Difference between revisions of "EFFDIR"

From SC4D Encyclopaedia
Jump to navigation Jump to search
sc4e>Xannepan
(→‎Section 12 - Main Script Index: minor update, included zoom range specification)
sc4e>Xannepan
Line 16: Line 16:
 
<pre>
 
<pre>
 
DWORD (Number of Entries)
 
DWORD (Number of Entries)
DWORD
+
DWORD <<<--- Behavior, each bit represents a behavior property, see below for partial spec
 
DWORD (0x00000000) <<<---Constant
 
DWORD (0x00000000) <<<---Constant
 
DWORD
 
DWORD
Line 133: Line 133:
 
DWORD (0x40800000) -- End of entry
 
DWORD (0x40800000) -- End of entry
 
0x0001 - End of Section
 
0x0001 - End of Section
 +
 +
behavior bits
 +
Bit 17: display on land only
 +
Bit 18: display on water only
 +
Bit 20: randomized location on map (?)
 +
Bit 32: unaltered (high) brigthness during night
 +
 
</pre>
 
</pre>
  

Revision as of 01:47, 2 January 2013


EFFDIR is the Effect Resource Tree for SimCity 4. The EFFDIR is located in SimCity_1.dat and has TGI 0xEA5118B0 0xEA5118B1 0x00000001.

Specification

The specification is as follows:

Header

The header calls out the version number of the file. Vanilla SC4 is 3.1, Rush Hour/Deluxe is 4.2.

WORD - Major Version EFFDIR 
WORD - Minor Version EFFDIR

Section 1 - Main Section - Terrain Independent FSHs and S3Ds

DWORD (Number of Entries)
	DWORD <<<--- Behavior, each bit represents a behavior property, see below for partial spec
	DWORD (0x00000000) <<<---Constant
	DWORD
	DWORD <<<---Effect Duration Minimum
	DWORD <<<---Effect Duration Maximum
	DWORD <<<---Number Released At High Detail
	DWORD <<<---Repeat flag (=0 runs continuously, >0 runs once)
	DWORD
	DWORD
	DWORD
	DWORD <<<---Time Delay Minimum
	DWORD <<<---Time Delay Maximum
	DWORD <<<---X-Axis Push Minimum
	DWORD <<<---Z-Axis Push Minimum
	DWORD <<<---Y-Axis Push Minimum
	DWORD <<<---X-Axis Push Maximum
	DWORD <<<---Z-Axis Push Maximum
	DWORD <<<---Y-Axis Push Maximum
	DWORD <<<---Initial Velocity Minimum
	DWORD <<<---Initial Velocity Maximum
	DWORD <<<---Initial X-Axis Shift Minimum
	DWORD <<<---Initial Z-Axis Shift Minimum
	DWORD <<<---Initial Y-Axis Shift Minimum
	DWORD <<<---Initial X-Axis Shift Maximum
	DWORD <<<---Initial Z-Axis Shift Maximum
	DWORD <<<---Initial Y-Axis Shift Maximum
	DWORD <<<---Initial Size Variation %
	DWORD <<<---Initial X-Axis Stretch Max
	DWORD <<<---Initial Spin Variation Max
	DWORD <<<---Initial Rotation % (1=360 degrees), probably for FSH resources only
	DWORD <<<---Initial Alpha Variation Max
	DWORD <<<---Initial Color Variation % (Red)
	DWORD <<<---Initial Color Variation % (Green)
	DWORD <<<---Initial Color Variation % (Blue)
	DWORD (Number of reps)
		DWORD reps
	DWORD (Number of reps) <<<---Color Adjustments Over Time (Percentage of red, green, and blue)
		12-Byte reps <<<---Float32(1st DWORD=Red, 2nd DWORD=Green, 3rd DWORD=Blue)
	DWORD (Number of reps) <<<---Brightness Adjustments Over Time (Percentage)
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---Size Over Time (Percentage)
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---X-Axis Shrink/Stretch Over Time (Percentage)
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---Spin Over Time (Might Be Rotation Speed Spread[Randomized])
		DWORD reps
	DWORD (Resource Key) 
	2 Bytes
	DWORD
	DWORD <<<---Direction of Travel Blur (0=none,<>0 decreasing amounts of blur)
	DWORD <<<---X-Axis Force (Wind)
	DWORD <<<---Z-Axis Force (Lift/Gravity)
	DWORD <<<---Y-Axis Force (Wind)
	DWORD <<<---Carry
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD 
	DWORD <<<---Spiral Travel Pattern Maximum
	DWORD (Number of reps)
		28-byte reps
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD (Number of reps)
		DWORD reps
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD (usually 0xce6e6b28=-1,000,000,000)
	DWORD (usually0x3f800000 or 0x00000000)
	DWORD (usually 0x3f800000=1)
	DWORD (usually 0xc61c4000=-10,000)
	DWORD (usually 0x461c4000=10,000)
	DWORD (String Length)
		String (Only if String Length > 0)
	DWORD (Usually 0x00010000)
	DWORD (Usually 0x3f800000=1)
	DWORD (usually 0x40a00000=5)
	DWORD (usually 0x40a00000=5)
	DWORD (usually 0x42480000=50)
	DWORD (usually 0x42480000=50)
	DWORD (usually 0x3dcccccc=0.1)
	DWORD (usually 0x3e4ccccd=0.2)
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD (Number of reps)
		DWORD reps
	DWORD
	DWORD
	DWORD (Number of reps) <<<---Coordinate System For Movement
		32-byte reps <<<---8xFloat32(X,Z,Y,X,Z,Y,Sequence Number, Sequence Number)
	DWORD
	DWORD (Number of sub-entries)
		DWORD (String Length)	
		String (Only if String Length > 0)
		DWORD
	DWORD
	DWORD
	DWORD (Number of reps) <<<---List of Resource Keys (Used to place random S3Ds)
		DWORD reps <<<---Uint32
	DWORD
	DWORD
	DWORD (Number of reps)
		DWORD reps
	DWORD (0x40800000) -- End of entry
0x0001 - End of Section

behavior bits
Bit 17: display on land only
Bit 18: display on water only
Bit 20: randomized location on map (?)
Bit 32: unaltered (high) brigthness during night

Section 2 - Terrain Dependent FSHs

DWORD (Number of Entries)
	DWORD
	DWORD (Resource Key)
	1 Byte <<<---Inverse Flag: 00=Normal, 01=No Inverse (i.e. hidden by obstructions), 03=Inverse (Viewed when behind obstruction)
	1 Byte <<<---Repeat Flag:  01=Repeat Continuously, 02=Run Once-Then Disappear, 03+=Run Once-Then Hold
	DWORD <<<---Effect Speed (Higher numbers run slower)
	DWORD (Number of reps) <<<---Rotation Over Time
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---Size Adjustments Over Time (Percentage)
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---Alpha Adjustments Over Time (Percentage)
		DWORD reps <<<---Float32
	DWORD (Number of reps) <<<---Color Adjustments Over Time (Percentage of red, green, and blue)
		12-byte reps <<<---Float32(1st DWORD=Red, 2nd DWORD=Green, 3rd DWORD=Blue)
	DWORD (Number of reps) <<<---Always 0x00000001
		DWORD reps <<<---Y-Axis Stretch Adjustments Over Time
	DWORD <<<---Initial Intensity Variation
	DWORD <<<---Initial Size Variation
	DWORD
	DWORD
	DWORD
	DWORD
0x0000 - End of section

Section 3

DWORD (Number of Entries)
	DWORD
	DWORD
	DWORD (Number of reps)
		DWORD reps
	DWORD (Number of reps)
		DWORD reps
	5 bytes
0x0000 End of Section

Section 4 - Screen flash

This section contains information about screen flashes (e.g. as used for fireworks and lightning effects)

DWORD (Number of Entries)
	DWORD (Number of reps) <<--- color variation over time
		DWORD <<--- red
                DWORD <<--- green
                DWORD <<--- blue
	DWORD (Number of reps) <<--- brightness variation over time
		DWORD reps <<--- brightness
	DWORD <<--- probably duration

Section 5 - Brush (Cursor) Exemplars

DWORD (Number of entries)
	Two bytes
	DWORD (Resource Key)
	DWORD
	DWORD
	5 Bytes
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD

Section 6 - LUA Occupant Groups, Generators, and Attractors

DWORD (Number of Entries)
	Two bytes <<<---Always 0x0000
	DWORD (Length of string)
		String <<<---Points to an entry in the LUA files
	1 byte <<<---Type ID: 00=Attractor or Generator, 01=Occupant_group

Section 7 - Earthquakes(Destructive)?

DWORD (Number of Entries)
	22 Bytes
	DWORD
	4 Bytes
	DWORD
	8 Bytes
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	8 Bytes

Section 8 - Randomized Picks

DWORD (Number of Entries)
	Two bytes
	DWORD (Number of sub-entries)
		DWORD
		DWORD
		DWORD (String Length)
			String <<<---Used to Redirect to Another Entry in Section #13
	DWORD

Section 9 - Sounds

DWORD (Number of Entries)
	6 Bytes <<<---Always 0x000000000000
	DWORD (Resource Key)
	DWORD 
	DWORD <<<---Always 0x00000000

Section 10 - Effective Radius?

This section appears to be related to effective radius (meteor_shadow_water, tornado_scuff_terrain, ufo_ma_topbluering).

DWORD (Number of entries)
	DWORD
	DWORD
	DWORD
0x0001 (End of section)

Section 11 - UDI Collisions?

DWORD (number of entries)
	DWORD
	DWORD (String Length)
		String (Only if String Length > 0)
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
0x0002 (End of section)

Section 12 - Main Script Index

DWORD (Number of Entries)
	DWORD
	DWORD (0x01, 0x03, or 0x05 only)
	DWORD (Number of Primary Indices)
		DWORD (String Length)
			String (Only if String Length > 0)
		Byte (Index Flag) <<<---Indicates which section the Index Key belongs to (See notes below)
		DWORD
		DWORD
		8 Bytes
		DWORD
		DWORD
		DWORD
		DWORD
		DWORD
		DWORD
		DWORD <<<---X-Axis Shift (Float32)
		DWORD <<<---Z-Axis Shift (Float32)
		DWORD <<<---Y-Axis Shift (Float32)
		DWORD
		10 Bytes <<<--- First byte represent upper limit, and last byte the lower limit of the game zoom range in which the resource refered to appears
		DWORD
		DWORD
		DWORD
		DWORD
		2 Bytes (Random) <<<---0x0000=Always Appears, Non-Zero=Randomized chance (Can be set into groups with this number)
		2 Bytes (Random Chance) <<<---% Chance that effect will appear
		DWORD (Index Key) <<<---Points to entry in appropriate section
	DWORD (Number of Secondary Indices) <<<---Screen Shake Indices??
		DWORD
		DWORD (String Length) 
			String (Only if String Length > 0)
		DWORD
		DWORD (Index Key)
	DWORD (0x00000000)
	DWORD (0x00000000)
	2 DWORDs (0xCCCCCCCC or 0x00000000 each)

Section 13 - Main Effect Directory

	DWORD (String Length)
		String
	DWORD (Index Key) <<<---Points to entry in section #12
2 Bytes - End of Section

'''13.5 area:'''
BYTE
DWORD
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT
FLOAT

Section 14 - Tools FX Linking?

This section appears to relate to Sections 3 and 5 only.

DWORD (Number of entries)
	DWORD (String Length)
		String <<<---Points to an entry in section #13
	DWORD (Group Property) <<<---Call from exe or exemplar
	DWORD (Instance Property) <<<---Call from exe or exemplar
0x0000 End of section

Section 15 - Class ID Calls

DWORD (Number of Entries)
	DWORD (ClassID) <<<---Class ID Call (from EXE most probably)
	DWORD (String Length)
		String <<<---Points to an entry in section #13

Index Flags

0x00 - Section #1
0x01 - Section #2
0x02 - Redirection - String Points to an entry in section #13
0x03 - Section #4
0x04 - Section #6
0x05 - Section #7
0x06 - Section #8
0x07 - Section #9
0x08 - Section #10
0x10 - Section #11