Difference between revisions of "Sims 3:0x02D5DF13"

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Follows the [[RCOL]] format, with its own custom chunks.  These chunks have a lot of filler data(0xDEADBEEF), so it will likely expand in later versions.
 
Follows the [[RCOL]] format, with its own custom chunks.  These chunks have a lot of filler data(0xDEADBEEF), so it will likely expand in later versions.
 
===S_SM===
 
===S_SM===
Leading chunk in JAZZ resource(shares a type ID)
+
State machine definition
 
<pre>
 
<pre>
 
DWORD S_SM
 
DWORD S_SM
Line 32: Line 32:
 
</pre>
 
</pre>
 
===S_St===
 
===S_St===
 +
State definition
 
<pre>
 
<pre>
 
DWORD S_St
 
DWORD S_St
Line 44: Line 45:
 
</pre>
 
</pre>
 
===S_PD===
 
===S_PD===
 +
Parameter definition
 
<pre>
 
<pre>
 
DWORD S_PD
 
DWORD S_PD
Line 51: Line 53:
 
</pre>
 
</pre>
 
===S_DG===
 
===S_DG===
 +
Decision graph
 
<pre>
 
<pre>
 
DWORD - S_DG
 
DWORD - S_DG
Line 64: Line 67:
 
</pre>
 
</pre>
 
===S_AD===
 
===S_AD===
 +
Actor definition
 
<pre>
 
<pre>
 
DWORD - S_AD
 
DWORD - S_AD
Line 71: Line 75:
 
</pre>
 
</pre>
 
===SoPn===
 
===SoPn===
 +
Select on Parameter node
 
<pre>
 
<pre>
 
DWORD 'SoPn'
 
DWORD 'SoPn'
Line 84: Line 89:
 
</pre>
 
</pre>
 
===SNSN===
 
===SNSN===
 +
Next State Node
 
<pre>
 
<pre>
 
DWORD - SNSN
 
DWORD - SNSN
Line 91: Line 97:
 
</pre>
 
</pre>
 
===Rand===
 
===Rand===
 +
Random node
 
<pre>
 
<pre>
 
DWORD Rand
 
DWORD Rand
Line 107: Line 114:
 
</pre>
 
</pre>
 
===Play===
 
===Play===
 +
Play animation node
 
<pre>
 
<pre>
 
DWORD 'Play'
 
DWORD 'Play'
Line 157: Line 165:
 
</pre>
 
</pre>
 
===Prop===
 
===Prop===
 +
Create prop node
 
<pre>
 
<pre>
 
DWORD Prop  
 
DWORD Prop  
Line 172: Line 181:
 
</pre>
 
</pre>
 
===AcOp===
 
===AcOp===
 +
Actor Operation node
 
<pre>
 
<pre>
 
DWORD AcOp  
 
DWORD AcOp  
Line 185: Line 195:
 
</pre>
 
</pre>
 
===Stop===
 
===Stop===
 +
Stop animatio node
 
<pre>
 
<pre>
 
DWORD 'Stop'
 
DWORD 'Stop'

Revision as of 11:46, 17 July 2009

Contents

Overview

Coordinates animations(and sounds?).

Format

Follows the RCOL format, with its own custom chunks. These chunks have a lot of filler data(0xDEADBEEF), so it will likely expand in later versions.

S_SM

State machine definition

DWORD S_SM
DWORD Name //hashed filename(basename without .jazz extension)
DWORD count1
--repeat
  DWORD S_AD index
DWORD count2
--repeat
  DWORD S_PD index
DWORD count3
--repeat
  DWORD S_St index
DWORD count4
--repeat
  DWORD //grouping?
  DWORD //hashed object name
  DWORD //hashed object name
DWORD 0xDEADBEEF
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD

S_St

State definition

DWORD S_St
DWORD version
DWORD //hashed interaction name
4 BYTES
4 BYTES S_DG index
DWORD count
--repeat(count)
  DWORD S_St index
DWORD

S_PD

Parameter definition

DWORD S_PD
DWORD version
DWORD hash
DWORD hash

S_DG

Decision graph

DWORD - S_DG
DWORD version
DWORD blank (SO FAR!)
DWORD count1
--Reps (Count1)
           DWORD index
DWORD count2
--Reps (Count2)
           DWORD index
4 BYTES (DEADBEEF filler)

S_AD

Actor definition

DWORD - S_AD
DWORD version
DWORD //hashed object name
DWORD

SoPn

Select on Parameter node

DWORD 'SoPn'
DWORD version
DWORD index
DWORD count
--repetition
    DWORD //hash(values seen are "Yes","No","Normal")
    DWORD indexcount
    index[indexcount]
4BYTE filler(DEADBEEF)
DWORD

SNSN

Next State Node

DWORD - SNSN
DWORD version
DWORD index
DWORD /DGN (end entry)

Rand

Random node

DWORD Rand
DWORD version
DWORD count
--Reps (Count times)
         FLOAT
         DWORD subcount
         --Reps (subcount times) 
                 DWORD index
DWORD - DEADBEEF
DWORD count2
--Reps (count2 times)
         DWORD index
DWORD /DGN

Play

Play animation node

DWORD 'Play'
DWORD version
TGI64 (CLIP)
TGI64 (TkMk)
DWORD count1
DWORD
DWORD
DWORD
--rep(count1)
  DWORD
  DWORD
  DWORD
  DWORD
DWORD count2
--rep(count2)
  DWORD
  DWORD
4byte filler(DEADBEEF)
DWORD
DWORD
DWORD
DWORD
DWORD len
STRING char16[len]
if (len > 0){BYTE[4-((2*len)%4)]} '00'
DWORD
4byte filler(DEADBEEF)
DWORD
DWORD
DWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD S_AD Index
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
4byte filler(DEADBEEF)
DWORD count3
--rep(count3)
  DWORD Index
DWORD '/DGN'

Prop

Create prop node

DWORD Prop 
DWORD version
DWORD index
4 BYTES blank?
4 BYTES
4 BYTES blank?
4 BYTES 
20 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index 
DWORD /DGN

AcOp

Actor Operation node

DWORD AcOp 
DWORD version
DWORD index 
DWORD (0x01)
DWORD (0x00, or 0x01 [not a count])
12 BYTES blank?
DWORD count
--Rep (count times)
           DWORD index
DWORD /DGN

Stop

Stop animatio node

DWORD 'Stop'
DWORD version
DWORD
DWORD
DWORD
DWORD
FLOAT
DWORD
FLOAT
DWORD S_AD index
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD 0xDEADBEEF
DWORD count
--repeat(count)
  DWORD index
DWORD '/DGN'
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