Difference between revisions of "EFFDIR"

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sc4e>Xannepan
sc4e>Xannepan
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DWORD
 
DWORD
 
In section 12, there are no direct references to entries in this section.  
 
In section 12, there are no direct references to entries in this section.  
References are probably indirect via the corresponding entry in section 7.
+
References are indirect via the corresponding entry in section 7. Any reference
 +
from section 12 to and entry in section 7 also refers to the same entry
 +
in section 5, if any.
 
</pre>
 
</pre>
  

Revision as of 08:40, 19 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_1, each bit represents a behavior property, see below for partial spec
	DWORD (0x00000000) <<<---Constant
	DWORD <<<--- Behavior_2, each bit represents a behavior property, see below for partial spec
	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 <<<--- second byte seems to affect resource texture behavior (if set to 5, texture transparency is set to 0%, is set to zero texture behavior is controled as specificied by brightness and color)
	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_1 Bits

  • Bit 17: display on land only.
  • Bit 18: display on water only.
  • Bit 20: random location on map
  • Bit 32: unaltered (high) brightness during night.

Behavior_2 Bits

  • Bit 22: either rotate resource with game rotation, or display texture on back face.

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 - Screen Shake

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 - Saturation and Lightness

This section contains information about game ambiant saturation and lightness (e.g. as used for fireworks and lightning flash 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 (negative numbers make screen go dark)
        DWORD <<<--- duration

Section 5 - Brush (Cursor) Exemplars (Terrain modelling)

DWORD (Number of entries)
	Two bytes
	DWORD (Resource Key)
	DWORD
	DWORD
	5 Bytes
	DWORD
	DWORD
	DWORD
	DWORD
	DWORD
In section 12, there are no direct references to entries in this section. 
References are indirect via the corresponding entry in section 7. Any reference
from section 12 to and entry in section 7 also refers to the same entry
in section 5, if any.

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 - Destructive Effect Properties

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 <<<---If set to 1: resource only shows in North rotation, if set to 2: resource shows in all rotations
	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 <<<---Probably X-Axis Rotation
		DWORD <<<---Probably Z-Axis Rotation
		DWORD <<<---Probably Y-Axis Rotation
		DWORD
		DWORD <<<---X-Axis Shift (Float32)
		DWORD <<<---Z-Axis Shift (Float32)
		DWORD <<<---Y-Axis Shift (Float32)
		DWORD <<<---Probably multiplier for x,y,z axis shift as defined above
		10 Bytes <<<---First byte represents upper limit, and last byte the lower limit of
                               the game zoom range in which the resource referred 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) <<<--- Redirection to another section (usually 3 or 4)
		DWORD <<<--- Section identifier, usually 3 or 4
		DWORD (String Length) <<<--- Identifier, can be anything 
			String (Only if String Length > 0)
		DWORD
		DWORD (Index Key) <<<--- Index key in section
	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