1) Layer entries aren't even in the examples [l0,l1,l2]
2) sprite_type entries are still listed as cell_type
3) "corner" sprite_type is still listed as "rect"
4) Hex requirements aren't mentioned, for example, in matched sprites(where they need n0ne0e0s0sw0w0 or n0e0se0s0w0nw0 formats)
5) No mention of the formats for anything other than unmatched sprites, full sprites matching to their own type, and corner sprites matching to their own type.
Missing Match Synaxes:
a. whole sprite with different match_with and match_type (This one missing in particular is giving me fits since I want to use it. I would be thankful if someone left that information here)
b. whole sprite with match_with and multiple different match_type
c. corner sprite_type with different match_with and match_type (a6b formerly used this for ice shelf matching. format is t.lx.coast_cell_y_z_z_z where x is layer number, y is the corner [u,d,l,r], and z is either the match_with or match_type [anything that is not match_type is automatically considered match_with])
d. corner sprite_type with match_with and multiple different match_type (freeland uses this. format is t.lx.cellgroup_y_z_z_z where x is layer number, y is the terrain's match type, and z is the terrain being matched, either the match type or any of the match with entries; this works somewhat oddly, with the 'anchor' being the bottom corner of the given sprite, then drawing the side corners of the tiles to the bottom-left and bottom-right, and finally the top corner of the cell below; this would require that all the sprites matched with any are matched this way with each other; it's very complicated but gives good tile border blending, since it's actually predrawn on tiles)
Also as a note, the 'iso corners' of hex tilesets don't really 'need' to use the middle value, since they only connect with 2 other tiles there [but assumably are still needed for some reason; just note that you don't need separate sprites for them]
The rest of the file is pretty outdated and full of errors as well, but I don't see any possible way of figuring /these/ things out except to see an extant example or have them explained here.
Here's the section in particular I'm speaking of:
Terrain sprites
---------------
base sprite : If the terrain has no match type or is layered, a
base sprite is needed. This sprite has tag
"t.<terrain>1" (e.g., "t.grassland1"). More than
one such sprite may be given ("t.grassland2", etc.)
in which case one will be chosen at random for each
tile.
matched sprites : If the terrain has a match type or is layered, a
set of matched sprites is needed. This consists of
16 sprites with tags "t.<terrain>_n<V>e<V>s<V>w<V>"
(e.g., "t.hills_n0e0s1w0". Each direcional value
<V> is either 0 or 1. Note that the directions are
in map coordinates, so n (north) in iso-view is
northeast on the mapview. (Note this only applies
for cell_type "single".)
cell sprites : For matched terrains that have cell_type "rect",
32 different sprites are needed. Each sprite is
a rectangle corresponding to one cell, and there are
8 different sprites per cell. Each sprite has
a name like "t.ocean_cell_u110" where "ocean" is the
terrain, "u" means up (north on the map) and
110 indicates which of the adjacent tiles are
mismatched. For instance u110 means
/\
/B \
/\ 1/\
/ A\/C \
\1 /\ 0/
\/D \/
\ /
\/
a matching terrain exists at C but not at A or B. In
this case D is the current tile.
Examples:
; This specifies a civ2-like grassland tile. A single sprite
; t.grassland is needed; it will be drawn blended.
[terrain_grassland]
blend_layer = 1
num_layers = 1
layer0_match_type = 0
; This specifies a civ1-like mountain tile. 16 sprites
; t.mountains_n0s0e0w0 ... t.mountains_n1s1e1w1 are needed. One of them
; will be drawn to match the adjacent tiles. Assuming only mountains
; has this match_type, adjacent mountains will match.
[terrain_mountains]
blend_layer = 0
num_layers = 1
layer0_match_type = 7
; This specifies a civ2-like hills tile. A base sprite t.hills will be
; needed, plus 16 matching sprites. The base sprite will be drawn,
; dithered with adjacent base sprites, and the matching sprite will be
; drawn on top. (In most civ2 tilesets the base sprite is the grassland
; sprite).
[terrain_hills]
blend_layer = 1
num_layers = 2
layer0_match_type = 0
layer1_match_type = 8
; This specifies a civ2-like ocean tile. Ocean is drawn via a cell-based
; system as explained above.
[terrain_ocean]
blend_layer = 1
num_layers = 1
layer0_match_type = 6
layer0_cell_type = "rect"