Micro Machines Tileset Format

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Micro Machines Tileset Format
There is no image of a tileset in this format — upload one!
Format typeTileset
HardwareVGA
Max tile count512
PaletteExternal
Tile names?Unknown
Minimum tile size (pixels)16×16
Maximum tile size (pixels)16×16
Plane count1
Plane arrangementUnknown
Transparent pixels?No
Hitmap pixels?No
Metadata?None
Supports sub-tilesets?No
Compressed tiles?No
Hidden data?No
Games

The track graphics of Micro Machines are stored in GAME1\ROUNDnBR.PR0, .PR1 and .PR2, one set per round. Rounds 5, 7 and 8 have no .PR2 file.

File format

Each file is compressed with Micro Machines Compression. The files are decompressed in order and joined together: .PR0 and .PR1 always decompress to 0xC000 bytes (unless they are the last file), and the last file holds the rest.

The joined data is a list of 16×16 pixel tiles, 256 bytes each, with no header. Pixels are 8-bit indices into the round's palette ROUNDn.PAL (VGA Palette), stored row by row. All tiles are opaque.

Round Vehicles Tiles
1 Sportscars 509
2 Powerboats 443
3 Formula One 472
4 Turbo Wheels 502
5 Four by Four 312
6 Warriors 485
7 Tanks 346
8 Choppers 285
9 Ruff Trux 495

The game loads the tiles into memory right below the world map. A tileset larger than 0x20000 bytes (512 tiles) overwrites the map.

Tiles are placed on the track by the .CT file.

Special tiles

  • Rounds 2 and 3 have overlay tiles: for a tile marked as overlay, tile number + 12 holds the same picture with the background set to colour 0. It is drawn transparently over the cars. See Micro Machines Meta-tile Format.
  • Rounds 1, 3 and 5 scroll the contents of tile 0 at half the camera speed, as a parallax background.

Credits

This file format was reverse engineered by VorticonCmdr. If you find this information helpful in a project you're working on, please give credit where credit is due. (A link back to this wiki would be nice too!)