Alpha Map Format: Difference between revisions
imported>Xinnx |
imported>SirCmpwn m moved Map Format to Alpha Map Format: Outdated |
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<source lang=csharp> | <source lang=csharp> | ||
public static string Base36Encode(long input) | public static string Base36Encode(long input) | ||
{ | |||
if (input == 0){ return "0"; } | |||
string chars = "0123456789abcdefghijklmnopqrstuvwxyz"; | |||
bool negative = (input < 0); | |||
StringBuilder sb = new StringBuilder(); | |||
if (negative) { | |||
input = -input; | |||
sb.Append("-"); | |||
} | |||
while (input > 0) { | |||
sb.Insert((negative ? 1 : 0), chars[(int)(input % 36)]); | |||
input /= 36; | |||
} | |||
return sb.ToString(); | |||
} | |||
</source> | </source> | ||
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Persistent data for players is stored in a folder called "players". Each player has a file called "<username>.dat". | Persistent data for players is stored in a folder called "players". Each player has a file called "<username>.dat". | ||
== Beta player files == | |||
Player files are [[NBT]] encoded. | |||
The file starts with a nameless TAG_Compound which contains all other data. | |||
{| class="wikitable" | |||
! Tag Name || Type || Description | |||
|- | |||
| SleepTimer || TAG_Short || | |||
|- | |||
| Motion || TAG_List(3 TAG_Double) || | |||
|- | |||
| OnGround || TAG_Byte || | |||
|- | |||
| HurtTime || TAG_Short || | |||
|- | |||
| Health || TAG_Short || | |||
|- | |||
| Dimension || TAG_Int || | |||
|- | |||
| Air || TAG_Short || | |||
|- | |||
| Inventory || TAG_List or TAG_Byte(when empty) || See Inventory table below | |||
|- | |||
| Pos || TAG_List(3 TAG_Double) || | |||
|- | |||
| AttackTime || TAG_Short || | |||
|- | |||
| Sleeping || TAG_Byte || | |||
|- | |||
| Fire || TAG_Short || | |||
|- | |||
| FallDistance || TAG_Float || | |||
|- | |||
| Rotation || TAG_List(2 TAG_Float) || | |||
|- | |||
| DeathTime || TAG_Short || | |||
|- | |||
| SpawnX || TAG_Int || Only present when spawn is set elsewhere | |||
|- | |||
| SpawnY || TAG_Int || Only present when spawn is set elsewhere | |||
|- | |||
| SpawnZ || TAG_Int || Only present when spawn is set elsewhere | |||
|} | |||
Inventory items are in the TAG_Compound format with the following tags: | |||
{| class="wikitable" | |||
! Tag Name || Type || Description | |||
|- | |||
| Slot || TAG_byte || | |||
|- | |||
| id || TAG_Short || | |||
|- | |||
| Damage || TAG_Short || | |||
|- | |||
| Count || TAG_Byte || | |||
|} | |||
== Other formats == | |||
The following format is not used in Beta. | |||
May be the Alpha format. | |||
{| class="wikitable" | {| class="wikitable" | ||
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Two-dimensional noise functions can be used to provide a terrain height at certain coordinates. | Two-dimensional noise functions can be used to provide a terrain height at certain coordinates. | ||
[[Category:Minecraft | [[Category:Minecraft Beta]] | ||
[[Category:File Formats]] | [[Category:File Formats]] |
Latest revision as of 20:21, 27 March 2012
Alpha worlds consist of several files, all held together in one folder under a very rigid directory structure.
Level
The level is a file called "level.dat" in the root of the world.
Name | Type | Description | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Data | Compound | General level data
|
Chunks
Chunks are stored in folders inside the world corresponding to their coordinates in base-36. The path is "<base-36-x-63>/<base-36-z-63>/c.<base-36-x>.<base-36-z>.dat", where <base-36-x-63> is the base-36 representation of the X coordinate of the chunk AND'd bitwise with 63.
For example, if we have the chunk coordinate (39, -13), we end up with the path 13/1f/c.13.-d.dat
The main world is stored in the root directory of the world. The Nether is stored in the "DIM-1" folder in the root and uses the same chunk folder system.
The Base-36 Algorithm
To retrieve the base-36 representation of a number, use the digits "0123456789abcdefghijklmnopqrstuvwxyz", and prefix the result with a hyphen ("-") if the number is negative.
Example code in Python, from Beta:
def base36(i): """ Return the string representation of i in base 36, using lowercase letters. """ letters = "0123456789abcdefghijklmnopqrstuvwxyz" if i < 0: i = -i signed = True elif i == 0: return "0" else: signed = False s = "" while i: i, digit = divmod(i, 36) s = letters[digit] + s if signed: s = "-" + s return s
Example code in C#:
public static string Base36Encode(long input)
{
if (input == 0){ return "0"; }
string chars = "0123456789abcdefghijklmnopqrstuvwxyz";
bool negative = (input < 0);
StringBuilder sb = new StringBuilder();
if (negative) {
input = -input;
sb.Append("-");
}
while (input > 0) {
sb.Insert((negative ? 1 : 0), chars[(int)(input % 36)]);
input /= 36;
}
return sb.ToString();
}
Players
Persistent data for players is stored in a folder called "players". Each player has a file called "<username>.dat".
Beta player files
Player files are NBT encoded.
The file starts with a nameless TAG_Compound which contains all other data.
Tag Name | Type | Description |
---|---|---|
SleepTimer | TAG_Short | |
Motion | TAG_List(3 TAG_Double) | |
OnGround | TAG_Byte | |
HurtTime | TAG_Short | |
Health | TAG_Short | |
Dimension | TAG_Int | |
Air | TAG_Short | |
Inventory | TAG_List or TAG_Byte(when empty) | See Inventory table below |
Pos | TAG_List(3 TAG_Double) | |
AttackTime | TAG_Short | |
Sleeping | TAG_Byte | |
Fire | TAG_Short | |
FallDistance | TAG_Float | |
Rotation | TAG_List(2 TAG_Float) | |
DeathTime | TAG_Short | |
SpawnX | TAG_Int | Only present when spawn is set elsewhere |
SpawnY | TAG_Int | Only present when spawn is set elsewhere |
SpawnZ | TAG_Int | Only present when spawn is set elsewhere |
Inventory items are in the TAG_Compound format with the following tags:
Tag Name | Type | Description |
---|---|---|
Slot | TAG_byte | |
id | TAG_Short | |
Damage | TAG_Short | |
Count | TAG_Byte |
Other formats
The following format is not used in Beta. May be the Alpha format.
Name | Type | Description |
---|---|---|
Pos | List of 3 doubles | X, Y, and Z coordinates of the player position, in pixel coordinates |
Rotation | List of 2 doubles | Yaw and pitch of the player, in degrees |
Map Generation
There are several approaches to map generation.
Noise
Two-dimensional noise functions can be used to provide a terrain height at certain coordinates.