Sims 3:0x02D5DF13
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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 Version // 0x202 DWORD Name // Hashed state machine name (Typically same as filename w/o path or extension) DWORD count1 // Actor definitions --repeat DWORD [S_AD index] DWORD count2 // Property definitions --repeat DWORD [S_PD index] DWORD count3 // States --repeat DWORD [S_St index] DWORD count4 --repeat DWORD //animation DWORD //actor name DWORD //actor name DWORD 0xDEADBEEF DWORD Properties // State machine properties DWORD Priority // Automation priority DWORD // Value that's 0-5<!-- SACS.ActorTypes would fit but the values don't make sense--> DWORD Empty DWORD Empty DWORD Empty DWORD Empty
S_St State Definition
DWORD 'S_St' DWORD version // 0x101 DWORD Name // Hashed state name DWORD Priority // Automation Priority DWORD [S_DG index] // State decision graph DWORD count // State transitions --repeat(count) DWORD [S_St index] // Valid transitions out DWORD // Values 0-6<!-- Could be event subtype for SACS events -->
S_PD Parameter Definition
DWORD 'S_PD' DWORD version // 0x100 DWORD hash // Hashed parameter name DWORD hash // Default value
S_DG Decision Graph
Decision graph
DWORD 'S_DG'
DWORD version // 0x101
DWORD blank // In all cases in JazzData.package
DWORD count1
--Reps (Count1)
DWORD index // List of all decision graph nodes descendant from this S_DG
DWORD count2
--Reps (Count2)
DWORD index // Root of the decision graph
4 BYTES (DEADBEEF filler)
S_AD Actor Definition
DWORD 'S_AD' DWORD version // 0x100 DWORD //hashed actor parameter name DWORD //null in all JazzData.package cases
SoPn Select on Parameter Node
DWORD 'SoPn'
DWORD version // 0x101
DWORD index // Parameter to select on
DWORD count // Possible cases to select
--repetition
DWORD //hashed value to compare
DWORD indexcount
index[indexcount] // Action to take on match
4BYTE filler(DEADBEEF)
DWORD "/DGN"
SNSN Next State Node
DWORD 'SNSN' DWORD version // 0x101 DWORD S_St index // Next state DWORD /DGN (end entry)
Rand Random Node
DWORD 'Rand'
DWORD version // 0x101
DWORD count // Possible outcomes
--Reps (Count times)
FLOAT // Random weight
DWORD subcount
--Reps (subcount times)
DWORD [DGN index] // Action on selection
DWORD - DEADBEEF
DWORD flags // Random node flags
DWORD /DGN
Play Play Animation Node
DWORD 'Play'
DWORD version
TGI64 (CLIP)
TGI64 (TkMk)
DWORD count1
DWORD
DWORD
DWORD
--rep(count1)
DWORD Empty
DWORD Empty
DWORD Actor // Hashed actor parameter name
DWORD Slot // Hashed slot name (Only one instance of this in jazzdata.package)
DWORD count2
--rep(count2)
DWORD //
DWORD
4byte filler(DEADBEEF)
DWORD
DWORD
DWORD
DWORD
DWORD len
STRING char16[len] // Padded to DWORD boundry
if (len > 0){BYTE[4-((2*len)%4)]} '00'
DWORD
4byte filler(DEADBEEF)
DWORD
DWORD Priority // Animation Priroity
DWORD
FLOAT
FLOAT
FLOAT
FLOAT
DWORD [S_AD Index] // Actor to animate
DWORD Priority // Animation Priroity
DWORD
DWORD
DWORD
DWORD
DWORD
DWORD
4byte filler(DEADBEEF)
DWORD count3
--rep(count3)
DWORD [DGN Index] // Additional actions (On animation complete?)
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 // Actor to operate on
DWORD (0x01) // Count?
DWORD op // Actor operation
12 BYTES blank?
DWORD count
--Rep (count times)
DWORD index // Linked action
DWORD /DGN
Stop Stop Animation Node
DWORD 'Stop' DWORD version DWORD DWORD DWORD FLOAT FLOAT DWORD FLOAT DWORD S_AD index // Actor to stop animating DWORD DWORD DWORD DWORD DWORD DWORD DWORD DWORD 0xDEADBEEF DWORD count --repeat(count) DWORD index DWORD '/DGN'