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smx-files.md

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SMX files

SMX is a sprite storage format of Age of Empires 2: Definitive Edition. The SMX format is a compressed version of the SMP format that was used during the Beta release of the game.

The current release of Age of Empires 2: Definitive Edition uses a different graphics format called SLD.

  1. SMX File Format
    1. Header
    2. Frame Header
    3. Layer Header
    4. Layer Data
      1. Outline Table
      2. SMX Pixel Data
        1. Main Graphics
        2. Shadow
        3. Outline
  2. Compression Methods
    1. 4plus1 method
    2. 8to5 method

SMX file format

SMX files are basically a trimmed version of SMPs that remove unnecessary metadata and padding from the file. They also do not define explicit offsets for each frame and its layers, so the file has to be read sequentially. Compression is only used for pixel data.

Header

The SMX file starts with a header:

Length Type Description Example
4 bytes string Signature SMPX
2 bytes int16 Version 2, 0x0002 (for almost all units, some have 0x0001)
2 bytes int16 Number of frames 961, 0x03C1
4 bytes int32 File size SMX (this file) 2706603, 0x000294CAB (size without header)
4 bytes int32 File size SMP (source file) 6051456, 0x0005C5680 (size without header)
16 bytes string Comment Always empty
struct smx_header {
  char  file_descriptor[4];
  int16 version;
  int16 num_frames;
  int32 file_size_comp;
  int32 file_size_uncomp;
  char  comment[16];
};

Python format: Struct("< 4s 2H 2I 16s")

SMX Frame

The frame definitions start directly after the file header. Like in the SMP format, the frames consist of up to 3 layers:

  • main graphic layer
  • shadow layer (optional)
  • outline layer (optional)

Which of these layers are present in a frame is determined by the value frame_type from the frame header.

SMX Frame Header

The frame header contains 3 values:

Length Type Description Example
1 bytes uint8 Frame Type 3, 0b00000011 (bit field)
1 bytes uint8 Palette number 21, 0x15
4 bytes uint32 Uncompressed size 6272, 0x1880
struct smx_frame_header {
  uint8  frame_type;
  uint8  palette_number;
  uint32 uncomp_size;
};

Python format: Struct("< 2B I")

frame_type is a bit field. This means that every bit set to 1 indicates that the frame contains a specific type of layer.

Bit index Description
7 If set to 1, the frame contains a main graphic layer
6 If set to 1, the frame contains a shadow layer
5 If set to 1, the frame contains an outline layer
4 Determines the compression algorithm for the main graphic layer. 0 = 4plus1; 1 = 8to5 (see the Compression Algorithms section)
3 If set to 1, other animations' shadows will be cast over the animation.
0-2 Unused

Example

frame_type = 0x0B = 0b0000 1011

This frame would contain a main graphic layer, a shadow layer and use the 8to5 compression algorithm for its main graphic layer.

SMX Layer Header

After the frame header the layer definitions start. Every layer begins with a layer header that stores metadata about the layer.

Length Type Description Example
2 bytes uint16 Width of image 168, 0x00A8
2 bytes uint16 Height of image 145, 0x0091
2 bytes int16 Centre of sprite (X coord) 88, 0x0058
2 bytes int16 Centre of sprite (Y coord) 99, 0x0063
4 bytes uint32 Length of layer in bytes 1848, 0x00000738
4 bytes uint32 Unknown 950, 0x000003B6
struct smx_layer_header {
  uint16 width;
  uint16 height;
  uint16 hotspot_x;
  uint16 hotspot_y;
  uint32 layer_len;
  uint32 ??;
};

Python format: Struct("< 4H 2I")

Outline Table

Directly after the layer header, an array of smp_layer_row_edge (of length height) structs begins. These work exactly like the row edges in the SMP files.

SMX Pixel data

Main Graphics type

In the SMX format, drawing commands and pixel data for the main graphic image are stored in two separate arrays.

Immediately after the SMX layer row edge definition there are two values that define the length of these arrays in bytes:

Length Type Description Example
4 bytes uint32 Command array length 354, 0x00000162
4 bytes uint32 Pixel data array length 1270, 0x000004F6

The commands are the same as in the SMP files except that their pixel data has to be read from the pixel data array. Data from the pixel data array has to be read sequentially. The first Draw command will start reading at index 0 of the pixel data array. The next Draw command will continue reading where the previous command stopped.

Pixels in the pixel data array are compressed in chunks using one of the two compression algorithms. Each chunk can store information for multiple pixels.

Command Reference Sheet

(The commands are the same as in the SMP format.)

Command Name Byte value Pixel Count Description
Skip 0bXXXXXX00 (cmd_byte >> 2) + 1 Count transparent pixels should be drawn from the current position.
Draw 0bXXXXXX01 (cmd_byte >> 2) + 1 Read Count entries from the pixel data array as normal pixels.
Playercolor Draw 0bXXXXXX10 (cmd_byte >> 2) + 1 Read Count entries from the pixel data array as playercolor pixels.
End of Row 0bXXXXXX11 0 End of commands for this row. If more commands follow, they are for the next row.
Shadow type

Unlike the main graphics type layers, the shadow type layers only use one array for drawing commands and pixel data. They can be read exactly like SMP shadow layers and are not compressed.

However, they still store the length of the unified array immediately after the SMX layer row edge definitions end:

Length Type Description Example
4 bytes uint32 Unified array length 354, 0x00000162
Outline type

Outline types also only use one array for drawing commands and pixel data. The information is stored exactly as in the SMP outline layers and does not use compression.

Like the SMX shadow type layers, they store the length of the unified array immediately after the SMX layer row edge definitions end:

Length Type Description Example
4 bytes uint32 Unified array length 354, 0x00000162

Compression Algorithms

Every SMX frame uses one of two available compression methods for the main graphic sprite. Each of the compression methods will store pixel data in chunks of 5 byte which can either contain 2 (8to5 compression) or 4 compressed pixels (4plus1 compression). The chunks can be read independently.

Both compression methods only remove metadata of the pixels and have no effect on the RGBA values of the resulting ingame sprites.

4plus1 method

The 4plus1 compression method stores the data of 4 pixels in a 5 byte chunk.

Information lost (compared to SMP pixel):

  • palette_index: instead stored in SMX frame header
  • px_damage_modifier: completely removed
Length Type Description Example
1 bytes uint32 Palette index pixel0 43, 0x2B
1 bytes uint32 Palette index pixel1 43, 0x2B
1 bytes uint32 Palette index pixel2 43, 0x2B
1 bytes uint32 Palette index pixel3 43, 0x2B
1 bytes uint32 Palette sections 255, 0xFF (bit field)

The last byte stores the palette sections as bit field values.

Bit index Description
6-7 Palette section pixel0
4-5 Palette section pixel1
2-3 Palette section pixel2
0-1 Palette section pixel3

This compression method is used for anything that does not require the damage modifier values (basically everything that is not a building).

8to5 method

The 8to5 compression method stores the data of 2 pixels in a 5 byte chunk.

Information lost (compared to SMP pixel):

  • palette_index: instead stored in SMX frame header

The chunk is basically a giant bitfield, but the values are not that hard to extract.

We will first show where the values of pixel0 and pixel1 are stored in the bit field before discussing the extraction method as it might help understanding of the compression.

Example

Compressed:
Hex:        90 1E 32 73 AA
Bin:        10010000 00011110 00110010 01110011 10101010

Uncompressed:
pixel0 Hex: 90 02 30 33
pixel0 Bin: 10010000 00000010 00110000 00110011

pixel1 Hex: 87 00 90 2A
pixel1 Bin: 10000111 00000000 10010000 00101010
Value Bit indices
pixel0 palette index 0-7
pixel0 palette section 14-15
pixel0 damage modifier 1 16-19
pixel0 damage modifier 2 26-31
pixel1 palette index 22-23, 8-13
pixel1 palette section 20-21
pixel1 damage modifier 1 38-39,24-25
pixel1 damage modifier 2 32-37

While this might look confusing at first, the two pixels can be easily extracted. If you look closely, you will notice that the bit positions in the compressed chunk for the values of pixel0 are at the exact same positions as in the uncompressed version of the pixel.

Compressed:
Bin:        10010000 00011110 00110010 01110011 10101010

Uncompressed:
pixel0 Bin: 10010000 XXXXXX10 0011XXXX XX110011

X = irrelevant to pixel0

Thus we can extract pixel0 by bitmasking the first 4 bytes of the chunk. The mask is 0xFF03F03F.

chunk[0:3] = 90 1E 32 73

pixel0 = chunk[0:3] & 0xFF03F03F = 90 02 30 33

  10010000 00011110 00110010 01110011
& 11111111 00000011 11110000 00111111
-------------------------------------
  10010000 00000010 00110000 00110011 = pixel0

For the second pixel, two extra steps are needed. What we have to do is to take the second and third byte of the chunk and rotate this value by 2 to the right. We also do the same to the fourth and fifth byte of the chunk.

rot_0 = chunk[1:2] ROTR 2
      = 00011110 00110010 ROTR 2
      = 10000111 10001100

rot_1 = chunk[3:4] ROTR 2
      = 01110011 10101010 ROTR 2
      = 10011100 11101010

If we now append the results, we get a similar situation for pixel1 as we had for pixel0. The bit positions of the appended results align with the bit positions in the uncompressed version of pixel1.

[rot_0,rot_1] = 10000111 10001100 10011100 11101010

Uncompressed:
Bin pixel1:     10000111 XXXXXX00 1001XXXX XX101010

X = irrelevant to pixel1

As a result, we can apply the mask on these rotated values again to extract pixel1.

[rot_0,rot_1] = 10000111 10001100 10011100 11101010 = 87 8C 9C EA

pixel1 = [rot_0,rot_1] & 0xFF03F03F = 87 00 90 2A

  10000111 10001100 10011100 11101010
& 11111111 00000011 11110000 00111111
-------------------------------------
  10000111 00000000 10010000 00101010 = pixel1