## Additions to NewGRF Specifications in JGR's Patchpack

This document describes non-standard additions to the Official OpenTTD NewGRF Specifications which are present in this patchpack.

These additions MAY also be present in other patchpacks. They MAY be removed or moved in future, if necessary.

NewGRFs which use any of these features SHOULD use the feature testing mechanism described below to check whether individual added features are supported.

### Action 14 - Feature Tests

See Action 14 Specification for background information.

#### Feature Test: C "FTST"

Each FTST chunk (type C) describes an individual feature test.
Sub-chunks within each FTST chunk may appear in any order, however each sub-chunk SHOULD only appear ONCE within an individual FTST chunk.

Feature tests can be safely used on implementations which do not implement the described feature test mechanism because unknown Action 14 blocks are ignored, and the observable result (in global variable 0x9D) is equivalent to the case where all feature tests have failed, indicating that the feature is not present.

#### Feature Name: C "FTST" -> T "NAME"

Within an FTST chunk, the NAME text (type T) field contains the name of the feature to test for. The value of the language ID byte is ignored.
If the named feature is not present, or if this field is omitted, the version is 0.
If the named feature is present, the version number will be at least 1.

The feature testing mechanism itself has the feature name: feature_test, this document describes version 1.

#### Feature Minimum Version: C "FTST" -> B "MINV"

Within an FTST chunk, the MINV binary (type B) field contains the minimum (inclusive) (≥) version to accept. This is a Word (2 bytes).
The default value is 1.

#### Feature Maximum Version: C "FTST" -> B "MAXV"

Within an FTST chunk, the MAXV binary (type B) field contains the maximum (inclusive) (≤) version to accept. This is a Word (2 bytes).
The default value is 0xFFFF (no maximum).

#### Feature Set Global Variable 0x9D Bit: C "FTST" -> B "SETP"

Within an FTST chunk, the SETP binary (type B) field contains the bit number to set/clear in global variable 0x9D (TTD Platform) to store the result of the test. This is 1 byte.
If the test is successful, the bit is set (to 1), otherwise the bit is cleared (to 0).
The bit number MUST be in the range: 4 ≤ bit number ≤ 31. These bits can be assumed to be 0 on implementations which do not support this feature test mechanism.
Global variable 0x9D can then be tested by using a standard Action 7 or 9, or a standard Variational Action 2.
If this field is omitted, no bit is set or cleared, and the test is not observable.

#### Example NFO:

    // Set bit 4 of global variable 0x9D if sample_feature_1 is present with a version of at least 4
    // Set bit 5 of global variable 0x9D if sample_feature_2 is present with a version of at least 5 and at most 6
    -1 * -1 14
    	"C" "FTST"
    		"T" "NAME" 00 "sample_feature_1" 00
    		"B" "MINV" \w2 \w4
    		"B" "SETP" \w1 04
    		00
    	"C" "FTST"
    		"T" "NAME" 00 "sample_feature_2" 00
    		"B" "MINV" \w2 \w5
    		"B" "MAXV" \w2 \w6
    		"B" "SETP" \w1 05
    		00
    	00
    ....
    // Skip 1 sprite if bit 4 of global variable 0x9D is not set (indicating that sample_feature_1 with a version of at least 4 is NOT present)
    -1 * -1  07 9D 01 \70 04 01

### Action 14 - Property Mapping for Action 0

See Action 14 Specification and Action 0 Specification for background information.

The property mapping mechanism has the feature name: property_mapping, this document describes version 1.

Users of this mechanism SHOULD at minimum test for the presence of the feature above or test variable 8D, below.

#### Property Mapping: C "A0PM"

Each A0PM chunk (type C) describes an individual property mapping.
Sub-chunks within each A0PM chunk may appear in any order, however except where otherwise noted each sub-chunk SHOULD only appear ONCE within an individual A0PM chunk.

Property mapping can be safely used on implementations which do not implement the property mapping mechanism if Action 0 sprites which use mapped property IDs are skipped if one or more of:

- The global variable 0x8D is checked to determine whether the property mapping operation was successful.
- The feature name property_mapping is checked for.

Unknown Action 14 blocks are ignored, and do not need to be skipped.

#### Property Name: C "A0PM" -> T "NAME"

Within an A0PM chunk, the NAME text (type T) field contains the name of the property to map. The value of the language ID byte is ignored.

#### Action 0 Feature ID: C "A0PM" -> B "FEAT"

Within an A0PM chunk, the FEAT binary (type B) field contains the Action 0 feature ID. This is 1 byte.

#### Property ID: C "A0PM" -> B "PROP"

Within an A0PM chunk, the PROP binary (type B) field contains the property ID to allocate to the named property, this value can used in Action 0 sprites. This is 1 byte.
It is possible to override existing properties, however this use is not recommended.

#### Success Indicator Global Variable 0x8D Bit: C "A0PM" -> B "SETT"

Within an A0PM chunk, the SETT binary (type B) field contains the bit number to set/clear in global variable 0x8D (TTD version) to store whether the mapping operation was successful. This is 1 byte.
If the operation is successful, the bit is set (to 1), otherwise the bit is cleared (to 0).
The bit number MUST be in the range: 4 ≤ bit number ≤ 31. These bits can be assumed to be 0 on implementations which do not support this property mapping mechanism.
Global variable 0x8D can then be tested by using a standard Action 7 or 9, or a standard Variational Action 2.
If this field is omitted, no bit is set or cleared.

#### Fallback Mode: C "A0PM" -> B "FLBK"

Within an A0PM chunk, the FLBK binary (type B) field contains the fallback mode. This is 1 byte.
The fallback mode may take the following values:

Value | Behaviour
--- | ---
0 | Attempts to map an unknown property name are ignored. Use of the mapped property in an Action 0 is ignored. This is the default.
1 | Attempts to map an unknown property name are ignored. Use of the mapped property in an Action 0 is an error.
2 | Attempting to map an unknown property name is an error.

Attempts to set a fallback mode other than those listed above are silently ignored. More fallback modes MAY be added in future versions of this mechanism.
This chunk MAY be specified more than once, in which case the last specified valid value is used.
Note that even when using fallback mode 0, above, if the property mapping feature is not present, then use of the mapped property ID in an Action 0 is an error.

#### Format of remapped properties

All properties which are mapped by this mechanism have the format:

Size | Name | Meaning
--- | --- | ---
B* | num | Size of the data in bytes
V | data | Property data

Note that num is an extended byte, see GRFActionsDetailed.
If the size of the data provided is not valid for the given property, the attempt to set the property MAY be ignored or partially applied.
Note that each use of the mapped property ID is followed by Num-info iterations of the size and data pair above. See: Action 0 Specification.

#### Example NFO:

    // Map station property "sample_station_property" to property id 0xF8, and set bit 4 of global variable 0x8D if successful
    -1 * -1 14
    	"C" "A0PM"
    		"T" "NAME" 00 "sample_station_property" 00
    		"B" "FEAT" \w1 04
    		"B" "PROP" \w1 F8
    		"B" "SETT" \w1 4
    		00
    	00
    ....
    // Skip 1 sprite if bit 4 of global variable 0x8D is not set (indicating that station property sample_station_property is NOT present)
    -1 * -1  07 8D 01 \70 04 01
    // Set sample_station_property for station ID 10 to 2 byte value: AB CD
    -1 * -1  00 04 01 01 10 F8 02 AB CD

### Action 0 - Stations

#### Minimum bridge height (1B, or mappable property: station_min_bridge_height)

This property allows building bridges over stations.
The bridge height property defines minimum clearances required for a bridge for each of the 8 station layouts (or 0 to not allow any bridge). Values are given in height level units (1 level == 8px).
Each height value is 1 byte, the total property length is 8 bytes.

This is indicated by the feature name: action0_station_prop1B, version 1

#### Disallowed bridge pillars (mappable property: station_disallowed_bridge_pillars)

This property describes which bridge pillars are not allowed on the station tile.
It consists of 8 pillar flags, for each of the 8 station layouts.
Each set of flags is 1 byte, the total property length is 8 bytes.
Each set of flags has the format described in the bridge_pillar_flags property section, below.

This is indicated by the feature name: action0_station_disallowed_bridge_pillars, version 1

The 8 station layouts are described below.

Station layout | Axis | Default Appearance
--- | --- | ---
0 | X | plain platform
1 | Y | plain platform
2 | X | platform with building
3 | Y | platform with building
4 | X | platform with roof, left side
5 | Y | platform with roof, left side
6 | X | platform with roof, right side
7 | Y | platform with roof, right side

### Action 0 - Bridges

#### Menu icons (14, or mappable property: bridge_menu_icon)

This property sets the GUI menu icon for bridge type, this is displayed when constructing a bridge
This has the format:

Size | Field | Description
--- | --- | ---
W | Sprite | Sprite ID
W | Recolour | Recolour sprite/value

The total property length is 4 bytes.

This is indicated by the feature name: action0_bridge_prop14, version 1

#### Bridge pillars (mappable property: bridge_pillar_flags)

This property describes the pillars present for each bridge sprite table.
It consists of 6 pairs of pillar flags, for bridge sprite tables 0 - 5.
Each pair consists of: X direction flags, Y direction flags
Each set of flags is 1 byte, the total property length is 12 bytes.
Each set of flags has the format:

Bit | Value | Meaning
--- | --- | ---
0 | 1 | Pillar is present in west corner
1 | 2 | Pillar is present in south corner
2 | 4 | Pillar is present in east corner
3 | 8 | Pillar is present in north corner
4 | 10 | Pillar is present along entire north-east edge
5 | 20 | Pillar is present along entire south-east edge
6 | 40 | Pillar is present along entire south-west edge
7 | 80 | Pillar is present along entire north-west edge

This is indicated by the feature name: action0_bridge_pillar_flags, version 1

#### More bridges (16 instead of 13)

This is indicated by the feature name: more_bridge_types, version 1

### Variational Action 2 - Stations

#### Track type in purchase list (42)

This is indicated by the feature name: varaction2_station_var42, version 1

### Action 14 - Type ID Mapping for Action 5

See Action 14 Specification and Action 5 Specification for background information.

The action 5 type ID mapping mechanism has the feature name: action5_type_id_mapping, this document describes version 1.

Users of this mechanism SHOULD at minimum test for the presence of the feature above or test variable 8D, below.

#### Action 5 type ID Mapping: C "A5TM"

Each A5TM chunk (type C) describes an individual action 5 type ID mapping.
Sub-chunks within each A5TM chunk may appear in any order, however except where otherwise noted each sub-chunk SHOULD only appear ONCE within an individual A5TM chunk.

Action 5 type ID mapping can be safely used on implementations which do not implement the type ID mapping mechanism if Action 5 sprites which use mapped type IDs are skipped if one or more of:

- The global variable 0x8D is checked to determine whether the type ID mapping operation was successful.
- The feature name action5_type_id_mapping is checked for.

Unknown Action 14 blocks are ignored, and do not need to be skipped.

#### Property Name: C "A5TM" -> T "NAME"

Within an A5TM chunk, the NAME text (type T) field contains the name of the type to map. The value of the language ID byte is ignored.

#### Property ID: C "A5TM" -> B "TYPE"

Within an A5TM chunk, the TYPE binary (type B) field contains the type ID to allocate to the named type, this value can used in Action 5 sprites. This is 1 byte. The value MUST be < 128 (i.e bit 7 must be clear).
It is possible to override existing type IDs, however this use is not recommended.

#### Success Indicator Global Variable 0x8D Bit: C "A5TM" -> B "SETT"

This behaves identically to the C "A0PM" -> B "SETT" case, above

#### Fallback Mode: C "A5TM" -> B "FLBK"

This behaves identically to the C "A0PM" -> B "FLBK" case, above

#### Example NFO:

    // Map action5 type "sample_action5_type" to type id 0x70, and set bit 5 of global variable 0x8D if successful
    -1 * -1 14
    	"C" "A5TM"
    		"T" "NAME" 00 "sample_action5_type" 00
    		"B" "TYPE" \w1 70
    		"B" "SETT" \w1 5
    		00
    	00
    ....
    // Skip 3 sprites if bit 5 of global variable 0x8D is not set (indicating that station property sample_action5_type is NOT present)
    -1 * -1  07 8D 01 \70 05 03
    // Set 2 sprites at offset 7 into sample_action5_type
    -1 * -1  05 F0 02 07
    -1  sprites/sample.png 546 8 09 23 33 -26 0
    -1  sprites/sample.png 594 8 09 23 33 -5 0

#### Programmable pre-signal graphics (mappable type: programmable_signals)

Signal graphics come in groups of 16. These groups contain sprites in the same order as sprites 1275-1290 in trg1[r].grf and Action 5 type 4 (signals); red, then green, for each of: SW-facing, NE-facing, NW-facing, SE-facing, E-facing, W-facing, S-facing, N-facing.

Group | Contents
--- | ---
0 | Semaphore programmable pre-signals
1 | Lighted programmable pre-signals

This is indicated by the feature name: action5_programmable_signals, version 1