Title: Interesting file from 1.0.0.971 patch
Post by: Argon on 2007 June 05, 20:13:36
I had alway wondered why the 1.0.0.971 patch changed the misc.package file which is reverted in the later patches, so I tried extracting all the files and used WinDiff to discover this text file incorrectly defined as MP3/XA. Is there anything useful in it? ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Resources.ini (Sims 2) ; ; This file defines various settings that comprise the glue that connects ; various subsystems to each other. It may look a little complicated at ; first but actually what it is doing is straightforward. It is merely ; all the hexadecimal stuff that is getting in the say of clarity.
; In theory, all of the settings here can be hard-coded into the app ; startup code. We put it here because it is easier to have this data ; driven when people are adding new things frequently. ; ; When you add a new section type to this file, please document it so that ; future users don't have to scratch their heads about it. Chances are ; that you yourself might be scratching your head too. ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; This section is used by the DBSegmentConverter to compile the .dat file used ; by the shipping release build of this app. The format of this section is: ; DB = <path>;<keymask> ; [DB = <path>;<keymask> ; ... ; Another option is to specify by group name: ; DB = <path>;<grouptag> ; ; An example set of entries might be: ; DB = C:\SomeDirectory\SomeFile1.dat;0x12345678 0x12345678 0x12345678 ; DB = C:\SomeDirectory\SomeFile2.dat;0x12345678 * *;English ; DB = %DataDirectory%SomeFile3.dat;* * *; ; DB = %DataDirectory%Sound.dat;SOUND_DATA ; [Converted Segments] DB=%DataDirectory%Res\UI\UKUI.data;UK_UI_DATA DB=%DataDirectory%Res\Locale\%Language%\UI\UKUI.data;UK_UI_DATA
[DBSegments] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; DBSegments are objects that subclass from cIGZDBSegment. A DBSegment is ; a database segment, simply just a database. It contains records. These ; records are uniquely defined by a record ID which is a triplet of ; 'type', 'group', and 'instance'. You ask a segment for a record and ; it hands you back the data for that record. ; ; The most common types are GZDBSegmentIXF and GZDBSegmentDirectoryFiles. ; With the former, records are packed into a data file that usually has ; a name with an extension like .ixf or .dat. Actually the SimCity3000 ; save game format itself (.sc3) is an IXF file. With DBSegmentDirectoryFiles, ; records are files in a directory. Each instance of one of these segments ; points to a directory. ; ; The format of this section is: ; SegmentGroupdID=SegmentClassID;<location info, format depends on segment> ; Here are the two most common segment class IDs (from the app source code): ; GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; GZCLSID_cGZPersistDBSegmentIndexedFile = 0x80c381d7; ; ; BEGIN_GROUP and END_GROUP is ignored by the game. DBSegmentBuilder information. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Directory Files Segments. ; Example data (currently disabled): ; GroupID = kGZGRPID_cRZWinKeyAcceleratorRes = 0xa2e3d56d; ; ClassID = GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; Path = <game data dir>\UI\Hotkeys\%Language%\*.* ; 0xa2e3d56d=0xa079ce1b;%DataDirectory%UI\Hotkeys\%Language%\
; Bitmap/Graphics resources ; GroupID = (Arbitrary unique value) = 0x82b9b75b; ; ClassID = GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; Path = <game data dir>\UI\Graphics\*.bmp BEGIN_GROUP=ECAS_UI_DATA 0x499db772=0xa079ce1b;%DataDirectory%Res\UI\Images\Uberkat\ ;0x499db772=0xa079ce1b;%DataDirectory%Res\UI\Images\CASiE\ 0x499db772=0xa079ce1b;%DataDirectory%Res\Locale\%Language%\UI\Images\Uberkat\
; UI Script resources ; GroupID = (Arbitrary unique value) = 0xa99d8a11; ; ClassID = GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; Path = <game data dir>\UI\scripts\*.uiScript 0xa99d8a11=0xa079ce1b;%DataDirectory%Res\UI\Scripts\Uberkat\
; Keyboard accelerator resources ; GroupID = (Arbitrary unique value) = 0x8ca033a2; ; ClassID = GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; Path = <game data dir>\UI\KeyboardAccelerators\*.accelerator 0x8ca033a2=0xa079ce1b;%DataDirectory%Res\UI\KeyboardAccelerators\ 0x8ca033a2=0xa079ce1b;%DataDirectory%Res\Locale\%Language%\UI\KeyboardAccelerators\ END_GROUP=ECAS_UI_DATA
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;Localized bitmap resources. We leave these in directory files segments ; ; Bitmap/Graphics resources ; GroupID = (Arbitrary unique value) = 0x82b9b75b; ; ClassID = GZCLSID_cGZPersistDBSegmentDirectoryFiles = 0xa079ce1b; ; Path = <game data dir>\UI\Graphics\*.bmp 0x499db772=0xa079ce1b;%DataDirectory%Res\Locale\%Language%\UI\Images\Uberkat\
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[DBSegmentDirectoryFiles] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; This section lists DBSegmentDirectoryFiles associations used by the game. ; It doesn't list DBSegmentDirectoryFiles classes itself. That's done above ; in the [DBSegments] section. However, one of the entries in the above ; [DBSegments] section lists DBSegmentDirectoryFiles. After the app creates ; instances of DBSegmentDirectoryFiles on startup, this section is consulted ; in order to tell the DBSegmentDirectoryFiles objects how to interpret the ; data in their directories. ; ; DBSegmentDirectoryFiles is a subclass of cIGZDBSegment that uses a directory ; of files to be a container of records. It uses the first 8 characters of ; each file name as the instance ID for each record. The type and group are ; described below. Note that the group will be called out above in the ; DBSegment section. ; ; The format of the entries below is: ; GroupID=TypeID:FileExtension,TypeID:FileExtension,TypeID:FileExtension... ; A result of this is that there is a connection between a type and the ; file's extension. That's fine for most cases. ; ; Here is an example directory listing in a DBSegmentDirectoryFiles directory: ; 0143ABFC0_SomeBitmap1.bmp ; 0143ABFC1_SomeBitmap2.bmp ; 0143ABFC2_SomeBitmap3.bmp
; Bitmap DBSegmentDirectoryFiles ; Group ID for these bitmaps = (Arbitrary unique value) = 0x82b9b75b; ; Type ID for files of the bmp extension = GZRESID_cGZPersistBufferResource = 0x856ddbac; ; File Extensions = .bmp .tga 0x499db772=0x856ddbac:bmp,0x856ddbac:tga,0x856ddbac:png,0x856ddbac:gif,0x856ddbac:jpg,0x856ddbac:fsh ; Script DBSegmentDirectoryFiles. This associates ".uiScript" files with the ; given group ID. ; Group ID for these scripts = (Arbitrary unique value) = 0x96a006b0; //This is the group ID for the scripts in the SC4000 UI scripts directory. ; Type ID for files of this extension = <none> = 0x00000000; //'0x00000000' simply means to not associate any object type with the data. We will read it as raw bytes. ; File Extension = .uiScript (.scr in the case of the UIEditor itself) 0xa99d8a11=0x00000000:uiScript 0x1a3fb405=0x00000000:uiScript
; Accelerator DBSegmentDirectoryFiles ; Group ID for these bitmaps = kStringGroupSC4App = 0x8ca033a2; ; Type ID for files of this extension = kGZRESID_cRZWinKeyAcceleratorRes = 0xa2e3d533; ; File Extension = .accelerator 0x8ca033a2=0xa2e3d533:accelerator
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ResourceFactories] ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; This section lists resource factories used by the game. ; ; On startup, somebody basically enumerates all keys within this section. ; Each entry is a key=value pair. The key is the resource type. The value ; is the class ID of the factory used to create objects of the given ; resource type. You might have one factory that knows how to create ; one type of resource object, or you you might have a factory that ; knows how to create multiple types of resource objects. The most common ; factories will be bitmap factories and string factories.
; Bitmap resources ; Resource Type: GZRESID_cGZPersistBufferResource = 0x856ddbac; ; Factory CLSID: GZCLSID_cGZPersistBufferResourceFactory = 0x656ddc30; ; Factory CLSID: kGZCLSID_cGZGimexFactory = 0xa2ffb5d3; ; ; Resource Type: kGZRESID_cGZPropertySetStringKeyXmlResource = 0xebfee33f; ; Factory CLSID: kGZCLSID_cGZPropertySetFactory = 0xebfeec33; ; 0x856ddbac=0xa2ffb5d3 0xebfee33f=0xebfeec33
; Accelerator resources ; Resource Type: kGZRESID_cRZWinKeyAcceleratorRes = 0xa2e3d533; ; Factory CLSID: kGZCLSID_cGZWinKeyAcceleratorResFactory = 0x42e411c2; ; 0xa2e3d533=0x42e411c2
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Title: Re: Interesting file from 1.0.0.971 patch
Post by: jrd on 2007 June 05, 21:18:05
Nope. This one must have been redefined as mp3/xa by mistake, explaining why later patches reverted this change.
Title: Re: Interesting file from 1.0.0.971 patch
Post by: wes_h on 2007 June 07, 01:49:36
I have seen that text file somewhere else in the game files, but I cannot recall where. Perhaps some of the unexpurgated files in Life Stories. It appears to only have value as a part of Maxis' development system, and since we do not have any of that, it is not of much use.
|