Difference between revisions of "NGBH"
From SimsWiki
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(Document Data array for Memories) |
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<pre> | <pre> | ||
DWORD : TypeID ("NGBH") | DWORD : TypeID ("NGBH") | ||
− | DWORD : Version ( | + | DWORD : Version (0x6F=Base Game, 0x70=EP1:University, 0xBE=EP2:Nightlife, 0xC2=EP3:Open for Business, 0xCB=EP5:Seasons) |
DWORD : Reserved (unused - deprecated) | DWORD : Reserved (unused - deprecated) | ||
− | DWORD : | + | DWORD : Neighborhood Height (128) |
− | DWORD : | + | DWORD : Neighborhood Width (128) |
DWORD : Textlength n | DWORD : Textlength n | ||
− | n : TerrainType | + | n : TerrainType ("concrete", "desert", "dirt", "temperate") |
28byte : Reserved Header Space (unused) | 28byte : Reserved Header Space (unused) | ||
Line 59: | Line 59: | ||
<pre> | <pre> | ||
DWORD : InstanceID (of Lot/Family/Sim) | DWORD : InstanceID (of Lot/Family/Sim) | ||
− | DWORD : Version ( | + | |
+ | if Version >= 0xBE (EP2:Nightlife) | ||
+ | --> DWORD : NgbhSlot Version (apparently never used; same values as Version above) | ||
+ | |||
DWORD : ItemCount n (Special Simulator tokens) | DWORD : ItemCount n (Special Simulator tokens) | ||
Repeat n | Repeat n | ||
Line 74: | Line 77: | ||
<pre> | <pre> | ||
DWORD : GUID | DWORD : GUID | ||
− | WORD : Flags (bit0 = IsVisible, bit1 = IsMemory) | + | WORD : Flags 1 (bit0 = IsVisible, bit1 = IsMemory) |
− | WORD : Flags ( | + | |
− | DWORD : Inventory Number ( | + | if Version >= 0xC2 (EP3:Open for Business) |
+ | --> WORD : Flags 2 | ||
+ | |||
+ | if Version >= 0xBE (EP2:Nightlife) | ||
+ | --> DWORD : Inventory Number | ||
+ | |||
+ | if Version >= 0xCB (EP5:Seasons) | ||
+ | --> WORD : Unknown | ||
+ | |||
DWORD : DataCount n | DWORD : DataCount n | ||
Repeat n | Repeat n | ||
− | WORD : | + | WORD : DataWord |
End Repeat | End Repeat | ||
</pre> | </pre> | ||
===Data Decoding for Memory Items=== | ===Data Decoding for Memory Items=== | ||
− | Memory items have a typical count of | + | Memory items have a typical count of 0x0C (if the Memory is about an object) or 0x0D (for memories about a sim, including the owner) DataWords. The following list shows the structure of the Data: |
− | 0x0: | + | <pre> |
− | 0x1: | + | 0x0: Quality (0 = Positive (Green), 4 = Negative (Red)) |
− | 0x2: | + | 0x1: Year (usually 1997, or 0 for no date) |
− | 0x3: | + | 0x2: Month (1 to 12, or 0 for no date) |
− | 0x4: | + | 0x3: Day (1 to 31, or 0 for no date) |
− | 0x5: | + | 0x4: Memory Owner Instance ID |
− | 0x6: | + | 0x5: Subject GUID (low-order 16 bits) |
− | 0x7: | + | 0x6: Subject GUID (high-order 16 bits) |
− | 0x8: | + | 0x7: Initial Value (values seen: -100, -75, -50, 0, 50, 75, 100) |
− | 0x9: | + | 0x8: Minimum Value (values seen: 0, 5, A) |
− | 0xA: | + | 0x9: Daily Decay Amount (values seen: 25, 42, 96) |
− | 0xB: | + | 0xA: Current Value (should be between Minimum Value and Initial Value) |
− | + | 0xB: Unknown | |
− | + | 0xC: Subject Instance ID (Optional. Subject Instance ID will be present when the Subject GUID is a person.) | |
+ | </pre> | ||
+ | The value of a memory is a relative score of how the memory affects a sim's mood. Positive values improve mood, negative values make it worse. The value of a memory decays towards zero over time. The minimum value is the closest to zero a memory can decay to. Initial Value, Minimum Value and Current Value should either all be negative or all be positive; otherwise, a negative memory can have lasting positive effects. | ||
[[Category:Modding]] | [[Category:Modding]] | ||
[[Category:InternalFormats]] | [[Category:InternalFormats]] | ||
[[Category:FormatsByName]] | [[Category:FormatsByName]] |
Revision as of 23:05, 22 September 2011
This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/NGBH
See also: 4E474248
Contents |
Neighborhood Data
File Overview
Header
DWORD : TypeID ("NGBH") DWORD : Version (0x6F=Base Game, 0x70=EP1:University, 0xBE=EP2:Nightlife, 0xC2=EP3:Open for Business, 0xCB=EP5:Seasons) DWORD : Reserved (unused - deprecated) DWORD : Neighborhood Height (128) DWORD : Neighborhood Width (128) DWORD : Textlength n n : TerrainType ("concrete", "desert", "dirt", "temperate") 28byte : Reserved Header Space (unused)
Global Tokens
Associations (associates large structures to the neighbourhood such as a university) -------- NgbhSlot : universal (hood-wide) tokens
Sections
Lots (contains lot tokens such as food info and NPC info) -------- DWORD : SlotCount n Repeat n --> NgbhSlot End Repeat Families (Family tokens such as exports and games) -------- DWORD : SlotCount n Repeat n --> NgbhSlot End Repeat Sims (memories, gossip, sim info tokens and init tokens) -------- DWORD : SlotCount n Repeat n --> NgbhSlot End Repeat BYTE : Custom Hood Marker DWORD : EP Ready Marker (from Uni on. Present in 0x70 versions up)
NgbhSlot
DWORD : InstanceID (of Lot/Family/Sim) if Version >= 0xBE (EP2:Nightlife) --> DWORD : NgbhSlot Version (apparently never used; same values as Version above) DWORD : ItemCount n (Special Simulator tokens) Repeat n --> NgbhItem End Repeat DWORD : ItemCount n (Standard Tokens - memories, gossip, init, food, npc, skills, etc) Repeat n --> NgbhItem End Repeat
NgbhItem
DWORD : GUID WORD : Flags 1 (bit0 = IsVisible, bit1 = IsMemory) if Version >= 0xC2 (EP3:Open for Business) --> WORD : Flags 2 if Version >= 0xBE (EP2:Nightlife) --> DWORD : Inventory Number if Version >= 0xCB (EP5:Seasons) --> WORD : Unknown DWORD : DataCount n Repeat n WORD : DataWord End Repeat
Data Decoding for Memory Items
Memory items have a typical count of 0x0C (if the Memory is about an object) or 0x0D (for memories about a sim, including the owner) DataWords. The following list shows the structure of the Data:
0x0: Quality (0 = Positive (Green), 4 = Negative (Red)) 0x1: Year (usually 1997, or 0 for no date) 0x2: Month (1 to 12, or 0 for no date) 0x3: Day (1 to 31, or 0 for no date) 0x4: Memory Owner Instance ID 0x5: Subject GUID (low-order 16 bits) 0x6: Subject GUID (high-order 16 bits) 0x7: Initial Value (values seen: -100, -75, -50, 0, 50, 75, 100) 0x8: Minimum Value (values seen: 0, 5, A) 0x9: Daily Decay Amount (values seen: 25, 42, 96) 0xA: Current Value (should be between Minimum Value and Initial Value) 0xB: Unknown 0xC: Subject Instance ID (Optional. Subject Instance ID will be present when the Subject GUID is a person.)
The value of a memory is a relative score of how the memory affects a sim's mood. Positive values improve mood, negative values make it worse. The value of a memory decays towards zero over time. The minimum value is the closest to zero a memory can decay to. Initial Value, Minimum Value and Current Value should either all be negative or all be positive; otherwise, a negative memory can have lasting positive effects.