I was knackered last night after all that digging, so watched a movie instead. I did do a bit more basic setting up of a pile of files though, and also managed to learn something new about the file structure.
I should have noticed this before, but bytes 252-255 inclusive are only relevant if you are calling the profile icon from one of the CarSideView files. I won't be doing that for the revamped cargoes anyway, so can just set those bytes to all zeroes to make the files less confusing. Same goes for any custom locomotives, including the default 1.06 locos.
I've also come up with an easy system for doing the custom ID's for the actual cars, which are bytes 8-11 inclusive. Since these have to be in hex anyway, and since the scale goes up to a very large number anyway (at least 65,536 even if only two bytes are used) after thinking on it some more I figured it would be most sensible to make the hex easy and not worry about the decimal values. Again, this same idea can also be used to give unique ID's to custom locos.
The scale is going to be done like this, which will provide space for up to 16 eras for each car if anyone ever wants to go that nuts. The handy thing about it is that with up to 9 eras the ID's are really easy on the brain, since they just use standard decimal increments on the first byte. So the first era will always be *0, and if there are 7 eras for that cargo the last will always be *6, with the second byte ranging from 01 to 03 depending on the alphabetical order of the cargo.
Code: Select all
Cargo name .car ID Hex (A era to last era) .cct ID Base price (.cty)
-------------------------------------------------------------------------------------------------------
Alcohol 160 - 166 A0 00 00 00 - A6 00 00 00 12 $100k (00 50 C3 47)
Aluminum 176 - 179 B0 00 00 00 - B3 00 00 00 4 $ 85k (00 04 A6 47)
Ammunition 192 - 197 C0 00 00 00 - C5 00 00 00 11 $160k (00 40 1C 48)
Automobiles 208 - 211 D0 00 00 00 - D3 00 00 00 13 $200k (00 50 43 48)
Bauxite 224 - 227 E0 00 00 00 - E3 00 00 00 14 $ 30k (00 60 EA 46)
Caboose 240 - 246 F0 00 00 00 - F6 00 00 00 N/A N/A
Ceramics (1.06) 256 - 262 00 01 00 00 - 06 01 00 00 11 ? $ 40k (00 40 1C 47)
Cheese 272 - 276 10 01 00 00 - 14 01 00 00 12 $235k (00 7E 65 48)
Chemicals 288 - 291 20 01 00 00 - 23 01 00 00 3 $ 30k (00 60 EA 46)
Clothing 304 - 310 30 01 00 00 - 36 01 00 00 11 $ 95k (00 8C B9 47)
Coal 320 - 326 40 01 00 00 - 46 01 00 00 14 $ 30k (00 60 EA 46)
Coffee 336 - 342 50 01 00 00 - 56 01 00 00 11 $ 45k (00 C8 2F 47)
Concrete (1.06) 352 - 357 60 01 00 00 - 65 01 00 00 15 $100k (00 50 C3 47)
Corn 368 - 374 70 01 00 00 - 76 01 00 00 15 $ 25k (00 50 C3 46)
Cotton 384 - 390 80 01 00 00 - 86 01 00 00 11 $ 30k (00 60 EA 46)
Crystals (1.06) 400 - 406 90 01 00 00 - 96 01 00 00 14 $ 50k (00 50 43 47)
Diesel 416 - 419 A0 01 00 00 - A3 01 00 00 3 $100k (00 50 C3 47)
Dye (1.06) 432 - 438 B0 01 00 00 - B6 01 00 00 3 $ 30k (00 60 EA 46)
Electronics (1.06) 448 - 451 C0 01 00 00 - C3 01 00 00 11 $230k (00 9C 60 48)
Fertilizer 464 - 467 D0 01 00 00 - D3 01 00 00 3 $ 80k (00 40 9C 47)
Furniture 480 - 484 E0 01 00 00 - E4 01 00 00 11 $220k (00 D8 56 48)
Goods 496 - 502 F0 01 00 00 - F6 01 00 00 11 $170k (00 04 26 48)
Grain 512 - 518 00 02 00 00 - 06 02 00 00 15 $ 30k (00 60 EA 46)
Ingots (1.06) 528 - 534 10 02 00 00 - 16 02 00 00 11 $100k (00 50 C3 47)
Iron 544 - 550 20 02 00 00 - 26 02 00 00 14 $ 30k (00 60 EA 46)
Livestock 560 - 566 30 02 00 00 - 36 02 00 00 16 $ 90k (00 C8 AF 47)
Logs 576 - 582 40 02 00 00 - 46 02 00 00 4 $ 30k (00 60 EA 46)
Lumber 592 - 598 50 02 00 00 - 56 02 00 00 4 $ 85k (00 04 A6 47)
Machinery (1.06) 608 - 614 60 02 00 00 - 66 02 00 00 11 $200k (00 50 43 48)
Mail 624 - 630 70 02 00 00 - 76 02 00 00 10 $ 80k (00 40 9C 47)
Meat 640 - 646 80 02 00 00 - 86 02 00 00 12 $195k (00 6E 3E 48)
Medicine (1.06) 656 - 659 90 02 00 00 - 93 02 00 00 12 $150k (00 7C 12 48)
Milk 672 - 678 A0 02 00 00 - A6 02 00 00 12 $110k (00 D8 D6 47)
Oil 688 - 692 B0 02 00 00 - B4 02 00 00 3 $ 40k (00 40 1C 47)
Ore (1.06) 704 - 710 C0 02 00 00 - C6 02 00 00 14 $ 45k (00 C8 2F 47)
Paper 720 - 726 D0 02 00 00 - D6 02 00 00 11 $ 85k (00 04 A6 47)
Passengers 736 - 742 E0 02 00 00 - E6 02 00 00 8 $ 85k (00 04 A6 47)
Plastic 752 - 753 F0 02 00 00 - F1 02 00 00 15 $ 85k (00 04 A6 47)
Produce 768 - 774 00 03 00 00 - 06 03 00 00 12 $ 45k (00 C8 2F 47)
Pulpwood 784 - 790 10 03 00 00 - 16 03 00 00 4 $ 30k (00 60 EA 46)
Rice 800 - 806 20 03 00 00 - 26 03 00 00 15 $ 30k (00 60 EA 46)
Rock (1.06) 816 - 822 30 03 00 00 - 36 03 00 00 14 $ 20k (00 40 9C 46)
Rubber 832 - 835 40 03 00 00 - 43 03 00 00 11 $ 30k (00 60 EA 46)
Steel 848 - 853 50 03 00 00 - 55 03 00 00 4 $ 85k (00 04 A6 47)
Sugar 864 - 870 60 03 00 00 - 66 03 00 00 15 $ 35k (00 B8 08 47)
Tires 880 - 883 70 03 00 00 - 73 03 00 00 11 $ 85k (00 04 A6 47)
Toys 896 - 900 80 03 00 00 - 84 03 00 00 11 $175k (00 E6 2A 48)
Troops 912 - 918 90 03 00 00 - 96 03 00 00 9 $ 50k (00 50 43 47)
Uranium 928 - 929 A0 03 00 00 - A1 03 00 00 4 $200k (00 50 43 48)
Waste 944 B0 03 00 00 15 $ 40k (00 40 1C 47)
Weapons 960 - 965 C0 03 00 00 - C5 03 00 00 4 $235k (00 7E 65 48)
Wool 976 - 982 D0 03 00 00 - D6 03 00 00 11 $ 30k (00 60 EA 46)
This is probably very boring for anyone who won't be playing with RT3 coding, but I like having clear and consistent consistent standards for stuff I'm working on. Ir's just less strain on the brain overall.
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