Sims 3:0x02D5DF13

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Revision as of 11:46, 17 July 2009 by Tiger (Talk | contribs)

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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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