Using these references
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.
The research distinguishes Established, Supported inference, and Unknown. Unresolved questions are marked in the text.
Install NanolatheSetup & controls
Start the browser demo, set up the native beta, play online with friends, find a key binding or learn to read strategic unit icons.
Keyboard shortcuts
All implemented keyboard bindings, command keys, and modifiers, with modern GPU controls in their own section.
Native setup and saved games
Requirements, game folders, updates, saved games and troubleshooting for the Windows, Mac and Linux beta.
Playing in your browser
Start the original three-mission demo, use your own game folder, and understand browser controls and saved games.
Playing online
Create or join an online game, set up the lobby and computer players, chat, share and ally in skirmish or Survival, and watch replays.
Strategic icons
Read the modern GPU strategic view: unit shapes, weapon and support symbols, level notches, and worked examples.
File formats
Byte layouts, fields, conversions, and worked examples. Each guide includes diagrams, downloadable examples and links to the source research.
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.
Smacker cinematics
Movie packets, palettes, video blocks, and compressed audio.
Community recordings
The community TA Demo Recorder format.
Clean-room behavior
Descriptions of the original engine’s behavior, including the evidence for each finding and questions still under investigation. Read the evidence guide first.