Working on the TM2 system I have been checking out the structure of eaw_ttd.dat files, and checking the relevant source code.
It is obvious that the game designers intended to do much more with the data in this file but they never got round to it.
It is set up like this.
There is a section for each tile which has a 20 byte header. Of these 20 they are all zero, except for byte 17 which has the number of TMods on the tile.
After that there are either 64 or 128 rows of 80 bytes depending on the maximum number of TMods per tile.
Of these 80 in a row:
The first two are the ID of the TMod. As this is a number between 0-255 only the first in used and the second is always zero.
The next two set the direction it points in.
The next four sets the X coordinate of its position, but as this is a number from 0-255 only the first one is needed, the other three are all zero.
The next four sets the Y coordinate of its position, again this is a number from 0-255 and only the first one is needed
That is 12 bytes.
The remaining 68 are all zero and not used.
So, in the header, 19 of the 20 bytes are not really needed.
Of a line only 5 of the 80 bytes are really needed.
Maybe we should simplify this for TM2?

Jel