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Developers > ABD0DC63 Resources (NHTR)
tickleonthetumLink to postposted: Mon Mar 27, 2006 12:35 am
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I've sussed a bit out about the UNK: 0xABD0DC63 sextion of a neighbourhood file. I've put the little I've found out so far on the WIKI at MTS2 but here it is for you:

This section of a neighbourhood files contains details of the physical layout of the Hood's roads. The 13th and 14th bytes as shown in SimPE is the number of road segments that occur in the Hood. For example in a N001_Neighborhood.package with a ABD0DC63 section, as shown below, the 13th byte (02) is the number of road pieces shown in the hood. Another Hood with 126 road segments had the value 7E in this position, and a Hood with 63 rows of 126 tile wide roads (7938) yields 1F02, which is stored as 02 1F.

C2 00 00 00 08 00 00 00 00 00 03 00 02 00 00 00 02 00 00
34 42 00 00 C8 41 33 F3 A8 43 00 00
20 42 00 00 A0 41 00 00
48 42 00 00 F0 41 03 00 00
20 42 00 00 A0 41 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
20 42 00 00 F0 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 00
48 42 00 00 F0 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 00
48 42 00 00 A0 41 33 F3 A8 43 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 01 01 00 00 00 00 02 00 00
0C 42 00 00 C8 41 33 F3 A8 43 00 00
F0 41 00 00 A0 41 00 00
20 42 00 00 F0 41 03 00 00
F0 41 00 00 A0 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 00
F0 41 00 00 F0 41 33 F3 A8 43 00 00 00 00 00 00 00 00 00 00
20 42 00 00 F0 41 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
20 42 00 00 A0 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 03 00 00 00 00 00 00 01 04 00 00 00 00 03 00 00 00 00 00 08 00 00 00 00 00

The patterns/layout shown above is just to make reading easier. There is a pattern though and I believe that a block:
34 42 00 00 C8 41 33 F3 A8 43 00 00
20 42 00 00 A0 41 00 00
48 42 00 00 F0 41 03 00 00
20 42 00 00 A0 41 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
20 42 00 00 F0 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 00
48 42 00 00 F0 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 00
48 42 00 00 A0 41 33 F3 A8 43 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 01 01 00 00 00 00 02 00 00
represents a single road segment in a single hood tile.

As I find out more I will add to this entry, but don't expect a lot, soon. If anyone else can do better just jump in a get cracking...



Now I'm not very experienced or good at number crunching so I'll do what I can, when I can and hopefully some bright spark'll jump in and sort it all out!

Hope this helps...
quaxiLink to postposted: Mon Mar 27, 2006 1:11 am
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At the Moment i know this about those Resources (it's not much):

Beginning from Offset 0x00000006, there seems to be a Pattern, that repeats Blocks of 38 Bytes.

Like this:

...
3B 00 00 00 02 F8 2C 96 42 DA 19 2A 43 0C A7 C8 43 2A 0C 8A 42 73 09 24 43 7E A3 A2 42 39 54 30 43 08 FF 65 60 43
42 00 00 00 02 2A 90 96 42 96 76 22 43 7B 64 CA 43 26 21 8D 42 6E 83 1D 43 D8 0B A0 42 18 2E 27 43 08 FB 1D C0 42
42 00 00 00 02 2A 90 96 42 96 76 22 43 7B 64 CA 43 26 21 8D 42 6E 83 1D 43 D8 0B A0 42 18 2E 27 43 08 FB 1D C0 42
42 00 00 00 02 2A 90 96 42 96 76 22 43 7B 64 CA 43 26 21 8D 42 6E 83 1D 43 D8 0B A0 42 18 2E 27 43 08 FB 1D C0 42
...

The first 4 Bytes in such a Block might determin a type or something, the 5th Byte is allways 02.

The Resource ends with a DWORD of 0, like

00 00 00 00


Btw, did you decide for a Name yet (4 Character Short Name, and a descriptive Name)?
jaxad0127Link to postposted: Mon Mar 27, 2006 1:17 am
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How about "NHood roads (NHRD)"?
quaxiLink to postposted: Mon Mar 27, 2006 1:28 am
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I am not 100% sure if it is only Roads, might also be the tile layout of the complete terrain.
jaxad0127Link to postposted: Mon Mar 27, 2006 1:38 am
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True. "NHood Terrain (NHTR)"?
tickleonthetumLink to postposted: Mon Mar 27, 2006 2:54 am
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I've updated the MTS2 Wiki with a bit more data, reproduced here for your pleasure...

**[UPDATE]**
The following is the ABD0DC63 section for a Hood with a 4 tile road starting in the top left corner (created in the top right [NE] corner in SC4.
The value in bold is the number of road tiles in the Hood.
By changing the value undelined to 4B the road tile changes from an end piece to a connecting piece.
By changing the value italic, underlined values to 03 the road tile changes from connecting pieces to end pieces.
The 80 3F values when changed with 00 00 and visa versa causes the the road pieces to change to different pieces as well. E.g. by changing the values in bold, italic, underline from 80 3F 00 00 80 3F to 00 00 00 00 00 00 changes the road piece to a corner piece "¬" (right turn). others change the pieces to slopping pieces.
The blocks (as mentioned above) are not in a linear order, in this example they represent the 4th, 1st, 3rd and 2nd tiles of the road respectively.

C2 00 00 00 08 00 00 00 00 00 03 00 04 00 00 00 02 00 60
9A 44 00 00 A0 40 33 F3 A8 43 00 C0
99 44 00 00 00 00 00 00
9B 44 00 00 20 41 03 00 C0
99 44 00 00 00 00 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 C0
99 44 00 00 20 41 33 F3 A8 43 00 00 00 00 00 00 00 00 00 00
9B 44 00 00 20 41 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
9B 44 00 00 00 00 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 03 00 00 00 00 00 00 01 04 00 00 00 00 02 00 20
9E 44 00 00 A0 40 33 F3 A8 43 00 80
9D 44 00 00 00 00 00 C0
9E 44 00 00 20 41 03 00 80
9D 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 80
9D 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 C0
9E 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 C0
9E 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 01 01 00 00 00 00 02 00 A0
9B 44 00 00 A0 40 33 F3 A8 43 00 00
9B 44 00 00 00 00 00 40
9C 44 00 00 20 41 03 00 00
9B 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
9B 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 40
9C 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 40
9C 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 4B 00 00 00 00 00 00 01 05 00 00 00 00 02 00 E0
9C 44 00 00 A0 40 33 F3 A8 43 00 40
9C 44 00 00 00 00 00 80
9D 44 00 00 20 41 03 00 40
9C 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 40
9C 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 80
9D 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 80
9D 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 4B 00 00 00 00 00 00 01 05 00 00 00 00 03 00 00 00 00 00 08 00 00 00 00 00



I am very new to this and so am finding it hard to explain myself, so please bare with me. As I find out more I will add to this entry, but don't expect a lot, soon.

I will try tomorrow to asertain whether this section refers to anything other than roads.
quaxiLink to postposted: Mon Mar 27, 2006 3:41 am
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I added what I know so far to the wiki.

I can now read the Resources fine, but you have done more about the meaning of the actual Data.

The Resource basically contains four Listings, with Data of Various length. From what you wrote so far, the second List (in the Wiki that is called an Item) seems to contain Informations about the Roads.
quaxiLink to postposted: Mon Mar 27, 2006 4:18 am
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I uploaded a SimPE QA-Version (0.57i), which can present the content of a NHTR Resource.

Hope that helsp a bit to decode the actual Data.
tickleonthetumLink to postposted: Mon Mar 27, 2006 2:38 pm
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I've updated the WIKI again with a bit more info:

**[UPDATE 2]**
I have confirmed that this section does indeed store both the road details and the "Decorations" details. In the example below which consisted of a 4 tile road and 2 static wind turbine decorations, the bytes in bold indicates the number of decorations in the Hood. In a Hood with 300 decorations this number was 2C 01 (little endian).

C2 00 00 00 08 00 00 00 00 00 03 00 04 00 00 00 02 00 60
9A 44 00 00 A0 40 33 F3 A8 43 00 C0
99 44 00 00 00 00 00 00
9B 44 00 00 20 41 03 00 C0
99 44 00 00 00 00 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 C0
99 44 00 00 20 41 33 F3 A8 43 00 00 00 00 00 00 00 00 00 00
9B 44 00 00 20 41 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
9B 44 00 00 00 00 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 03 00 00 00 00 00 00 01 04 00 00 00 00 02 00 20
9E 44 00 00 A0 40 33 F3 A8 43 00 80
9D 44 00 00 00 00 00 C0
9E 44 00 00 20 41 03 00 80
9D 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 80
9D 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 C0
9E 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 C0
9E 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 03 00 00 00 00 00 00 01 01 00 00 00 00 02 00 A0
9B 44 00 00 A0 40 33 F3 A8 43 00 00
9B 44 00 00 00 00 00 40
9C 44 00 00 20 41 03 00 00
9B 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 00
9B 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 40
9C 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 40
9C 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 4B 00 00 00 00 00 00 01 05 00 00 00 00 02 00 E0
9C 44 00 00 A0 40 33 F3 A8 43 00 40
9C 44 00 00 00 00 00 80
9D 44 00 00 20 41 03 00 40
9C 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 80 3F 00 40
9C 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 80 3F 00 80
9D 44 00 00 20 41 33 F3 A8 43 00 00 80 3F 00 00 00 00 00 80
9D 44 00 00 00 00 33 F3 A8 43 00 00 00 00 00 00 00 00 00 4B 00 00 00 00 00 00 01 05 00 00 00 00 03 00 00 00 00 00 08 00 02 00 00 00
02 04 EF 98 44 40 60 91 40 00 C0 A8 43 5A 51 98 44 50 DC C5 3F 2C AD 99 44 AA 57 19 41 08 18 00 00 00 00 00 00 00
02 60 A1 96 44 80 8D 94 40 00 C0 A8 43 B6 03 96 44 50 91 D2 3F 88 5F 97 44 4A EE 1A 41 08 18 00 00 00 00 00 00 00

Thank you Quaxi for all your help and for explaining what I'm finding in the proper way...


quaxiLink to postposted: Mon Mar 27, 2006 3:24 pm
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So that would be the 4th List.

I'll update the Info. (as soon as i can get into the wiki again)
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