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Codefix: Mostly aligment, and missing closing tags in landscape.html
- Enclose "Presence and direction of bridge above" within <li> </li> - Several missing closing </li> tags - A few missing closing </td></tr> tags - Consistent lower case <br> tags - A big table misalignment by one space in "m5 bits 7..4: Water tile type:" with an incorrect closing </li> tag at the end
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+98
-94
@@ -16,7 +16,7 @@
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<a href="landscape_grid.html">Landscape grid</a> page.
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</p>
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<p>Nine attributes (counting "<span style="font-weight: bold;">type</span>" and
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"<span style="font-weight: bold;">height</span>") hold the information about a tile.<BR>
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"<span style="font-weight: bold;">height</span>") hold the information about a tile.<br>
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These attributes are referred to as
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"<span style="font-weight: bold;">type</span>",
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"<span style="font-weight: bold;">height</span>",
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@@ -50,6 +50,7 @@
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<tr><td><tt>0A</tt></td><td>Objects</td></tr>
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</table>
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</li>
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<li>
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Bits 3..2:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">Presence and direction of bridge above.</td></tr>
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@@ -57,6 +58,7 @@
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<tr><td><tt>01</tt></td><td>Axis X (North-East)</td></tr>
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<tr><td><tt>02</tt></td><td>Axis Y (South-West)</td></tr>
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</table>
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</li>
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<li>
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<a name="tropic_zone"></a>
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Bits 1..0:
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@@ -69,13 +71,14 @@
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In any other climate these 2 bits are theoretically free of use, however using them does not seem useful.
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</li>
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</ul>
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</li>
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<li><span style="font-weight: bold;">m1</span>
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<ul>
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<li>
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<a name="WaterClass"></a>
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Bits 6..5:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.
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<tr bgcolor="#CCCCCC"><td colspan="2">The type of water that is on a tile.</td></tr>
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<tr><td style="width: 5em;"><tt>00</tt></td><td align=left>Sea</td></tr>
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<tr><td><tt>01</tt></td><td align=left>Canal</td></tr>
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<tr><td><tt>02</tt></td><td align=left>River</td></tr>
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@@ -87,7 +90,7 @@
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<a name="OwnershipInfo"></a>
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Bits 4..0:
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<table border="1" style="width: 30em;">
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<tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".
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<tr bgcolor="#CCCCCC"><td colspan="2">The owner of a tile can be either companies (human or AI) or "Game entities".</td></tr>
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<tr><td style="width: 5em;"><tt>00..0E</tt></td><td align=left>Normal companies</td></tr>
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<tr><td><tt>0F</tt></td><td align=left>a town owns the tile</td></tr>
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<tr><td><tt>10</tt></td><td align=left>nobody owns the tile</td></tr>
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@@ -152,8 +155,8 @@
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<li>m4 bits 7..5: type of hedge on the SW border of the tile (1 through 6, or 0=none)</li>
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<li>m4 bits 4..2: same as 7..5, but for the SE border</li>
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<li>m5 bits 7..5: update counter, incremented on every periodic processing for tile types,
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other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<BR>
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on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased).<BR>
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other than <tt>03</tt>, <tt>07</tt>, <tt>0B</tt>, <tt>10</tt> and above.<br>
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on wraparound, the tile is updated (for fields, the type of fields in m3 is increased, for other types the tile type in m5 is increased).<br>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li>m5 bits 4..2: tile type:
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<table>
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@@ -390,7 +393,7 @@
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</tr>
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</table>
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</li>
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<li>m5 bit 6 set = with signals:<BR>
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<li>m5 bit 6 set = with signals:<br>
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There are at most 4 signals on a tile. The signals 0..3 belong to the directions:
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<table>
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<tr>
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@@ -562,7 +565,7 @@
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<td>
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<ul>
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<li>m2: Index into the array of towns (owning town for town roads; closest town otherwise, INVALID_TOWN if there is no town or we are creating a town)</li>
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<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)
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<li>m3 bits 7..4: <a href="#OwnershipInfo">owner</a> of road type 1 (tram); OWNER_NONE (<tt>10</tt>) is stored as OWNER_TOWN (<tt>0F</tt>)</li>
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<li>m4 bits 5..0: <a href="#RoadType">Roadtype</a></li>
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<li>m7 bit 5 set = on snow or desert</li>
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<li>m8 bits 11..6: <a href="#TramType">Tramtype</a></li>
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@@ -721,6 +724,7 @@
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</ul>
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</li>
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</ul>
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</li>
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<li>m3 bit 6 : free</li>
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<li>m3 bit 5 : The house is protected from the town upgrading it</li>
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<li>m3 bits 4..0 : triggers activated <a href="#newhouses">(newhouses)</a></li>
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@@ -1050,97 +1054,96 @@
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<td>
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<ul>
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<li>m1 bit 7: Ship docking tile status</li>
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<li>m1 bits 6..5 : Water class (sea, canal or river)
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<li>m1 bits 6..5 : Water class (sea, canal or river)</li>
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<li>m1 bits 4..0: <a href="#OwnershipInfo">owner</a> (for sea, rivers, and coasts normally <tt>11</tt>)</li>
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<li>m2: Depot index (for depots only)</li>
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<li>m3 bit 0: Non-flooding state</li>
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<li>m4: Random data for canal or river tiles</li>
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<li>m5 bits 7..4: Water tile type:
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>water, canal or river</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>coast or riverbank</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td>canal lock<br>
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<ul>
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<li>m5 bits 3..2: Lock part
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>Middle part</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>Lower part</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>Upper part</td>
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</tr>
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</table>
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</li>
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<li>m5 bits 1..0: Lock direction
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>NE raised</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>SE raised</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>SW raised</td>
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</tr>
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<tr>
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<td><tt>3</tt> </td>
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<td>NW raised</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td>depot<br>
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<ul>
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<li>m5 bit 1: Depot axis
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>X direction (NE-SW)</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>Y direction (NW-SE)</td>
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</tr>
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</table>
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</li>
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<li>m5 bit 0: Depot part
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>North part</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>South part</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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</tr>
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</table>
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</li>
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<tr>
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<td><tt>0</tt> </td>
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<td>water, canal or river</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>coast or riverbank</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td>canal lock<br>
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<ul>
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<li>m5 bits 3..2: Lock part
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>Middle part</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>Lower part</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>Upper part</td>
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</tr>
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</table>
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</li>
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<li>m5 bits 1..0: Lock direction
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>NE raised</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>SE raised</td>
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</tr>
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<tr>
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<td><tt>2</tt> </td>
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<td>SW raised</td>
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</tr>
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<tr>
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<td><tt>3</tt> </td>
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<td>NW raised</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>3</tt> </td>
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<td>depot<br>
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<ul>
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<li>m5 bit 1: Depot axis
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>X direction (NE-SW)</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>Y direction (NW-SE)</td>
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</tr>
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</table>
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</li>
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<li>m5 bit 0: Depot part
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<table>
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<tr>
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<td><tt>0</tt> </td>
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<td>North part</td>
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</tr>
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<tr>
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<td><tt>1</tt> </td>
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<td>South part</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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</tr>
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</table>
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</li>
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</ul>
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</td>
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@@ -1167,7 +1170,7 @@
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<ul>
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<li>m1 bit 7: clear = under construction
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<ul>
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<li>m1 bits 6..5 : Water class (sea, canal, river or land)
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<li>m1 bits 6..5 : Water class (sea, canal, river or land)</li>
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<li>m1 bits 3..2: construction counter, for buildings under construction incremented on every periodic tile processing</li>
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<li>m1 bits 1..0: stage of construction (<tt>3</tt> = completed), incremented when the construction counter wraps around<br>
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the meaning is different for some animated tiles which are never under construction (types <tt>01</tt>, <tt>1E</tt>..<tt>20</tt>, <tt>30</tt>, <tt>58</tt>; see above)</li>
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@@ -1323,7 +1326,8 @@
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<td nowrap valign=top><tt>58</tt> </td>
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<td align=left>wheel tower when animated; animation state in m7 bits 5..0; m7 bit 6 set = sound already generated</td>
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</tr>
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</table></td>
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</table>
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</td>
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</tr>
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<tr>
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Block a user