Sims 3 Talk:DBPF

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Index "compression"

Carrying this over from comments in the article to here since it is turning into more of a talk than a quick comment. This is relating to the part about the first dword in the index header indicating which of the 8 fields are in the header vs individual entries.

I found this isn't true. I know for sure the last dword can not come from the header - when my code tried it, the game didn't recognize the index. For obvious reasons the same probably goes for the offset. And realistically both sizes as well. Only the first 4 (3?) fields could realistically come from the header. (Tiger)
Agreed that the only observed values are the first three (four in Spore) fields but the rule holds true that far... (PLJ)
I know it looks nice and clean to say it extends all the way, and I wanted to say that as soon as I realized it was just a bitfield as well. But I have observed reaction to at least the 8th bit (Should be compression following the the rule) and the game didn't try to load anything out of the file like that. (Tiger)

Tiger 04:07, 21 June 2009 (CDT)

Signing comments

Just so you guys know - if you do four tilde characters ~ in a row, then it auto-signs the messages with your name and the date. Much easier than the brackets things. :) Delphy 07:17, 21 June 2009 (CDT)

Doesn't work in comments in the articles themselves actually... If you check the article 2 or 3 revisions ago I tried that in some HTML comment tags, and it didn't work so I had to go back and edit it. So most of what's there is copied from that, but if you notice after I copied it I did sign it that way. Tiger 15:29, 21 June 2009 (CDT)

It works on Talk pages. :) Articles don't really need specific authors attached since it's auto tracked anyway. Delphy 16:41, 24 June 2009 (CDT)

Index type values?

Nevermind.... It appears that I was confused.  :(

Granthes 21:03, 5 August 2010 (CDT)

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