Note how quickly this number increases compared to map size - that’s exponential growth for you. Since I started with the Large Grassy Zoo map, which is 150×150, that thus means 54289 - 22500 = 31789 additional elements, inserted at the correct place. So a 75×75 map contains 5625 elements, while a 150×150 map contains 22500 elements. This is expected - the terrain data is saved in a continuous stream of mapSizeX × mapSizeY elements. Now, just modifying this value will result in a crash. zoo file, as you can see when looking at via a hex editor: Or are you? The map size is actually saved in the. So you’re basically stuck with a few standard sizes like 75×75 or 150×150. ZT1 does not include a map editor, and while you can enter developer mode to move the zoo walls a bit further towards the edge, you cannot increase the visible space and actually make your map bigger. And so I set about investigating the format, with the goals of 1) hacking the saves and doing interesting stuff that the game does not normally allow, and 2) import the landscape into OpenRCT2. This was right after implementing support for reading several binary formats that RCT uses. Like I mentioned in the topic where I introduced myself, I became interested in the.
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