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Raeven
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PostPosted: Sat Aug 26, 2006 8:47 pm    Post subject: Reference Charts Reply with quote

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Please note: Links will open a new window rather than simply scrolling down this page.
Please note: "Also See" mentions are information located in other threads.


Last edited by Raeven on Wed Jul 15, 2015 2:01 pm; edited 15 times in total
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PostPosted: Mon Aug 28, 2006 7:23 am    Post subject: Reply with quote

behavior.iff - STR# 132
DATA OWNERS

This information is quoted with permission from AllSims.doc, written by Mark, owner of the Simfully Yahoo!groups. (I've reordered the columns a little bit)
This chart helps you figure out what number to add into a parameter to create statements that are structured thus:
"Variable - Operator - Variable"

IffSnooper users will want to switch to Decimal mode to follow this chart

Some examples:
    Temp Storage 0 += Local Variable 2
    Stack Object ID assign to My Object ID
    Stack Object ID assign to Attribute 3
    Local Variable 0 equals? 7

To use it you choose a number from the first column that coincides with the variable you would like the Statement to start with (the variable that is to be on the left of the operator) and then add it to a number in the second column that coincides with the variable that the statement should end with (to the right of the operator)

For Example to get "Temp Storage 0 += Local Variable 2"

1) I would look through the list for "Temp Storage" and note the number in the first column is 8.
2) Then I would look through the list for Local Variable and note the number in it's second column is 6400.
3) I add them together to get 6408 which is the number I need to enter (into parameter 4, in this case)
4) Filling the other parameters in will make sure the correct the Temp Storage (#0), Local Variable (#2) and operator (+=) is being used and the statement is complete.


Code:
LEFT RIGHT   VARIABLE

00   0000    My attribute
01   0256    Stack objectís attribute
03   0768    MyÖ
04   1024    Stack ObjectísÖ
06   1536    Global hr etc
07   1792    Literal value (eg. 0)
08   2048    Temporary Storage
09   2304    Parameter
10   2560    Stack Object ID
11   2816    Temporary Storage [temp]
12   3072    Check tree ad & Range
13   3328    Stack Object Temp Storage
14   3584    My motives
15   3840    Stack Objís motives
16   4096    St Objís Slot
17   4352    St Objís motive [temp]
18   4608    My person data
19   4864    St Objís person data
20   5120    My Slot
21   5376    St Objís definition
22   5632    St Objsí attribute [para]
23   5888    Room [temp]
24   6144    Neighbor in Stack Ob
25   6400    Local Variable
26   6656    Constant Value
27   6912    Dynamic Sprite FlagÖ
28   7168    Check tree add personality var
29   7423    Check tree add min unused
30   7680    My person data [temp]
31   7936    stack obj's person data [temp]
32   8192    Neighbor data [temp]
33   8448    Job Data
34   8704    Neighborhood dataÖ
35   8960    Stack Objís Functions
36   9216    My type attribute
37   9472    Stack Objís type attribute

Added with superstar expansion pack:
38   9728    Neighbor's Object Definition


-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-:-
The Simfully chart is made for those who wish to enter decimal numbers into IffPencil. The translation form HEX to decimal makes that method a little more cumbersome but many feel more comfortable using the familiardecimal numbers.

HEX users will want to use the following chart and simply plug the variable's number into the appropriate spot to make that variable show up on the 'left' or 'right side' of the line. For Iffpencil users you plug the number into the 7th box for "left" and the 8th box for "right"

Code:
 HEX - VARIABLE

00 - My attribute
01 - Stack objectís attribute
03 - MyÖ
04 - Stack ObjectísÖ
06 - Global hr etc
07 - Literal value (eg. 0)
08 - Temporary Storage
09 - Parameter
0A - Stack Object ID
0B - Temporary Storage [temp]
0C - Check tree ad & Range
0D - Stack Object Temp Storage
0E - My motives
0F - Stack Objís motives
10 - St Objís Slot
11 - St Objís motive [temp]
12 - My person data
13 - St Objís person data
14 - My Slot
15 - St Objís definition
16 - St Objsí attribute [para]
17 - Room [temp]
18 - Neighbor in Stack Ob
19 - Local Variable
1A - Constant Value
1B - Dynamic Sprite FlagÖ
1C - Check tree add personality var
1D - Check tree add min unused
1E - My person data [temp]
1F - stack obj's person data [temp]
20 - Neighbor data [temp]
21 - Job Data
22 - Neighborhood dataÖ
23 - Stack Objís Functions
24 - My type attribute
25 - Stack Objís type attribute

Added with superstar expansion pack:
26 - Neighbor's Object Definition

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behavior.iff - STR# 136
OPERATORS
This is the number to enter into Parameter 3(iffpencil).
Notice they go up in increments of 256:
Code:
Code   Operator (with meaning)

0000   >            (is greater than)
0256   <            (is less than)
0512   =?           (equals?)
0768   +=           (add to)
1024   -=           (subtract from)
1280   Assign To    (make this amount/value; may also be displayed as := )
1536   *=           (multiply by)
1792   /=           (divide by)
2048   Flag Set?    (Is allowed/true?)
2304   Set Flag     (Is allowed)
2560   Clear Flag   (Is not allowed; may also displayed be as ClrFlag)
2816   ++ and <     (Add 1 and check to see if less than)
3072   mod=         (Divide numbers and then make value the remainder)
3328   and=
3584   >=           (Is greater than or equal to)
3840   <=           (Is less than or equal to)
4096   Not Equal To (Not equal to; may also displayed be as =!)
4352   -- and >     (Subtract 1 and check to see if greater than)
4608   or=          (added by an expansion pack)
4864   xor=         (added by an expansion pack)
5120   =sqrt(RHS)   (added by an expansion pack)


Here is the HEX version of that chart. IffPencil users can plug these numbers into the 6th HEX box and enter 00 in the 5th HEX box.

Code:
00    >             (is greater than)
01    <             (is less than)
02    =?            (equals?)
03    +=            (add to)
04    -=            (subtract from)
05    Assign To    (make this amount/value; may also be displayed as := )
06    *=            (multiply by)
07    /=            (divide by)
08    Flag Set?    (Is allowed/true?)
09    Set Flag     (Is allowed)
0A    Clear Flag   (Is not allowed; may also displayed be as ClrFlag)
0B    ++ and <     (Add 1 and check to see if less than)
0C    mod=          (Divide numbers and then make value the remainder)
0D    and=
0E    >=            (Is greater than or equal to)
0F    <=            (Is less than or equal to)
10    Not Equal To (Not equal to; may also displayed be as =!)
11    -- and >      (Subtract 1 and check to see if greater than)
12    or=          (added by an expansion pack)
13    xor=         (added by an expansion pack)
14    =sqrt(RHS)   (added by an expansion pack)


Last edited by Raeven on Mon Jul 14, 2008 5:32 pm; edited 12 times in total
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Raeven
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PostPosted: Mon Aug 28, 2006 7:44 am    Post subject: Reply with quote

(iffpencil)
This chart illustrates what values are to be entered into the parameters for each BCON resource. These numbers get entered into parameter one or two depending on whether the Constant is on the left hand side of the operator or the right hand side.

This list just gives the general idea. Higher numbers will refer to global constants (found in the global.iff or the object's semiglobal)

Code:
 LOCAL CONSTANTS

code:  BCON:

0000   4096:0      
0128   4097:0      
0256   4098:0      
0384   4099:0      
0512   4100:0      
0640   4101:0      
0768   4102:0      
0896   4103:0      
1024   4104:0      
1152   4105:0      
1280   4106:0      
1408   4107:0      
1536   4108:0      
1664   4109:0      
1792   4110:0      
1920   4111:0
etc.   


The values listed all give you the first constant of each BCON resouce.
Notice they go up in increments of 128.

EXAMPLES:

To refer to Constant 4096:7 you would enter "7" in the appropriate parameter because 4096's starting point is 0

To refer to Constant 4099:3 you would enter a "387" because BCON 4099's starting point it 384.


Last edited by Raeven on Tue Dec 12, 2006 4:32 pm; edited 2 times in total
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PostPosted: Sat Sep 02, 2006 8:15 pm    Post subject: Reply with quote

EDIT: DEFUNCT
Trial And Error's list (as linked to by Eisbaer, below) includes Makin Magic items
http://homepage2.nifty.com/TRIALandERROR/obj_siryo/guid01.htm





GUID LIST ADDONS
Wilf's GUID List (available from Wilf's Sim Stuff (Lycos site so mind this *popups*.) has most of the GUIDs for Maxis objects from the original game up through Super Star. Many SimDay items are also included on this list.

Absent from the list, however, are some of the later Sim Day items, Deluxe objects and Makin' Magic objects so I have been adding these to my copy of the list by extracting Maxis' Far files into a folder and running the program Object ID on that folder, having it generate a list of all GUIDs.

The lists are a bit too long for a forum post and columns don't show up well in this format, so I am attaching the lists to this post as text files starting with the contents of Makin Magic's ExpansionPack7.far

I recommend copying these files to the end of Wilf's list so you can search everything at once. Unlike Wilf's entries Object ID does not list the far file on each line.



rvn-guids-ExpansionPack7.zip
 Description:
This zip contains a text (txt) file listing the GUIDs of Makin' Magic items - the entire contents of ExpansionPack7.far

Download
 Filename:  rvn-guids-ExpansionPack7.zip
 Filesize:  12.46 KB
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Last edited by Raeven on Wed Jul 15, 2015 1:57 pm; edited 2 times in total
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PostPosted: Mon Sep 04, 2006 10:57 am    Post subject: Breakdown of the STR#200 resource Reply with quote

THE STR# 200 RESOURCE

The bodystring (STR#200) is only used by Sims.
This is where a sim's skin tone, gender, age, height, and wardrobe information is (all skins assigned to the Sim are listed here including hands)

The various lines in a STR# are:
Code:
#0: Height of the sims (adult or child Ė must be lowercase)
#1: Which body skin and mesh to use (cmx first, bmp second)
#2: Which head skin and mesh to use (cmx first, bmp second)
#3: HEAD† (not sure what this is used for)
#4: Top† (not sure what this is used for)
#5: R_HAND† (not sure what this is used for)
#6: Palm† (not sure what this is used for)
#7:
#8:
#9:
#10:
#11:
#12: Sim's Gender (female or male)
#13: Sim's Age (27 for adults, 9 for children)
#14: Sim's Skin tone (lgt, med, drk)
#15: Which nude skin and mesh to use (cmx first, bmp second)
#16: Which swim skin and mesh to use (cmx first, bmp second)
#17: Which skin to use for open Left hand (cmx first, bmp second)
#18: Which skin to use for open Right hand (cmx first, bmp second)
#19: Which skin to use for pointing Left hand (cmx first, bmp second)
#20: Which skin to use for pointing Right hand (cmx first, bmp second)
#21: Which skin to use for closed Left hand (cmx first, bmp second)
#22: Which skin to use for closed Right hand (cmx first, bmp second)
#23:
#24:
#25:
#26:
#27: I THINK this is for pre-hotdate formalwear
#28: I THINK this is formal wear hands (left)
#29: I THINK this is formal hands (right)
#30: Which buyable formal skin & mesh to use (cmx first, bmp second)
#31: Which buyable swim skin & mesh to use (cmx first, bmp second)
#32: Which buyable lingerie skin & mesh to use (cmx first, bmp second)
#33: Which buyable winter skin & mesh to use (cmx first, bmp second)
#34: Which buyable HF skin & mesh to use (cmx first, bmp second)


One important thing to watch out for: the name of the CMX file that you should use is its internal name, which is not neccessarily the same as its file name. Open the CMX file using a text editor, and you'll see the internal name on line five of the file. You should use this name exactly as it is written in the NPC or character file - it's case sensitive.


Last edited by Raeven on Wed Jun 23, 2010 2:28 pm; edited 2 times in total
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PostPosted: Mon Sep 04, 2006 11:48 am    Post subject: Reply with quote

CONTAINER SLOT HEIGHTS

One of the placement rules declared in the init BHAV is allowed Height flags. The Global BCON listing all of the height flags can be found in global.iff's BCON 257 ("std heights"). IffPencil displays this BCON as "Constant 8193" in the BHAV editor so this is the constant I have used below.

Code:
Ht. CONSTANT    SURFACE TYPE

0   8193:0      floor
1   8193:4
2   8193:1      Coffeetable   (no Alt offset available)
3   8193:2      Desk      (no Alt offset available?)
3   8193:2      Dining Table   (no Alt offset available?)
4   8193:3      Counters   (Altoffset of 5 available)
5   8193:5      Counters   (Altoffset of 4 available)
5   8193:5      ? for used non autonomous, alternate placement (only?)
6   8193:6
7   8193:7      Seating
8   8193:8      Endtables   (Altoffset of 5 available (never actually sits at 8?))

Found in Vacation EP and higher ONLY (this includes Deluxe Editions):

9   8193:9      Vac+   Souvenir displays   (Any Altoffsets available)
                Awards displays      (Any Altoffsets available)
                Fireplace mantels   (Any Altoffsets available)


NOTE ABOUT HEIGHT 5 - This height does not seem to be used in *any* object that a sim can place on a surface. Most decorative items cannot sit on height 5 either (those especially hacked to sit on all surfaces are an exception). It appears to me to be a height used when you need to create a counter-high surface that sims will not be able to use or that a place should not use (such as a stove or BBQ grill). It's also used as the alt offset by endtables

NOTE ABOUT HEIGHT 9 - Created with the Vacation souvenir cabinets and fireplace mantel this height is useless in games that are lower than Game Edition 4 (so Deluxe games DO have this height available to them). Any objects allowed to sit at Height 9 should have an EP check OR use a literal value and not a BCON when setting that height flag in the init as well to keep Game edition 3 and under games from crashing. This unusual height flag is very versatile. You can have the object appear to be at any height with the AltOffset


Last edited by Raeven on Thu Apr 19, 2007 12:21 am; edited 2 times in total
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PostPosted: Mon Sep 04, 2006 12:14 pm    Post subject: Reply with quote

SUBINDEX MAP

The tiles of a multi-tiled object are assembled using a grid layout; Each tile is assigned a subindex number so they know where each should be placed. This SubIndex number is listed in the OBJD resource. All objects start at Subindex 0 and then can branch out from there The other tiles in a multi-tiled object branch out from there using a 256 by 256 grid.

A 2 tile by 2 tile table, for instance, will have a tile on Subindex 0, another on Subindex 1, a third at subindex 256 and the last at subindex 257 (the fifth OBJD will have a negative -1 as its subindex because it is the Master OBJD)



subindex-grid.gif
 Description:
 Filesize:  6.85 KB
 Viewed:  17776 Time(s)

subindex-grid.gif



subindex-grid-example.gif
 Description:
A 2 tile by 2 tile table, for instance, will have a tile on Subindex 0, another on Subindex 1, a third at subindex 256 and the last at subindex 257
 Filesize:  7.05 KB
 Viewed:  16477 Time(s)

subindex-grid-example.gif



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Last edited by Raeven on Mon Mar 26, 2007 10:57 pm; edited 2 times in total
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PostPosted: Thu Sep 21, 2006 3:03 am    Post subject: Reply with quote

behavior.iff - STR# 200
PERSON DATA
Interests, Skills, Personality, Fame
These are some of the codes you can use when working with My person data... or Stack Object's Person Data.....
Note: Many numbers will simply not work in the original game but using a number over 73 will crash it.

INTERESTS - ORIGINAL
(Some of these have dual interests listed. The first of the two applies to adults, the second of the two is the child counterpart of that interest.)

46 : i: Travel / Toys
47 : i: Violence / Aliens
48 : i: Politics / Pets
49 : i: 60's / School
50 : i: Weather
51 : i: Sports
52 : i: Music
53 : i: Outdoors

INTERESTS- ADDED WITH THE HOT DATE EXPANSION

13 : i: Exercise ( Hot Date )
14 : i: Food ( Hot Date )
16 : i: Parties ( Hot Date )
20 : i: Style ( Hot Date )
26 : i: Hollywood ( Hot Date )
54 : i: Technology ( Hot Date )
55 : i: Romance ( Hot Date )

ADDITIONAL "INTERESTS"
(note: I consider these 'interests" though the game does not)

56 : Job Type
70 : zodiac
75 : Female Preference ( Hot Date )
76 : Male Preference ( Hot Date )


PERSONALITIES
(the second personality listed applies to Unleashed pets NOT people-sims)

2 : Nice/Loyal Personality
3 : Active/Playful Personality
4 : Generous Personality (1.0 NPC still use this)
5 : Playful/Smart Personality
6 : Outgoing/Friendly Personality
7 : Neat/Quiet Personality

SKILLS
Second part of some of these apply to pets, Not sure
what 'furniture' skill is. (or was meant to be)


10 : Cooking/House Broken Skill
11 : Charisma/Obedience Skill
12 : Mechanical/Tricks Skill
15 : Creativity Skill
17 : Body/Furniture Skill
18 : Logic Skill

FAME DOODADS - ADDED WITH SUPERSTAR

80 : Fame Score
81 : Fame Star Power (0-9)
82 : Fame Star - High Watermark


Last edited by Raeven on Wed Jun 23, 2010 2:30 pm; edited 2 times in total
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PostPosted: Tue Oct 17, 2006 5:22 pm    Post subject: Reply with quote

SPRITE INDEX NUMBERS

For 4 rotation objects the sprite indexes are

Small Zooms : 8 through 11
Medium Zoom: 4 through 7
Largest Zoom: 0 through 3

For 2 rotation objects the sprite indexes are

Small Zooms : 4 and 5
Medium Zoom: 2 and 3
Largest Zoom: 0 and 1

For 1 rotation objects the sprite indexes are

Small Zooms : 2
Medium Zoom: 1
Largest Zoom: 0


Last edited by Raeven on Thu Nov 23, 2006 3:19 pm; edited 1 time in total
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PostPosted: Mon Oct 23, 2006 1:12 am    Post subject: Reply with quote

Object Categories
(note: this does not relate to or effect buy and build mode categories. These categories are used by the code and used by neighborhood maps)

Here is an expanded list of the object categories

BCON, ID# 262 category
Displaying binary BCON data
34 strings (TSO)
TRCN data available, format version 1
51 strings Vacation
78 strings Unleashed
87 strings Superstar
97 strings Makin Magic
---

[BCON#] Value // Category

[ 0] 30 // Display Magazine ?
[ 1] 1 // phone
[ 2] 2 // level
[ 3] 3 // job
[ 4] 4 // bed
[ 5] 5 // toilet
[ 6] 6 // shower
[ 7] 7 // bath
[ 8] 8 // column; koipond.iff
[ 9] 9 // baby
[10] 10 // Cash Registers
[11] 11 // Gift Flowers
[12] 12 // Gift Toys
[13] 13 // Gift Jewelry
[14] 14 // Magazines
[15] 15 // Gift Candy
[16] 16 // Piano
[17] 17 // Clothing Booth
[18] 18 // Counter
[19] 19 // Stove; Plant_Carnivore.iff
[20] 20 // Fridge
[21] 21 // Display Flowers
[22] 22 // Display Toys
[23] 23 // Display Jewely
[24] 24 // Display Candy
[25] 25 // Bar
[26] 26 // Podium
[27] 27 // Womens Door
[28] 28 // Mens Door
[29] 29 // Social Interactions
---
BCON value in TS1 Global.iff skips from 29 to 31 at this point
---
[30] 31 // Television
[31] 32 // Downtown Food
[32] 33 // Stereo
[33]
[34]
[35] SV souvenircabinets.iff; petawardcabinet.iff (SU)
[36] bunnyrabbit.iff (SU); snake.iff, toad.iff (MM)
[37] SV // used by souvenirs.iff CT-PutAway
[38] displaycounterunleashed.iff // GUID = 85B46CA8
[39] SV counterdisplayvacation.iff; displaycounterunleashed.iff (SU)
[40] SV Gift_Kitsch // gift_elephant,iff, gift_nutcracker.iff, etc.
[41] SV Inventory_Postcard_Beach
[42]
[43] SV Inventory_Postcard_Forest
[44] SV Inventory_Postcard_Snow
[45] SV FrontDesks.iff
[46] SV Tent
[47] SV Igloo
[48] SV Rental Shack // see BHAV 453, RentalShackGlobals.iff
[49]
[50] MM MiniGolf
[51] SU doghouse
[52] SU // used by petfoodbowl.iff
[53] SU seeds.iff // used by displaycounterunleashed.iff
[54] SU Pet_Inventory_Birds // pet_inventory_lovebirds.iff, pet_inventory_parakeet.iff
[55]
[56] SU pet_inventory_fish.iff
[57] SU displayrack_collars.iff // GUID = 70B0D5F2
[58] SU displayrack_collars.iff // GUID = EFC3CCB8
[59] SU Collar_Cat // collar_cat_spike.iff, etc.
[60] SU Collar_Dog // collar_dog_spike.iff, etc.
[61] SU pet_inventory_turtle.iff
[62] SU pet_inventory_iguana.iff
[63] SU Gift_Mask // gift_masks_redbeak.iff, gift_masks_zeus.iff, etc.
[64] SU Gift_Candles // gift_candles_large.iff, gift_candles_skull.iff, etc.
[65] SU Gift_Chewtoy // gift_chewtoy_duck.iff, gift_chewtoy_mouse.iff, etc.
[66] SU Gift_Pettreat // gift_pettreat.iff, dragontreat.iff (MM)
[67] NPC_Fashion (SS); NPC_PrinceCharming.iff (MM)
[68] SU gardenpest.iff
[69]
[70]
[71] SU foodcounterunleashed.iff
[72] MM CartFaerie.iff, CartMedicine.iff (MM)
[73]
[74]
[75]
[76]
[77]
[78]
[79] SS 'Spa Object' neighborhood map flag // massagetable.iff, SpaTubSingle.iff, SpaSteamer.iff, love & hot tubs
[80] SS gift_painting.iff
[81] SS
[82] SS MusicRecordingStudio.iff
[83] SS
[84] SS
[85] SS
[86] SS NPC_Superstar
[87] MM NPC_Vampiress.iff
[88] MM Gift_Painting // gift_paint1.iff, gift_paint2.iff, etc.
[89] MM Gift_Berry // gift_BerryBush.iff. gift_CookingBerries.iff, gift_CookingGrapes.iff, etc.
[90] MM Gift_Grocery // gift_Butter.iff, gift_Honey.iff, etc
[91] MM
[92] MM FunHouse, HauntedHouse
[93] MM
[94] MM MagicArena.iff, MagicTrickTable.iff
[95] MM
[96] MM CartDragon.iff

Note by Raeven: Global BCON 262, the "categories" BCON, will be displayed as "Constant 8198" in IffPencil
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eisbaer
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Location: Magictown

PostPosted: Fri Jan 05, 2007 8:28 pm    Post subject: Reply with quote

Just found this http://homepage2.nifty.com/TRIALandERROR/obj_siryo/guid01.htm

there are ALL maxis Objects ID listed and where to find the object in game like Expack4 or so!

(if this is the wrong place to post this, could please some of the mod move this post, thanks)

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Raeven
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PostPosted: Thu Jan 25, 2007 1:34 am    Post subject: Reply with quote

Game Edition and Game Edition Flag values
peter9g wrote:
Maxis objects check for game version compatibility in one of two ways
A direct check of the Game Edition - more often in the earlier expansions
or
A check of a specific Game Edition Flag - more often in the later expansions.
The difference between these two methods has not been well documented until now.

I have made a Global value feedback object (Sculptures - Orb.zip available at the SSoW Yahoo group) which reports that the Game Edition value for Makin' Magic with all expansions, but not Deluxe, is 239 surprise

So how do you reconcile this number with the flag values?

The value of 239 appears to come from
Code:
1 +  // Livin' Large // flag 1
2 +  // House Party  // flag 2
4 +  // Hot Date     // flag 3
8 +  // Vacation     // flag 4
32 + // Unleashed    // flag 6
64 + // Superstar    // flag 7
128  // Makin' Magic // flag 8

based on the order that the game editions are listed in Behavior.iff STR# 252

Think of it as a binary stream
239 = binary 1110 1111
where each bit is a flag.

The DoubleDeluxe objects, which require Vacation or higher, use code like
....
Code:

LampsCeilingDeluxe2.iff
BHAV resource ID# 4096   
main   
...   
[ D] :  0  2:  E  1:  0 14:  0  8:  E  0:  7  6:   Test    >=
[..]                                      Global Value:Game Edition
[..]                                      Literal Value[8]
....

which fits the above scheme.

Someone with Deluxe should have a Game Edition of 16 (if only flag 5 is set), and someone with Deluxe + all EPs should have a Game Edition of 255 (all flags set).
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Raeven
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PostPosted: Wed Jun 25, 2008 9:05 pm    Post subject: Reply with quote

I added HEX equivalent charts to the "Variables Code Chart (from Simfully's AllSims.doc)" and "Operator Code Chart " posts as working with those infinitely easier than the clunkiness of our more familiar decimal numbers.

I should note, though, that the numbers listed in the personalities/skills/etc post are still decimal. I find it easier to work with decimals when entering THAT laugh (Because the numbers are smaller and follow a common pattern unlikely the Variables chart "4 digit/if left that if right this" madness)

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Raeven
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PostPosted: Wed Jul 02, 2008 12:58 am    Post subject: Reply with quote

Simantic's Primitives as listed in behavior.iff's STR#139
Code:
 0 Sleep (for ticks in Parameters ...)
 1 Generic Sims Call
 2 Expression
 3 Find Best Interaction
 4 Grab
 5 Drop
 6 Change Suit/Accessory
 7 Refresh
 8 Random Number
 9 Burn
10 Tutorial
11 Get Distance To
12 Get Direction To
13 Push Interaction
14 Find Best Object for Function
15 Break Point
16 Find Location For
17 Idle for Input
18 Remove Object Instance
19 Make New Character
20 Run Functional Tree
21 Show String ( UNUSED )
22 Look Towards
23 Play Sound Event
24 old relationship ( DO NOT USED )
25 Alter Budget
26 Relationship
27 Go To Relative Position
28 Run Tree by Name
29 Set Motive Change
30 Gosub Found Action
31 Set to Next
32 Test Object Type
33 Find 5 Worst Motives
34 UI Effect
35 Special Effect
36 Dialog
37 Test Sim Interacting With
38 ~unused
39 ~unused
40 ~unused
41 Set Balloon/Headline
42 Create New Object Instance
43 Drop Onto
44 Animate Sim
45 Go To Routing Slot
46 Snap
47 Reach
48 Stop ALL Sounds
49 Notify the Stack Object out of Idle
50 Add/Change the Action String

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Raeven
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PostPosted: Wed Jul 02, 2008 7:08 am    Post subject: Reply with quote

my person data route entry flags

"my person data route entry flags Equals? 1" means approaching from in front of object
"my person data route entry flags Equals? 4" means approaching from object's right
"my person data route entry flags Equals? 16" means approaching from behind object
"my person data route entry flags Equals? 64" means approaching from object's left

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Last edited by Raeven on Wed Jul 02, 2008 7:15 am; edited 1 time in total
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