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MySims (Windows)

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Title Screen

MySims

Also known as: Boku to Sim no Machi (Japan)
Developer: Maxis
Publisher: Electronic Arts
Platform: Windows
Released in JP: December 11, 2008
Released in US: October 28, 2008
Released in EU: October 31, 2008
Released in AU: November 06, 2008


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Hmmm...
To do:
  • There is still lots more.
  • Add information about all the unused decorations (there's a lot!)

MySims, a spin-off to the successful Sims franchise all about finding a town and decorating it your way. Sound a little familiar?

Sub-Pages

MySims-EarlyUI-PaletteBlank.png
Unused Textures
The game sure went through many different styles.
TextIcon.png
Unused Text
Featuring a handful of scrapped characters!

Cheat Menu

Long thought inaccessible in the Windows version is a menu to type in cheat codes to unlock five new outfits, and five new blueprints to use in-game. The menu can be accessed by entering the following button combination (with numbers being entered on the numberpad) at the pause menu:

V B 2 8 2 8 4 4 6 6

Unused Levels

Internally, areas of the game are referred to as levels and will be referred to as levels for the purposes of this article.

luaTest

By replacing the contents of an accessible world file such as townSquare.world (as was done in the picture shown on the left) with the contents of luaTest.world, one can access a test environment that appears to have been used during development to possibly test interactions between the player and objects. There are entries for objects and two characters, Chef Gino and Ray, in the level's data, however none of the objects and only Chef Gino will actually appear when in the level, as the data for Ray, who is listed in the file using an earlier version of his file that is no longer in the game, and the objects were removed.

testAutonomy

A level that was used for testing the autonomy of NPC characters, two characters have entries to appear here, Chef Gino and Poppy, but for whatever reason only Chef Gino appears. Other than that the level uses the same model as luaTest.

nookPrototype_15x15

Unlike the previous two test levels, this does not have a leftover .xml file. As a result an existing level file had to be modified, the <Level Name = "Example"> tag was modified to become <Level Name = "nookPrototype_15x15">, and all other objects stripped for maximum clarity. nookPrototype is a very simple grey test cube, as the name suggests it was used as a prototype for the various "nook" environments found in caves throughout the game.

oneBedroomA

This also did not have a leftover .xml and had to be remade. A simple one bedroom interior, it matches an interior seen in a pre-release screenshot almost perfectly, the one difference being the absence of a wall between the kitchen and living room area. Much like the pre-release screenshot and unlike the rest of the game, this level doesn't have any shadows or lighting. Interestingly this is the only interior to have anything outside its walls, with a half-dome featuring violet to black gradient, as opposed to every other interior, which just features a black void.

twoBedroomA

Like the previous two this did not have a leftover .xml file. A larger version of the standard one bedroom interior, this one features two bedroomsǃ But other than the absence of a hallway down the middle, there's nothing else of interest.

Unused Essences

MySims-EssenceIconExample.png

It is worth noting that all unused essences do not use a proper icon like the one shown on the left, but rather use either a simplistic placeholder or the palette icon.

Wood

While not technically unused, it is unobtainable in the same way as every other essence because it is used as the "default" paint in the workshop. As a result its flair model, icon, and palette are never seen in-game. By modifying the essence's file, it is possible to add it to the game as a regular essence that can be used in the workshop like the others.

Model In-game Icon Palette
MySims-WoodEssence.png MySims-WoodEssenceIngame.png MySims-WoodIcon.png MySims-WoodPalette.png

Acorn

Unlike the Wood essence, the Acorn essence had no leftover xml file, and had to be reconstructed to be put in-game, it was as simple as taking an existing file and changing the references from whatever the essence originally was to acorn. Oddly enough the Acorn essence does not have a palette icon, and the flat color paints show up as plain white.

Model In-game Icon Palette
MySims-AcornEssence.png MySims-AcornEssenceIngame.png MySims-AcornIcon.png N/A

Hedgehog

Like the Acorn essence, the Hedgehog essence had no leftover xml file and had to be reconstructed to be put in-game. Also like the Acorn Essence the flat color paints show up as plain white.

Model In-game Icon Palette
MySims-HedgehogEssence.png MySims-HedgehogEssenceIngame.png MySims-HedgehogIcon.png MySims-HedgehogPalette.png

Early Essences

Some essences went under redesigns during development, miraculously the models and textures were left in the final product and can be modded back in.

Red Apple

The red apple essence went under a relatively minor design change, with the early version's squat appearance with prominent stem and leaf being changed out for a much taller version with a less prominent leaf and no stem. The early red apple can be seen in several pre-release screenshots such as this one here.

Early Final Model Name
MySims-EarlyApple.png MySims-FinalApple.png apple

Gold

Unlike the red apple, the change to the final game's gold essence from its earlier counterpart is far more dramatic, with its early version taking the appearance of a gold nugget rather than a coin. It can be seen most prominently in this pre-release screenshot here.

Early Final Model Name
MySims-EarlyGold.png MySims-FinalGold.png propDebrisGoldNugget

Unused CAS Parts

Mayor's Suit

Three recolors of the Mayor's suit were cut from the game. Only the black recolor has a flower, the other two do not, but the UV is still present, creating an odd beige blob.

Essence Master's Robe

An outfit originally meant for the Essence Master remains in the game, unused. It was later reused in MySims Party.

Essence Master's Beard

A big bushy beard that only comes in white unlike every other hairstyle in the game that comes in four or sometimes even five colors. The model would later be adapted into Marlon's beard in MySims Kingdom on the Wii.

Unused Sounds

Hmmm...
To do:
Upload the sound file. There is probably more unused sounds but without S3PE displaying the resource names for all files, it's hard to find them.

There is an unused sound in the game called ui_bcm_rotate which is directly from The Sims, when you rotated an object. The sound including a few other unused sounds are heard in an earlier version of MySims Wii's Build Mode.

Unused Music

Disc Channel Jingle

Leftover from the Wii version is the jingle used in the Disc Channel.

Tag

Used during the online-only tag minigame. Due to online services being shut-down, the track is effectively unused.

Madame Zoe's Themes

Original versions of the theme songs for the character Madame Zoe.

Player's Themes

The house the player owns in-game was meant to have its own unique music track like every other building in-game. Both are versions of the song used in the game's menus.

Create-A-Sim

Two unused music tracks for the games Create-A-Sim mode, both are tracks used in The Sims 2: Pets Expansion Pack which came out 2 years prior, making these tracks very old leftovers and they also exist in the Wii version’s files.

Unused Swarm Effects

The config.swm, or "Swarm Master Configuration File" has a scrapped swarm effect file listed for the Hedgehog animal, and is included to be used in the game despite neither the folder or the effect file existing in both the Wii and PC versions of the game. MySims Kingdom would later use animal based effects, but without any of the formatting and most if not all effects being stored in a single Swarm.package file.

#-----------------------------------------------------------
#  A N I M A L 
#  for pets and animal effects
#-----------------------------------------------------------
sinclude "Animal/HedgehogEffects.swm"

Development Leftovers

Removed Folders

The DDFList.txt file contains folders that the game uses to obtain various files from, with some of the specified folders having been removed.

../GameData_Win32/Sfx
characters
Objects
textures
UI
fonts
Lua
Lua/CharacterBase
Lua/Controllers
Lua/Essences
Lua/Jobs
Lua/NPCs
Lua/Socials
Effects
Effects/Character
Effects/Level
Effects/Object
Effects/Test
Effects/UI
Levels
../ToolsData/Rigs
Global

Some folders here were made redundant, such as the multiple Lua folders. In the final game, all Lua scripts are stored in LuoDL.package and are in 7 compiled Lua scripts, LuaPackedScript_00 to 07.

The characters folder is still used, abeit with a capital C instead of lowercase, while textures (with a capital T), fonts, UI and Objects not being used and instead have their own package files.

It's currently unknown what ToolsData/Rigs would have held, but it is also defined in the Wii version of this text file as well, suggesting it was used during development, or possibly used for storing the Rigs and animations used in-game at one point, and then never being removed from the list in both versions.

LuaNonShipping

In the PC version only, there is a LuaNonShipping folder which contains various debugging and developer scripts. These scripts cannot be run on their own however as they are not compiled into bytecode, and the LuaRootScript file found in LuoDL.package does not specify any of them either.

Regional Differences

The Japanese version notably uses a different logo, whereas all other languages use the English logo. This also results in the game not playing the intro video since the logo in that video still uses the English version.

The Japanese, Chinese Simplified, Chinese Traditional and Korean languages all use different fonts to accommodate for their own character sets.

Hmmm...
To do:
Find out if MySims was ever released in Thailand, and if so, what value does it use upon booting the game?

It appears that Thai would have been a supported language, but never got a proper localisation as strings exist for it and has a valid language option in the Lua scripts and the registry entry as 0x0000000E or 14 in decimal. However, as shown below, all strings are just the English ones with gibberish text added next to it, suggesting that time constraints forced the Thai localisation to be scrapped, or that MySims was planned for release in Thailand but was later cancelled, which could explain the leftover values and code.

  <THA_TH>
    <String>
      <id>AbandonTask</id>
      <text>Abandon Task3Åàe</text>
      <subcategory>NPC</subcategory>
    </String>
    <String>
      <id>ACCOUNT_ERR_ACCOUNT_BANNED</id>
      <text>This account has been banned.8Åàeå£Åàe</text>
      <subcategory>Generic</subcategory>
    </String>

Warning Screens for presumably the Chinese languages to display upon booting the game exist in the WarningScreen folder, but are never used.