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UO FILE FORMATS
If you have any information that you feel should be added to this document, please contact me or one of the fine people below. #### Credits ANIM.MUL, ANIM.IDX, ART.MUL, ARTIDX.MUL, PALETTE.MUL, TEXMAPS.MUL, TEXIDX.MUL, TILEDATA.MUL, GUMPIDX.MUL, GUMPART.MUL, HUES.MUL and File Formats coalation by Alazane MAP0, RADARCOL, STAIDX0, STATICS0 and FAQ touch-up by Tim Walters SKILLS.IDX, SKILLS.MUL by Sir Valgriz SOUNDIDX, SOUND by Steve Dang VERDATA by Cironian #### Contents 1.0 Miscellaneous Information 1.1 Types 1.2 Colors 2.0 MUL files 3.0 Definitions 3.1 ANIM.IDX 3.2 ANIM.MUL 3.3 ARTIDX.MUL 3.4 ART.MUL 3.5 GUMPART.MUL 3.6 GUMPIDX.MUL 3.7 HUES.MUL 3.8 MAP0.MUL 3.9 MULTI.IDX 3.10 MULTI.MUL 3.11 PALETTE.MUL 3.12 RADARCOL.MUL 3.13 SKILLS.IDX 3.14 SKILLS.MUL 3.15 SOUND.MUL 3.16 SOUNDIDX.MUL 3.17 STAIDX0.MUL 3.18 STATICS0.MUL 3.19 TILEDATA.MUL 3.20 TEXIDX.MUL 3.21 TEXMAPS.MUL 3.22 VERDATA.MUL 3.23 DIF files #### 1.0 Miscellaneous Information ##### 1.1 Types
CHAR | 8 bit | unsigned character (ex. 'A', 'a', etc.)
BYTE | 8 bit | signed value (-128..127)
UBYTE | 8 bit | unsigned value (0..255)
WORD | 16 bit | signed value (-32768..32767)
UWORD | 16 bit | unsigned value (0..65535)
DWORD | 32 bit | signed value (-2147483648..2147483647)
##### 1.2 Colors Ultima is completely 16 bit based--meaning that each pixel is UWORD value that can be broken down as follows:
1 | 1 | 1 | 1 | 1 | 1 |  |  |  |  |  |  |  |  |  |
5 | 4 | 3 | 2 | 1 | 0 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0
U | R | R | R | R | R | G | G | G | G | G | B | B | B | B | B
Where U=Unused, R=Red, G=Green and B=Blue So, to convert to 32 bit: Color32 = ( (((Color16 >> 10) & 0x1F) * 0xFF / 0x1F) | ((((Color16 >> 5) & 0x1F) * 0xFF / 0x1F) << 8) | ((( Color16 & 0x1F) * 0xFF / 0x1F) << 16)); #### 2.0 MUL Files
ANIM | Animations such as monsters, people, and armor.
ANIMDATA
ANIMINFO
ART | Artwork such as ground, objects, etc.
ARTIDX | Index to ART
CHARDATA
FONTS | Fixed size bitmaps style fonts.
GUMPART | Gumps. Stationary controller bitmaps such as windows, buttons, paperdoll pieces, etc.
GUMPIDX | Index to GUMPART
HUES
LIGHT
LIGHTIDX
MAP0 | Terrain data
MULTI | Groups of art (houses, castles, etc)
PALETTE | Contains an 8 bit palette (use unknown)
RADARCOL | Colors for converting the terrain data to radar view
REGIONS
SKILLGRP
SKILLS
SOUND | Sampled sounds
SOUNDIDX | Index into SOUND
STAIDX0 | Index into STATICS0
STATICS0 | Static objects on the map
TEXIDX | Index into TEXMAPS
TEXMAPS | Texture map data (the ground).
TILEDATA | Data about tiles in ART
VERDATA | Patched overrides of data in any of the above files.
#### 3.0 Definitions ##### 3.1 ANIM.IDX This file contains an index into ANIM.MUL. To load a specific group of frames from ANIM.MUL, simply seek BNum * 12, read in the index record and use Lookup to find the group within ANIM.MUL. ##### ANIM.IDX ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Lookup | Size | Unknown
DWORD Lookup - Is either undefined ($FFFFFFFF -1) or the file offset in ANIM.MUL DWORD Size - Size of the art tile DWORD Unknown - Unknown ##### 3.2 ANIM.MUL This file contains the raw animation data. It can be accessed using ANIM.IDX. ##### ANIM.IDX AnimationGroup WORD[256] Palette DWORD FrameCount DWORD[FrameCount] FrameOffset ##### Frame Seek from the end of Palette plus FrameOffset[FrameNum] bytes to find the start of Frame WORD ImageCenterX WORD ImageCenterY WORD Width WORD Height ...Data Stream.. ##### Data Stream
    // Note: Set CenterY and CenterY to the vertical and horizontal position in
    //       the bitmap at which you want the anim to be drawn.

    PrevLineNum = $FF
    Y = CenterY - ImageCenterY - Height
    while not EOF
    {
      Read UWORD RowHeader
      Read UWORD RowOfs

      if (RowHeader = 0x7FFF) or (RowOfs = 0x7FFF) then Exit

      RunLength = RowHeader and $FFF
      LineNum = RowHeader shr 12
      Unknown = RowOfs and $3F
      RowOfs = RowOfs sar 6
      X = CenterX + RowOfs
      if (PrevLineNum <> $FF) and (LineNum <> PrevLineNum) then Y++
      PrevLineNum = LineNum
      if Y >= 0 then
      {
        if Y >= MaxHeight then Exit;

        For I := 0 to RunLength-1 do
        {
          Read(B, 1)
          Row[X+I,Y] = Palette[B]
        }
      }
      Seek(RunLength, FromCurrent)
    }
##### 3.2 ARTIDX.MUL This file contains an index into ART.MUL. To load a specific tile number in ART.MUL, simply seek BNum * 12, read in the index tile data and use Lookup to find the tile within ART.MUL. ##### ARTIDX.MUL ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Lookup | Size | Unknown
DWORD Lookup - Is either undefined ($FFFFFFFF -1) or the file offset in ART.MUL DWORD Size - Size of the art tile DWORD Unknown - Unknown ##### 3.4 ART.MUL This file has no header and contains tiles that can only be read via ARTIDX.MUL. There are two types of tiles, which I will call Raw and Run tiles. ##### ART.MUL DWORD Flag ..DATA.. if (Flag > $FFFF or Flag == 0) ... tile is Raw ... else ... tile is Run ... end if ##### Raw Tile Raw tiles are always 44x44 pixels square. However, the data stored for a tile resembles a square block, rotated 45 degrees. Therefore, the tile is loaded from the tip, down to the widest portion, then down to the bottom tip as opposed to a straight matrix. WORD Pixels, in the series: 2, 4, 6, 8, 10 ... 40, 42, 44, 44, 42, 40 ... 10, 8, 6, 4, 2 (See 1.2 Colors for pixel info) The resulting top 9 lines look like this:
##### Run Tile UWORD Width UWORD Height
    Read : UWORD Width
    if (Width = 0 || Width >= 1024) return
    Read : UWORD Height
    if (Height = 0 || Height >= 1024) return
    Read : LStart = A table of Height number of UWORD values
    DStart = Stream position
    X = 0;
    Y = 0;
    Seek : DStart + LStart[Y] * 2
    while (Y < Height)
    {
      Read : UWORD XOffs
      Read : UWORD Run
      if (XOffs + Run >= 2048)
        return
      else if (XOffs + Run <> 0)
      {
        X += XOffs;
        Load Run number of pixels at X (See 1.2 Colors for pixel info)
        X += Run;
      }
      else
      {
        X = 0;
        Y++;
        Seek : DStart + LStart[Y] * 2
      }
    }
##### 3.5 GUMPART.MUL ##### Loading a Gump Gumps are stored in runs of pixels (badly inefficient, but is better than no compression). An array of pairs of Value & Word are loaded for a particular row (shown below) and these can then be easily shoved into a bitmap. For example, if the final bitmap was going to display one black pixel, then three white pixels, the stream would contain 0000 0001 FFFF 0003. It is imperative that GUMPIDX.MUL be loaded since it contains Width, Height and Size which are needed to decode the Gump.
    DataStart := CurrentPosition

    DWORD RowLookup[GumpIdx.Height]

    for Y = 0 to GumpIdx.Height-1
    {
      cf Y < Height-1 then
        RunBlockCount := RowLookup[Y+1]-RowLookup[Y]
      else
        RunBlockCount := GumpIdx.Size div 4 - RowLookup[Y];

      Seek : DataStart + RowLookup[Y] * 4
      (WORD Value, WORD Run)[RunBlockCount]
    }
##### 3.6 GUMPIDX This file contains an index into GUMPART.MUL. ##### GUMPIDX.MUL ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Lookup | Size | Height | Width
DWORD Lookup - Is either undefined ($FFFFFFFF -1) or the file offset in GUMPART.MUL DWORD Size - Size of the block UWORD Height - Height (in pixels) of the block UWORD Width - Width (in pixels) of the block ##### 3.7 HUES.MUL Just read in HueGroups until you hit the end of the file. Note that large chunks of this file consist of garbage--OSI admits to this (something about a bug in their old code). If you want to look at the hues, check out this. Hues are applied to an image in one of two ways. Either all gray pixels are mapped to the specified color range (resulting in a part of an image changed to that color) or all pixels are first mapped to grayscale and then the specified color range is mapped over the entire image. ##### HueEntry WORD ColorTable[32]; WORD TableStart; WORD TableEnd; CHAR Name[20]; ##### HueGroup DWORD Header; HueEntry Entries[8]; ##### 3.8 MAP0.MUL This file holds all the base-level terrain, and doesn't look too pretty without the static data. The map is stored as a 768x512 matrix of blocks. A block is basically a 8x8 matrix of cells. Each individual cell contains data about the tile for that cell, and the cell's altitude. Therefore, the entire map is 6144x4096 individual cells in size. Blocks are loaded top-to-bottom then left-to-right. Cells are loaded from blocks left-to-right then top-to-bottom. The formula used to locate an individual CELL in the file is a little complex, since you have to work out what block it is in... If you refer to the map in blocks, then there's 512 blocks down, by 768 blocks across. XBlock = Int(XPos/8) YBlock = Int(YPos/8) Block Number = (XBlock * 512) + YBlock ##### MAP0 (37,748,736 bytes) 393,216 [Block]s sequentially, Block = 196 bytes DWORD header, unknown content 64 Cells ##### Cell (3 bytes)
0 | 1 | 2
Color | Alt
UWORD cell graphic (which can be looked up in RADARCOL). BYTE Altitude (-128..127 units above/below sea level). ##### 3.9 MULTI.IDX This file contains an index into MULTI.MUL ##### MULTI.IDX ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Start | Length | Unknown
DWORD Lookup - Is either undefined ($FFFFFFFF -1) or the file offset in MULTI.MUL DWORD Size - Size of the multi block DWORD Unknown - Unknown ##### 3.10 MULTI.MUL ##### MULTI.MUL The Size should be loaded from MULTI.IDX and as many Multi Blocks should be read as fit into this size. ##### Multi Block (12 bytes) WORD BlockNum WORD X WORD Y WORD Alt UDWORD Flags Once 16384+BlockNum has been looked up in ART, the block can be drawn using the following positioning: DrawX = LeftMostX + (MultiBlock.X - MultiBlock.Y) * 22 - (Block.Width shr 1) DrawY = TopMostY + (MultiBlock.X + MultiBlock.Y) * 22 - Block.Height - MultiBlock.Alt * 4 ##### 3.11 PALETTE.MUL Contains an 8 bit palette. Use Unknown. ##### PALETTE.MUL (768 bytes) 256 [Palette Entries] ##### Palette Entries (3 bytes)
0 | 1 | 2
R | G | B
UBYTE Red UBYTE Green UBYTE Blue ##### 3.12 RADARCOL.MUL Use to lookup colors for tile numbers from MAP0 and STAIDX0/STATICS0. ##### RADARCOL.MUL (131,072 bytes) 65536 sequential UWORD color values (see 1.2 Colors for color info) ##### 3.13 SKILLS.IDX Contains index entries into the SKILLS.MUL file. ##### SKILLS.IDX
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F
00 | Start | Length | Unknown
DWORD is the Start position for this sound DWORD is the Length of the entire associated data segment DWORD Unknown ##### 3.14 SKILLS.MUL Contains skill names. BYTE is 1 if there is a button next to the name, 0 if there is not CHAR Name[] is the name of the skill ##### 3.15 SOUND.MUL Contains sampled sounds from the game. All sounds are 16 bit mono sampled at 22050khz. ##### SOUND.MUL
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F
00 | Original filename
10 | Unknown | Unknown | Unknown | Unknown
20 | Data...
CHAR[16] Original filename DWORD Unknown DWORD Unknown DWORD Unknown DWORD Unknown DATA ##### 3.16 SOUNDIDX.MUL Contains index entries into the SOUND.MUL file. ##### SOUNDIDX.MUL
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F
00 | Start | Length | Index | Reserved
DWORD is the Start position for this sound DWORD is the Length of the entire associated data segment UWORD index UWORD reserved ##### 3.17 STAIDX0.MUL Contains index to entries into the STATICS0.MUL file. Special thanks to Mental4 from ultima.scorched.com for the hint to cracking this one The 12 byte blocks in this file match up one to one with the blocks in the map file, hence the file size of 768 * 512 * 12 = 4,718,592 bytes. Pretty simple, easiest to read this at the same time as MAP0.MUL, if there's static objects, read them per block, doing height comparisons to see which ones to draw for radar type view. ##### STAIDX0.MUL (4,718,592 bytes) 393,216 [Index Block]s sequentially ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Start | Length | Unknown
DWORD is the Start position (0xFFFFFFFF if no static objects exist for this block) DWORD is the Length of the data segment DWORD is of unknown use ##### 3.18 STATICS0.MUL Notes: This is where all the fun stuff is, as a side-note, I tried playing with NO static objects for the purpose of item-recovery (stuff lost behind walls), the Britain area is duplicated server-side (could explain the extra lag there), same with Moonglow area, places like Buccaneer's Den, Trinsic and other towns worked fine... no walls, no bridges, no shallow water (note, server still stops you from walking through walls, even if you can't see them). ##### STATICS0.MUL Static Data (7 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6
Color | X | Y | Alt | Unknown
UWORD for the Color/Object ID (add 16384 to offset it for RADARCOL.MUL) UBYTE X Offset in block (0..7) UBYTE Y Offset in block (0..7) BYTE Altitude (-128..127 units above/below sea level, like MAP0) UWORD Unknown ##### 3.19 TILEDATA.MUL Contains data about tiles in ART.MUL. ##### TILEDATA.MUL 512 Blocks of [Land Tile Groups] X Blocks of [Static Tile Groups] ##### Land Tile Groups (836 bytes) DWORD Unknown 32 Blocks of [Land Tile Data] ##### Land Tile Data (26 bytes)
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F
00 | Flags | Texture ID | Tile Name...
10 | ...
DWORD Flags (see below) UWORD Texture ID (If 0, the land tile has not texture) CHAR[20] Tile Name ##### Static Tile Groups (1188 bytes) DWORD Unknown 32 Blocks of [Static Tile Data] ##### Static Tile Data (37 bytes)
| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B | C | D | E | F
00 | Flags | Weight | Quality | Unknown | Unknown1 | Quantity | Anim ID | Unknown2 | Hue | Unknown3
10 | Height | Tile Name...
20 | ...
DWORD Flags (see below) BYTE Weight (weight of the item, 255 means not movable) BYTE Quality (If Wearable, this is a Layer. If Light Source, this is Light ID) UWORD Unknown BYTE Unknown1 BYTE Quantity (if Weapon, this is Weapon Class. If Armor, Armor Class) UWORD Anim ID (The Body ID the animatation. Add 50,000 and 60,000 respectivefully to get the two gump indicies assocaited with this tile) BYTE Unknown2 BYTE Hue (perhaps colored light?) UWORD Unknown3 BYTE Height (If Conatainer, this is how much the container can hold) CHAR[20] Tile Name ##### Flags 0x00000001 Background 0x00000002 Weapon 0x00000004 Transparent 0x00000008 Translucent 0x00000010 Wall 0x00000020 Damaging 0x00000040 Impassable 0x00000080 Wet 0x00000100 Unknown 0x00000200 Surface 0x00000400 Bridge 0x00000800 Generic/Stackable 0x00001000 Window 0x00002000 No Shoot 0x00004000 Prefix A 0x00008000 Prefix An 0x00010000 Internal (things like hair, beards, etc) 0x00020000 Foliage 0x00040000 Partial Hue 0x00080000 Unknown 1 0x00100000 Map 0x00200000 Container 0x00400000 Wearable 0x00800000 LightSource 0x01000000 Animated 0x02000000 No Diagonal 0x04000000 Unknown 2 0x08000000 Armor 0x10000000 Roof 0x20000000 Door 0x40000000 StairBack 0x80000000 StairRight ##### 3.20 TEXIDX.MUL ##### TEXIDX.MUL ###### Index Record (12 bytes)
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A | B
Start | Length | Unknown
DWORD is the Start position DWORD is the Length of the data segment DWORD is of unknown use ##### 3.21 TEXMAPS.MUL The texture maps in general were about an afternoon hack. Since the index is the same as all the other indices and the data is quite straightforward, it was almost an afterthought to include it. ##### TEXMAPS.MUL Raw 16-bit data, sized as follows: If Length = 0x2000 then data = 64*64 If Length = 0x8000 then data = 128*128 ##### 3.22 VERDATA.MUL VERDATA.MUL contains patch entries that override already existing entries in the above data files. The use of VERDATA.MUL was a recent addition to InsideUO, thanks almost completely to Cironian for dropping the format for it on me out of the blue. ##### VERDATA.MUL First DWORD: Number of entries in index Index entry: DWORD: File ID (see index below) DWORD: Block (Item number, Gump number or whatever; like in the file) DWORD: Position (Where to find this block in verdata.mul) DWORD: Size (Size in Byte) DWORD: Various (depends on the file format) File IDs: (* means used in current verdata) 00 - map0.mul 01 - staidx0.mul 02 - statics0.mul 03 - artidx.mul 04 - art.mul* 05 - anim.idx 06 - anim.mul 07 - soundidx.mul 08 - sound.mul 09 - texidx.mul 0A - texmaps.mul 0B - gumpidx.mul 0C - gumpart.mul* - Various is WORD Height + WORD Width 0D - multi.idx 0E - multi.mul* 0F - skills.idx 10 - skills.mul 1E - tiledata.mul* 1F - animdata.mul* The block of data that is located and read in from VERDATA.MUL is of exactly the same format as the data in the source file. ##### 3.23 DIFF files Stadifl#.mul,Stadifi#.mul,Stadif#.mul,Mapdifl#.mul, and Mapdif#.mul contains patch entries that override already existing entries in the above data files. The use of diff files is activiated by a packet sent to the client from the server. The 3D client, starting with LBR , no longer uses Verdata.mul. It is uknown how other data patches are done. . ##### Stadifl#.mul, Mapdifl#.mul Until end of file, DWORDs:Block Number ##### Stadifi#.mul The format of this file maps exactly to the format of StaIDX#.mul. Each entry corresponds to the blockid in the Stadifl#.mul. The offset and length of the entires are the offset into Stadif#.mul ##### Mapdif#.mul The format of this file maps exactly to Map#.mul. Each entry corresponds to the block id in Mapdifl#.mul. ##### Stadifi#.mul The format of this file maps exactly to Statics#.mul. This file is indexed by Stadifi#.mul Last reviewed by Alazane 03/23/2002 |

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