# ALE Clone tileset graphic format

The clone playfield is build with tiles each with the size of 32x32 pixels.

## Tileset graphic file format

The graphic data for tiles are stored in the directory: $CLONEHOME/data/graphic/tileset.

### Fantasy warfare summer tileset

- Fog of war mask.
- Human walls.
- Orc walls.
- Defect human walls.
- Defect orc walls.
- Destroyed walls.
- Forest and ground.
- Rocks and coast.
- Light and dark coast.
- Water and coast.
- Light and dark ground.
- Water and coast.
- Light and dark water.
- Light coast.
- Dark coast.
- Light ground.
- Dark ground.

## Tileset map file format

The tiles are stored in the map with this numbers.

The mapping from the map tile number to the graphic tile number is stored in the file $CLONEHOME/data/ccl/tileset.ccl.

The tiles in the map are numbered from 0 to 0x9DF (2527).

- 0x0000 - 0x000F unused
- 0x0010 - 0x001F solid light water
- 0x0020 - 0x002F solid dark water
- 0x0030 - 0x003F solid light coast
- 0x0040 - 0x004F solid dark coast
- 0x0050 - 0x005F solid light ground
- 0x0060 - 0x006F solid dark ground
- 0x0070 - 0x007F solid forest
- 0x0080 - 0x008F solid mountains
- 0x0090 - 0x009F solid human walls
  - 0x0 Solid wall
  - 0x2 defect wall
  - 0x4 destroyed wall
- 0x00A0 - 0x00AF solid orc walls
  See solid human walls.
- 0x00B0 - 0x00BF solid human walls
  See solid human walls.
- 0x00C0 - 0x00CF solid orc walls
  See solid human walls.
- 0x00D0 - 0x00FF unused
- 0x0100 - 0x01FF dark and light water
  - 0x0* filled upper left
  - 0x1* filled upper right
  - 0x2* filled upper half
  - 0x3* filled lower left
  - 0x4* filled left half
  - 0x5* clear upper left and lower right
  - 0x6* clear lower right
  - 0x7* filled lower right
  - 0x8* filled upper left and lower right
  - 0x9* clear left half
  - 0xA* clear lower left
  - 0xB* clear upper half
  - 0xC* clear upper right
  - 0xD* clear upper left
  - 0xE* unused
  - 0xF* unused
- 0x0200 - 0x02FF water and coast
  See dark and light water
- 0x0300 - 0x03FF dark and light coast
  See dark and light water
- 0x0400 - 0x04FF mountain and coast
  See dark and light water
- 0x0500 - 0x05FF coast and ground
  See dark and light water
- 0x0600 - 0x06FF dark and light ground
  See dark and light water
- 0x0700 - 0x07FF forest and ground
  See dark and light water
- 0x0800 - 0x08FF human wall
  See dark and light water
- 0x0900 - 0x09FF orc wall
  See dark and light water
- 0x0A00 - 0xFFFF unused

### Palette

The palette are stored with the tilesets.

This will I change later.

0 | black
1 | blue player color on minimap
2 | yellow player color on minimap
3 | flash red/green attacked building on minimap
12-15 | 4 colors for yellow player
38- 47 | Water color cycle map
48- 56 | Water/Coast color cycle map
104 | Reverse color 1 font
149 | Dark green for hit points
192 | Color 0 font
199 | Color 1 font
200 | Color 2 font
202 | Pulsated red (circle of power)
206 | Color for mana points
208 | red player color on minimap
208-211 | 4 colors for red player
212-215 | 4 colors for blue player
216 | green player color on minimap
216-219 | 4 colors for green player
220 | violett player color on minimap
220-223 | 4 colors for violett player
224 | orange player color on minimap
224-227 | 4 colors for orange player
228 | black player color on minimap
228-231 | 4 colors for black player
232-235 | 4 colors for black player
239 | Color 3 font
240-244 | Water color cycle icons
246 | Reverse color 0 font (white)
247 | neutral on minimap
248 | Gray of icons
249 | red for hit points
250 | Green on minimap
251 | Gold on minimap (yellow)
252 | blink red/yellow on minimap
255 | white player color on minimap
255 | color for view point rectangle

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