A reference you can build on.
The Total Annihilation format reference describes how to read the original game’s files. The clean-room specification describes what the original engine does. Nanolathe’s design documents explain how this implementation is built.
References retain their evidence labels: Established, Supported inference, and Unknown. Open questions stay visible.
New here? Build and run NanolatheFile formats
Byte layouts, fields, conversions, and worked examples. Each link opens the maintained reference on GitHub.
Archives
HPI, UFO, CCX, and GP3 archive containers.
3D models
Geometry for units, features, and projectiles.
Unit scripts
Compiled animation scripts and the COB virtual machine.
Images & animations
Indexed sprites, textures, interface art, and effects.
Interface layouts
Screens, menus, and gadget definitions.
Palettes & lookup tables
The game palette, shading, light, and transparency tables.
Text definitions
Shared syntax and schemas for game data.
Unit definitions
Properties and configuration for individual units.
Maps & missions
Map metadata, mission setup, and scripting.
Terrain
Tiles, height grids, features, minimaps, and SCT sections.
Bitmap fonts
The original interface’s one-bit glyph format.
Still images
Unit portraits and screen images.
Audio
Sound effects, voices, and legacy audio containers.
Community recordings
The community TA Demo Recorder format.
Clean-room behavior
Independently worded behavioral contracts, with sources of confidence and unresolved questions. Read the evidence guide first.