Skip to content
Saqib edited this page May 7, 2023 · 5 revisions

This is the specification for the .tic file format used by TIC-80 cartridges.

Overview

TIC-80 cartridge files consist of several chunks of data, which contain the various assets of a game (i.e. the code, sprites, map, audio and cover image).

Chunk Format

Each chunk consists of a 4-byte header, followed by the chunk data. This pattern is then repeated for each chunk.

Offset Bits (7...0) Description
0 BBBCCCCC B = Bank number (0...7), C = Chunk type (0...31)
1...2 SSSSSSSS
SSSSSSSS
Size of chunk (16 bits, max. 65535 bytes)
3 Reserved for future use
4+ DDDDDDDD Chunk data

The 16-bit size value is stored in little-endian order. That is to say, offset 1 stores the eight least-significant bits, while offset 2 stores the eight most-significant bits.

The code/binary chunks can store up to 65536 bytes of data, which the 16-bit size number represents as 0 since 65536 cannot fit inside 16 bits. So there cannot exist code/binary chunks with no data since size 0 represents 65536.

There is a bug; when saving a full 65536 characters (the actual maximum size for TIC-80 code), the 16-bit size number will wrap around. This causes the code editor to become empty, and interprets the code's text as if it were the following chunks.

Chunk Types

Certain chunk types are of fixed size, for example the sprite sheets and map, and these are zero-extended such that sprite pixels and map cells have a zero value. Unbanked chunks ignore the B bank bits as described previously.

The following are based on the ChunkType enum in cart.c:

Type Chunk Banks Notes
1 CHUNK_TILES 8
2 CHUNK_SPRITES 8
4 CHUNK_MAP 8
5 CHUNK_CODE 8
6 CHUNK_FLAGS 8
9 CHUNK_SAMPLES 8
10 CHUNK_WAVEFORM
12 CHUNK_PALETTE
14 CHUNK_MUSIC 8
15 CHUNK_PATTERNS 8
17 CHUNK_DEFAULT
18 CHUNK_SCREEN 8
19 CHUNK_BINARY 4
3 CHUNK_COVER_DEP deprecated as of 0.90
13 CHUNK_PATTERNS_DEP 8 deprecated as of 0.80
16 CHUNK_CODE_ZIP deprecated as of 1.00
7, 8, 11 (reserved) ...
19..31 (reserved) ...

Tiles

  • Chunk Type: 1

This represents the background sprites (or 'tiles') (0...255). This is copied to RAM at0x4000...0x5FFF.

Sprites

  • Chunk Type: 2

This represents the foreground sprites (256...511). This is copied to RAM at0x6000...0x7FFF.

Cover Image

  • Chunk Type: 3

This is the GIF image file that is displayed to the user in SURF mode and appears on the website. The bank bits are ignored.

Note: This chunk is deprecated as of 0.90 and replaced by bank 0 of Screen chunk.

Map

  • Chunk Type: 4

This represents the map data. This is copied to RAM at0x8000...0xFF7F.

Code

  • Chunk Type: 5

This represents the code, in ASCII text format.

Version Notes:

  • 0.80 removed support for separate code banks. Older cartridge's discrete banks will be loaded into a single codebase (with a newline between each) - starting at bank 7 (which appears at the top) and working backwards to bank 0. The bank number is therefore deprecated in version 0.80.

  • 1.0 supports up to 512kb of code. This code is stored sequentially (uncompressed) across up to 8 banks. Individual banks are joined into a single large string when loaded (in sequential 0..7 order). The editor buffer split into multiple banks when saved to cartridge (when larger than 64kb). A cartridge may consist of 1 to 8 code banks.

Flags

  • Chunk Type: 6

This represents the sprite flags data. This is copied to RAM at 0x14404...0x14603.

This chunk type was added with version 0.80.

SFX

  • Chunk Type: 9

This represents the sound effect data. This is copied to RAM at0x100E4...0x11163.

Waveforms

  • Chunk Type: 10

This represents the sound wave-table data. This is copied to RAM at0x0FFE4...0x100E3.

Palette

  • Chunk Type: 12

This represents the palette data. Prior to 0.70.6, the bank bits were ignored and the palette was used across all graphics/map banks. In 0.70.6 and above, each bank gets its own palette.

This chunk type is 96 bytes long: 48 bytes for the SCN palette, followed by 48 bytes for the OVR palette. The SCN palette is copied to RAM at0x3FC0...0x3FEF.

Note: If no palette chunk is specified for bank 0, then the bank will have the DB16 palette for SCN, and the OVR palette will be left blank. This preserves compatibility with ancient carts without a palette chunk defined.

Music Patterns (deprecated)

  • Chunk Type: 13

This represents the music pattern data. This is copied to RAM at 0x11164...0x13E63. This is the old variation which is deprecated.

This chunk was deprecated with 0.80.

As of 0.80, it is automatically converted to a new format used by type 15.

Music Tracks

  • Chunk Type: 14

This represents the music track data. This is copied to RAM at 0x13E64...0x13FFB.

Music Patterns

  • Chunk Type: 15

This represents the music pattern data. This is copied to RAM at 0x11164...0x13E63. This is a new variation with support for effect commands.

This chunk type was added with version 0.80.

Code (Compressed)

  • Chunk Type: 16

This represents the code, compressed with ZLIB. If code in the editor goes beyond the 64K chunk limit, TIC-80 will compress it provided that the compressed result does not exceed 64K. The bank bits are ignored.

This chunk type was added with version 0.80.

Default

  • Chunk Type: 17

This chunk serves as a flag for whether the default palette and waveforms should be loaded or not.

Screen

  • Chunk Type: 18

Stores a 240 x 136 x 4bpp raw buffer (ie, VRAM). This chunk is always 16kb. Bank 0 is used for the cover image.

This chunk type was added with version 0.90.

Binary

  • Chunk Type: 19

Stores a binary representation of code. Used to store binary WASM files for WASM cartridges.

This chunk type will be added with version 1.0.

All other chunk types

Any chunk type not listed above is reserved for future use.

Clone this wiki locally