construction stage: 348 * 17 02 07 08 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 349 * 17 02 07 09 00 8C 05 00 00 // default ground sprite (1420) 06 00 00 80 // setID 09 00 00 10 10 \b200 // no offsets and extends and so on. 350 * 17 02 07 0A 00 8C 05 00 00 // default ground sprite (1420) 07 00 00 80 // setID 0A 00 00 10 10 \b200 // no offsets and extends and so on. 351 * 17 02 07 0B 00 8C 05 00 00 // default ground sprite (1420) 08 00 00 80 // setID 0B 00 00 10 10 \b200 // no offsets and extends and so on. // 3rd construction stage (Recoloured building-sprites to gray-scale): 352 * 17 02 07 0C 00 8C 05 00 00 // default ground sprite (1420) 8C 05 00 00 // default ground sprite (1420) 00 00 10 10 \b200 // no offsets and extends and so on. 353 * 17 02 07 0D 00 8C 05 00 00 // default ground sprite (1420) 00 80 23 83 // setID 01 00 00 10 10 \b200 // no offsets and extends and so on. 354 * 17 02 07 0E 00 8C 05 00 00 // default ground sprite (1420) 01 80 23 83 // setID 02 00 00 10 10 \b200 // no offsets and extends and so on. 355 * 17 02 07 0F 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // setID 03 00 00 10 10 \b200 // no offsets and extends and so on. // Show different sprites depending upon the construction stage 356 * 22 02 07 10 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 04 00 00 00 08 00 01 01 0C 00 02 02 00 00 // Show different sprites depending upon the construction stage 357 * 22 02 07 11 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 05 00 00 00 09 00 01 01 0D 00 02 02 01 00 // Show different sprites depending upon the construction stage 358 * 22 02 07 12 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 06 00 00 00 0A 00 01 01 0E 00 02 02 02 00 // Show different sprites depending upon the construction stage 359 * 22 02 07 13 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 07 00 00 00 0B 00 01 01 0F 00 02 02 03 00 // Action3 360 * 7 03 07 01 \b24 00 10 00 361 * 7 03 07 01 \b25 00 11 00 362 * 7 03 07 01 \b26 00 12 00 363 * 7 03 07 01 \b27 00 13 00 // Action 0, defining the house properties 364 * 38 00 07 \b14 01 \b28 08 \b28 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b100 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 3 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC1C // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1890 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 365 * 4 01 07 03 01 // SpriteSet 00 366 sprites/pcx/shops_06.pcx 00 0 01 159 63 -31 -128 367 sprites/pcx/shops_06.pcx 80 0 01 159 63 -31 -128 368 sprites/pcx/shops_06.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 369 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 370 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 371 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 372 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 373 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 374 * 7 03 07 01 \b28 00 05 00 // Action 0, defining the house properties 375 * 38 00 07 \b14 01 \b29 08 \b29 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b50 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC1D // ID of the string which names this house 13 \wxF00F // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 376 * 4 01 07 03 01 // SpriteSet 00 377 sprites/pcx/suburban_04.pcx 00 0 01 159 63 -31 -128 378 sprites/pcx/suburban_04.pcx 80 0 01 159 63 -31 -128 379 sprites/pcx/suburban_04.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 380 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 381 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 382 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 383 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 384 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 385 * 7 03 07 01 \b29 00 05 00 // Action 0, defining the house properties 386 * 38 00 07 \b14 01 \b30 08 \b30 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b30 // Multiplier for generated population 0C \b2 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 2 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC1E // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 387 * 4 01 07 03 01 // SpriteSet 00 388 sprites/pcx/suburban_05.pcx 00 0 01 159 63 -31 -128 389 sprites/pcx/suburban_05.pcx 80 0 01 159 63 -31 -128 390 sprites/pcx/suburban_05.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 391 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 392 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 393 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 394 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 395 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 396 * 7 03 07 01 \b30 00 05 00 // Action 0, defining the house properties 397 * 38 00 07 \b14 01 \b31 08 \b31 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b8 // Multiplier for generated population 0C \b1 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b0 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC1F // ID of the string which names this house 13 \wxF003 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 398 * 4 01 07 03 01 // SpriteSet 00 399 sprites/pcx/village_01.pcx 00 0 01 159 63 -31 -128 400 sprites/pcx/village_01.pcx 80 0 01 159 63 -31 -128 401 sprites/pcx/village_01.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 402 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 403 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 404 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 405 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 406 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 407 * 7 03 07 01 \b31 00 05 00 // Action 0, defining the house properties 408 * 38 00 07 \b14 01 \b32 08 \b32 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b5 // Multiplier for generated population 0C \b0 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC20 // ID of the string which names this house 13 \wxF00F // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 409 * 4 01 07 03 01 // SpriteSet 00 410 sprites/pcx/village_02.pcx 00 0 01 159 63 -31 -128 411 sprites/pcx/village_02.pcx 80 0 01 159 63 -31 -128 412 sprites/pcx/village_02.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 413 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 414 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 415 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 416 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 417 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 418 * 7 03 07 01 \b32 00 05 00 // Action 0, defining the house properties 419 * 38 00 07 \b14 01 \b33 08 \b33 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b0 // Multiplier for generated population 0C \b0 // Multiplier for generated mail 0D \b0 // accepted passengers in 1/8 0E \b0 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC21 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 420 * 4 01 07 03 01 // SpriteSet 00 421 sprites/pcx/telephones.pcx 00 0 01 159 63 -31 -128 422 sprites/pcx/telephones.pcx 80 0 01 159 63 -31 -128 423 sprites/pcx/telephones.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 424 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 425 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 426 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 427 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 428 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 429 * 7 03 07 01 \b33 00 05 00 // Action 0, defining the house properties 430 * 38 00 07 \b14 01 \b34 08 \b34 // Replaces this default building 09 01 // House Layout 0A 00 14 // Availability range (short) 0B \b25 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 1 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC22 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w1940 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 431 * 4 01 07 03 01 // SpriteSet 00 432 sprites/pcx/half-timbered_01.pcx 00 0 01 159 63 -31 -128 433 sprites/pcx/half-timbered_01.pcx 80 0 01 159 63 -31 -128 434 sprites/pcx/half-timbered_01.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 435 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 436 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 437 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 438 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 439 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 440 * 7 03 07 01 \b34 00 05 00 // Action 0, defining the house properties 441 * 38 00 07 \b14 01 \b35 08 \b35 // Replaces this default building 09 01 // House Layout 0A 00 14 // Availability range (short) 0B \b15 // Multiplier for generated population 0C \b3 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 81 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC23 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w1940 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 442 * 4 01 07 03 01 // SpriteSet 00 443 sprites/pcx/half-timbered_02.pcx 00 0 01 159 63 -31 -128 444 sprites/pcx/half-timbered_02.pcx 80 0 01 159 63 -31 -128 445 sprites/pcx/half-timbered_02.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 446 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 447 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 448 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 449 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 450 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 451 * 7 03 07 01 \b35 00 05 00 // Action 0, defining the house properties 452 * 38 00 07 \b14 01 \b36 08 \b36 // Replaces this default building 09 01 // House Layout 0A 00 1E // Availability range (short) 0B \b35 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 2 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC24 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1000 // Year of first appearance 22 \w1950 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 453 * 4 01 07 03 01 // SpriteSet 00 454 sprites/pcx/half-timbered_03.pcx 00 0 01 159 63 -31 -128 455 sprites/pcx/half-timbered_03.pcx 80 0 01 159 63 -31 -128 456 sprites/pcx/half-timbered_03.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 457 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 458 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 459 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 460 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 461 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 462 * 7 03 07 01 \b36 00 05 00 // Action 0, defining the house properties 463 * 38 00 07 \b14 01 \b37 08 \b37 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b55 // Multiplier for generated population 0C \b5 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b2 // accepted mail in 1/8 0F 82 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC25 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1900 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 464 * 4 01 07 03 01 // SpriteSet 00 465 sprites/pcx/flats_07.pcx 00 0 01 159 63 -31 -128 466 sprites/pcx/flats_07.pcx 80 0 01 159 63 -31 -128 467 sprites/pcx/flats_07.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 468 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 469 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 470 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 471 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 472 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 473 * 7 03 07 01 \b37 00 05 00 // Action 0, defining the house properties 474 * 38 00 07 \b14 01 \b38 08 \b38 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b55 // Multiplier for generated population 0C \b5 // Multiplier for generated mail 0D \b4 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 83 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC26 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1900 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 475 * 4 01 07 03 01 // SpriteSet 00 476 sprites/pcx/flats_08.pcx 00 0 01 159 63 -31 -128 477 sprites/pcx/flats_08.pcx 80 0 01 159 63 -31 -128 478 sprites/pcx/flats_08.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 479 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 480 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 481 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 482 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 483 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 484 * 7 03 07 01 \b38 00 05 00 // Action 0, defining the house properties 485 * 38 00 07 \b14 01 \b39 08 \b39 // Replaces this default building 09 01 // House Layout 0A 0A 00 // Availability range (short) 0B \b85 // Multiplier for generated population 0C \b8 // Multiplier for generated mail 0D \b6 // accepted passengers in 1/8 0E \b3 // accepted mail in 1/8 0F 5 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC27 // ID of the string which names this house 13 \wxF01C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1930 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 486 * 4 01 07 03 01 // SpriteSet 00 487 sprites/pcx/highrise_05.pcx 00 0 01 159 63 -31 -128 488 sprites/pcx/highrise_05.pcx 80 0 01 159 63 -31 -128 489 sprites/pcx/highrise_05.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 490 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 491 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 492 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 493 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 494 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 495 * 7 03 07 01 \b39 00 05 00 // Action 0, defining the house properties 496 * 38 00 07 \b14 01 \b40 08 \b40 // Replaces this default building 09 01 // House Layout 0A 32 00 // Availability range (short) 0B \b65 // Multiplier for generated population 0C \b4 // Multiplier for generated mail 0D \b5 // accepted passengers in 1/8 0E \b2 // accepted mail in 1/8 0F 84 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC28 // ID of the string which names this house 13 \wxF010 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1970 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 497 * 4 01 07 03 01 // SpriteSet 00 498 sprites/pcx/shops_07.pcx 00 0 01 159 63 -31 -128 499 sprites/pcx/shops_07.pcx 80 0 01 159 63 -31 -128 500 sprites/pcx/shops_07.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 501 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 502 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 503 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 504 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 505 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 506 * 7 03 07 01 \b40 00 05 00 // Action 0, defining the house properties 507 * 38 00 07 \b14 01 \b41 08 \b41 // Replaces this default building 09 01 // House Layout 0A 1E 00 // Availability range (short) 0B \b20 // Multiplier for generated population 0C \b1 // Multiplier for generated mail 0D \b2 // accepted passengers in 1/8 0E \b1 // accepted mail in 1/8 0F 2 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC29 // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1950 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 508 * 4 01 07 03 01 // SpriteSet 00 509 sprites/pcx/suburban_06.pcx 00 0 01 159 63 -31 -128 510 sprites/pcx/suburban_06.pcx 80 0 01 159 63 -31 -128 511 sprites/pcx/suburban_06.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 512 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 513 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 514 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 515 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 516 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 517 * 7 03 07 01 \b41 00 05 00 // Action 0, defining the house properties 518 * 38 00 07 \b14 01 \b42 08 \b42 // Replaces this default building 09 01 // House Layout 0A 1E 00 // Availability range (short) 0B \b25 // Multiplier for generated population 0C \b2 // Multiplier for generated mail 0D \b3 // accepted passengers in 1/8 0E \b2 // accepted mail in 1/8 0F 82 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC2A // ID of the string which names this house 13 \wxF00C // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w1950 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 519 * 4 01 07 03 01 // SpriteSet 00 520 sprites/pcx/suburban_07.pcx 00 0 01 159 63 -31 -128 521 sprites/pcx/suburban_07.pcx 80 0 01 159 63 -31 -128 522 sprites/pcx/suburban_07.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 523 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 524 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 525 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 526 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 527 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 528 * 7 03 07 01 \b42 00 05 00 // Action 0, defining the house properties 529 * 38 00 07 \b14 01 \b43 08 \b43 // Replaces this default building 09 01 // House Layout 0A 00 00 // Availability range (short) 0B \b2 // Multiplier for generated population 0C \b0 // Multiplier for generated mail 0D \b1 // accepted passengers in 1/8 0E \b0 // accepted mail in 1/8 0F 0 // accepted food/goods/fizzy drinks in 1/8 // 1E THIS_HOUSE_CARGOS // define which goods are accepted 12 \wxDC2B // ID of the string which names this house 13 \wxF003 // Bits 0..4: Town zones. 11: sub-arctic above snow line, 12: temp, 13: sub-arctic below snow line, 14: subtropical, 15: toyland 18 10 // chance that this house appears. Default: 16 (0x10) 1F 00 // Minimum lifespan of the house before it may be removed by the town 21 \w0 // Year of first appearance 22 \w9999 // Last year it is being built // Action 1, defines real sprites: // -1 * 00 530 * 4 01 07 03 01 // SpriteSet 00 531 sprites/pcx/village_03.pcx 00 0 01 159 63 -31 -128 532 sprites/pcx/village_03.pcx 80 0 01 159 63 -31 -128 533 sprites/pcx/village_03.pcx 159 0 01 159 63 -31 -128 // Action2, use default ground sprite and 1st sprite set of action1 as above. 534 * 17 02 07 01 00 8C 05 00 00 // default ground sprite (1420) 00 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 535 * 17 02 07 02 00 8C 05 00 00 // default ground sprite (1420) 01 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 536 * 17 02 07 03 00 8C 05 00 00 // default ground sprite (1420) 02 80 23 83 // Use recolour-table for gray-only. 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height 537 * 17 02 07 04 00 8C 05 00 00 // default ground sprite (1420) 02 00 00 80 // setID 01 00 00 \b16 \b16 \b160 // the usual 1-tile extend and 160px height // Decide on the sprite to show, depending on the construction stage: 538 * 22 02 07 05 81 40 00 03 // Don't add anything and consider only the constr. stage bits 03 // 3 values to consider 01 00 00 00 02 00 01 01 03 00 02 02 04 00 // Action3 539 * 7 03 07 01 \b43 00 05 00