Filetype:MAP

This is where the actual map layout of the city is defined. A map is 160 bytes wide and 120 bytes long. Each tile represents (in the game at 640x400 resolution) 32x32 pixels. The image below shows all the map tiles (as defined in ), and also shows what value represents which tile:



Value  is the tree on the top left, value   is the tree next to it,   is the tree next to that, etc. Value   is the white building front on the second row,   is the brown building front next to that, etc:

0x00 0x10 0x20 0x30 0x40 ... 0xD0 0xE0 0xF0 0x01 0x11 0x21 0x31 0x41 ... 0xD1 0xE1 0xF1 0x02 0x12 0x22 0x32 0x42 ... 0xD2 0xE2 0xF2 ...

If you click a tile in the game, there is a description for some tiles (NATURE, ROAD, etc). I'm guessing that is (partially) based on the row they are in. For example, the entire first row is NATURE. Some rows are more specific, the first six tiles in the third row don't have a description while the rest does (WATER).

Some buildings have not only a description but a name as well, for example the bars, discos, schools, etc. The names are loaded from the cityX.dat file for this city. There are a maximum of 24 names per building type, if a city has more than that of a certain type than the names are simply recycled. The name assignment is simply the order in which they are defined in the map file. The first bar in the map array has bar_name[0], the next one has bar_name[1], etc.