<p><aname="OwnershipInfo">The owner of a tile</a>, as frequently associated with attribute m1, can be either players (human or AI) or "Game entities".
They are identified using:
<ul>
<li>00 = current player</li>
<li>01..08 = AI or network players</li>
<li>0F = a town owns the tile</li>
<li>10 = nobody owns the tile</li>
<li>11 = "water" owns the tile</li>
<li>FF = spectator in MP or in scenario editor</li>
</ul>
<p>OTTD's class-specific periodic tile processing routine is called once every +256 ticks for each tile.</p>
<tableborder=1cellpadding=3>
<tr><thalign=left>Class</th><thalign=left>Meaning & details of encoding</th></tr>
@ -188,7 +194,7 @@ Town building
<ul>
<li>m2: Index into the array of towns</li>
<li>m4: <aname="HouseTypes">town building type</a>:
<p><small>Note: In the climate list, 'sub-arctic' means below the <ahref="#_snowline">snow line</a>, and 'snow' means above the snow line in the sub-arctic climate.</small></p>
<p><small>Note: In the climate list, 'sub-arctic' means below the snow line, and 'snow' means above the snow line in the sub-arctic climate.</small></p>
<li>m1: <ahref="#OwnershipInfo">owner</a> of the station</li>
<li>m2: index into the <ahref="#_StationArray">array of stations</a></li>
<li>m2: index into the array of stations</li>
<li>m3 bits 0..3: <ahref="#TrackType">track type</a> for railway stations, must be 0 for all the other stations</li>
<li>m3 bits 4..7: persistent random data for newstations</li>
<li>m4 = custom station id; 0 means standard graphics</li>
@ -436,7 +442,7 @@ Tiles of this class form an invisible, one tile wide border at the south (bottom
Industry tile
<ul>
<li>m5: type:
<br><small>(note: this is not the same as the <ahref="#industry.type">industry type</a> stored in the <ahref="#_IndustryArray">array of industries</a>)</small>
<br><small>(note: this is not the same as the industry type, which is stored in the array of industries)</small>
<tr><tdnowrapvalign=top><tt>8F</tt> </td><tdalign=left>animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
tile animation is started (m4 zeroed) on the periodic processing if <ahref="#industry.didtransform">field <tt>2C</tt></a> in the corresponding industry array entry is nonzero<br>
while the animation is in progress (see the <ahref="#_AnimatedTilesList">array at <tt>04328</tt></a>) m4 holds the number of animation cycles that have already taken place; when this number reaches 8 the animation is stopped</td></tr>
<tr><tdnowrapvalign=top><tt>8F</tt> </td>
<tdalign=left>Animated part; animation state in m3 (valid range <tt>00</tt>..<tt>31</tt>)<br>
Tile animation is started (m4 zeroed) on the periodic processing.<br>
While the animation is in progress, m4 holds the number
of animation cycles that have already taken place; when
this number reaches 8 the animation is stopped</td>
</tr>
</table>
</td></tr>
<tr><tdnowrapvalign=top><tt>94</tt>..<tt>9B</tt> </td><tdalign=left>plastic fountains (various stages of cyclic animation)</td></tr>
@ -533,7 +543,7 @@ while the animation is in progress (see the <a href="#_AnimatedTilesList">array
</td></tr>
<tr><tdcolspan=2></td></tr><!-- spacer -->
</table></li>
<li>m2: index into the <ahref="#_IndustryArray">array of industries</a>