
Note, however, that fully submerged (depth of 7/7) fortifications no longer block creature movement. Unlike walls, supports span only one z-level, allow liquids and movement, and don't create a floor on top.Ĭonstructed fortifications are basically the same, but block movement as well. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> Natural or Constructed Floor -> Open Space Floor (or Down Stair) The floor above the wall can become "open space" by two methods: felling a tree above the wall, and digging a down stair above the wall, which is technically "open" (by exposing the tile below). Smoothed and engraved walls span across only one z-level, the bottom wall section and floor. ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> Floor ▓ ▓▓▓▓▓▓▓ -> Down Stair -|īoth naturally-occurring and constructed walls span across two z-levels, the bottom wall section and floor and the top floor section: ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> Floor ▓▓▓▓▓▓▓▓▓▓▓▓▓▓ -> FloorĪn up-down stair, or building both up and down stairs in the same tile, works like this: When digging and building, this is important, since some designations and constructions will only be done in wall tiles and others will only be done in floor tiles.īuilding a stairway consists of two elements: an up stair and a down stair, each element is built only in the matching tile section, across two z-levels, like this: As worlds can have between 17 and 257 region map tiles, a world in Dwarf Fortress is between 20 and 300 miles (32 and 481 kilometers) across with a maximum area of 89,434 square miles (231,632 kilometers squared)– which is about 4% smaller than the United Kingdom.Ī tile consists of two sections-a wall section and a floor section, shown in cross-section like this: A single region map tile (the maximum embark size) would contain 768×768 embark tiles (approx. 16×16 local tiles, the maximum embark size, covers a region map tile. There are 48×48 tiles in a 1×1 embark this is also the scale of overland travel tiles in adventure mode. However, the physics calculations assume a tile size of 2.8 meters high and a tick rate of 10 ticks per second, and from the listed speeds (in km/h) and gaits (ticks per 100 tiles) and the tick rate of 10 ticks per second, a tile would be about 8x8 feet (2.4×2.4 meters). They are approximately two meters long, two meters wide, and three meters high. Look for 0x30000000 in disassembly in the second half of the code, closer to the end.For a list of all tile characters used in DF, see Tilesets. The address of a function called right after render_map is A_RENDER_UPDOWN (use function address, not a call instruction address). Go to any of the four call instructions from the last step. Make sure that the total length of these instructions matches values specified for each address in p_advmode_render. At each of the four addresses there are either call, call (Windows) or call, mov, call / call, lea, call (Linux and macOS) instructions. The addresses of the four call instructions are p_advmode_render.ĥ+. There will be a function referencing it four times. The address of the call instruction is p_dwarfmode_render. Rename it to dwarfmode_render_main.įind a call of render_map from dwarfmode_render_main. Its address is A_RENDER_MAP.įind a function that references string "Following".

The address of this function is A_LOAD_MULTI_PDIM.įind a function that references string "Here we have".
#Dwarf fortress tileset comparison windows#
Windows & macOS only Find a function that references string "Tileset not found". So if some address you found is completely different from the address in previous version, it's likely incorrect. Note: usually addresses don't change much, and usually they increase.
#Dwarf fortress tileset comparison trial#
You can use trial version that's is limited to 30 minutes which is enough for our needs. I use Hopper Disassembler, it's available for OS X and Linux and can open executables for all platforms. This instructions apply to 64-bit versions of Dwarf Fortress.
