The Sims: Bustin' Out (GameCube, PlayStation 2, Xbox)
|The Sims: Bustin' Out|
Also known as: The Sims (JP), Die Sims: Brechen Aus (DE), Los Sims: Toman La Calle (ES), The Sims: Ryntää Raitille (FI), Les Sims: Permis de Sortir (FR), The Sims: Fuori Tutti! (IT), The Sims: Erop Uit! (NL), The Sims: Chún zhǔ yìwài (CN), The Sims: Sesangbakkeuro (KR)
This game has a prerelease article
This game has a bugs page
|This game's online features are no longer supported.|
While this game's online features were once accessible, they are (as of August 1, 2008) no longer officially supported and online-exclusive features may be documented as now-unseen content.
In The Sims: Bustin' Out, rich Sim Malcolm Landgraab suddenly goes bad and runs around the neighborhood stealing items from Sims in return for unpaid rent. The player must complete each career track, unlock and buy back everyone's possessions, and become rich enough to evict Malcolm from his mansion and move their own Sim in. Though superior in terms of exclusive content and graphics to the previous entry, it has a limited Free Play mode with a total of only three Lots.
Because the game uses a heavily modified engine from the previous entry, some of the said leftovers in that page is present.
A handful of things to cover.
- 1 Sub-Pages
- 2 Build Information
- 3 Debugging Options
- 4 Unused Graphics
- 5 Development Files and Folders
- 6 Unused Sounds
- 7 Unused Effects
- 8 Development Oversights
- 9 Platform Differences
- 10 Oddities
- 11 Development Oversights
- 12 Regional Differences
| The Sims Console Leftovers|
Stuff from another part of SimValley.
| Hidden Sim Data|
Everybody is a good cook inside.
| Unused Text|
|GameCube, Xbox (ALL)||22.214.171.124-1i|
|PlayStation 2 (EUR-S)||126.96.36.199-1|
|PlayStation 2 (JPN, EUR-N, ASIA)||188.8.131.52-1|
|PlayStation 2 (USA, KOR)||184.108.40.206-3|
Several debugging options left hidden in the game that can be brought back.
The PS2 European version had two different releases - the standard European version (SLES-52047) with French, German, Spanish, Italian and Dutch as the additional languages, and the Nordic version (SLES-52048) that has Danish, Norwegian, Finnish and Swedish alongside English. They are represented with (S) and (N) respectively in the tables below.
The ASIA column is prefixed with (C) for the Chinese version (SLAJ-25028), (J) for the Japanese version (SLPM-65479), and (K) for the Korean version (SLKA-25137).
This debug menu is normally visually broken, because the default value that sets the distance between each line is 1.1f, whereas it needs to be a much larger number such as 70f on PS2, Xbox and GCN NTSC, and 80f on GCN PAL in order to render it properly. The debug menu can be opened by pressing SQUARE + TRIANGLE + CIRCLE on PS2 and X + Y + B on GameCube and Xbox, though not all options can be enabled here, such as display_fps because those need to be set to active before the Start screen, whereas this menu can only be brought up after it.
|(J) 002E4CBB 00000001
(J) 042B6374 428C0000
|PS2||(S) 003F8B84 00000001
(S) 102572AC 0000428C
(S) 102572B0 00000000
(N) 003FA684 00000001
(N) 1025884C 0000428C
(N) 10258850 00000000
|(C) 003B5984 00000001
(C) 1022DB3C 0000428C
(C) 1022DB40 00000000
(J, K) 003F7C04 00000001
(J, K) 102565C4 0000428C
(J, K) 102565C8 00000000
|(C) 003104A2 01
(C) 0014B49D 2F4DE0
FPS & Performance Statistics
Displays a whole bunch of information on the screen about the performance of the game. The displayed information displays slightly on each platform, but GameCube displays the most.
|GCN||002E6907 00000001||(J) 002E4CA7 00000001||002E6867 00000001|
|PS2||(S) 003F8B70 00000001
(N) 003FA670 00000001
|(C) 003B5970 00000001
(J, K) 003F7BF0 00000001
|Xbox||00310D7D 01||(C) 0031049D 01||00310CDD 01|
Attempts to list a bunch of rendering information, but the values always remain at 0 (NaN). Just like the debug menu, this display is by default visually broken due to the line spacing being set to 1.1f and needs to be fixed by increasing it to 80f. This is also only present in the GameCube release.
There's unused walls too.
Out of all the 42 flooring options, a few of them go unused, where there are a total of 79 flooring graphics. final_floor_tile04, final_floor_tile21-22, final_floor_tile25-28, final_floor_tile34, final_floor_tile38, final_floor_tile41, final_floor_tile42 and final_floor_tile44, are missing. Oddly, some of these would be reused in The Urbz: Sims in The City (Game Boy Advance).
Rarely-seen and Unused NPC Icons
NPC icons for the Burglar, Repo Man, Newspaper Girl and the Mail Deliverer are not completely unused per se, but have a rare chance of being seen due to having no interactions. It has a chance of being seen with the Talk interaction on Sims in speech bubbles, but it is rare. Strangely enough, the Monkey Butler icon is updated to match the game's style despite them not appearing in the game!
Development Files and Folders
Some files and folders used during development are still present on the disc. These elements give information about early versions of the game.
SystemData/Runtime/ChalData/CHEATS.txt includes some settings, debug options and most likely unavailable options. Two lines (lobby_server = 0 and enable_dnas = 0) indicate either the possibility of an online mode like in the PlayStation 2 version, or just a leftover from said version. Changing the values has no effect on the game.
# ensure a space exists on either side of the = symbol for each line directionZ = 60 cam_zoom_max = 160 directionIntensity = 53 cam_fov = 220 eor_artsend_debug = 1 enable_npc_reset = 0 tutorial_stage = 255 soundon = 1 ambientIntensity = 50 lobby_server = 0 enable_dnas = 0 boot2 = grab_any_object = 0 unlock_all_items = 0 unlock_party_motel = 0 freeitems = 0 cam_zoom_min = 40 cas_start_as_male = 0 animation_name_display = 0 debug_interactions = 1 draw_flash_output = 0 display_fps = 0 draw_safe_rect = 0 directionX = 143 draw_motive_values = 0 unlock_freeplay_mode = 0 Cam_First_Per = 0 resource_test = 1 tutorial_house = 255 cameraIntensity = 42 directionY = 40 localization_test = 255 Cam_Tilt = 0 cheatmenu = 0 memory_display = 0 unlock_all_houses = 0
Relationship Panel Images
/SystemData/Runtime/Thumbnails/readme.txt explains how to use the thumbnails folder:
The bitmaps in this directory are used as head icons in the relationship panel. All bitmaps must be 32x32, 8-bit images.
The ALLCHARACTERS.rsp file present in /SystemData/Runtime/ contains an early list of settings for all the characters. In this file, "Mimi", "Mom", "Dudley", "Randy", and "Max" (present in the final version) don't have personal thumbnails and are linked to the "placeholder" image used during development. The file includes some physical options that are likely unused in the final version.
The Thumbnails folder present in /SystemData/Runtime/ contains a lot of unused images for the relationship panel, which show leftover thumbnails for characters from the various modes in the previous game. This folder indicates the presence of 83 characters, but the final game has only 23 story characters.
Leftover Dumped File
|Download Tuning.txt File
File: The_sims_BustinOut_tuning_txt.7z (19 KB) (info)
A file named Tuning.txt in the /SystemData/Runtime/GameData folder contains a huge list of what effects every object, event, and social interaction can have on Sims and the surrounding environment.
This file also appears to have information about unused/unfinished objects and interactions.
Leftover Batch Files
Four batch files are still present inside the /SystemData/Runtime/ChalData/ folder: export.bat, exportchallenge.bat, exportdefault.bat, and exportstory.bat.
@echo off rem -------------------------------------------------------------------------- rem check P4CLIENT variable rem -------------------------------------------------------------------------- if defined P4CLIENT goto CLIENTOK echo environment variable P4CLIENT is not defined! goto Done :CLIENTOK rem create a new changelist p4 change -o > p4change.txt ..\bin\simsver p4change.txt "Sims IFF export" type p4change.txt | p4 change -i p4 -s changes -c %P4CLIENT% -s pending | ..\bin\getp4change call setresult.bat if defined P4Change goto EXPORT echo Failed to create a changelist for this operation. goto Done :EXPORT p4 edit -c %P4Change% c:\eor\projects\sims\qdata\objects\*.txt ..\bin\Simsexport ..\QData\Objects\SimsObjects.qdp %* rem revert unchanged p4 revert -a -c %P4Change% p4 change -d %P4Change% :Done
..\bin\SimsNghExport.exe @allcharacters.rsp -iWallsFloors.ini ChalData chall.ngh pause
..\bin\SimsNghExport.exe @allcharacters.rsp -iWallsFloors.ini UserData default.ngh pause
..\bin\SimsNghExport.exe @allcharacters.rsp -iWallsFloors.ini StoryData story.ngh pause
This is used in the GameCube and PlayStation 2 version, but unsure about the Xbox Versions.
An remixed version of the dead fish jingle from The Sims 1 that fits in with other sound effects. The original version of that sting is used.
The final game still has some unused effects from objects or social interactions. All of this information came from Tuning.txt (see above).
Unused Object Effects
The Espresso Machine could originally become dirty at one point. (line 467).
CoffeeEsp 4096:Tuning Values
All Lamps use the same methods and appear to have unused functions. Originally, the Bulb lamp didn't have the same effect than other lamps.
The Heartbed (The only bed where you can perform the "WooHoo" interaction) has a lot of unused functions.
|Texture (rotated)||action queue (enlarged)|
The texture file (art_painting_poster_movie_classic) and action queue (art_painting_poster_movie_classic_action_queue) for the "Love in Bahgdad" Movie Poster are different, where the latter lacks Fanny Adoré and Humphrey Hawks present on the top part of the poster. It's likely that it was from earlier in development where their designs weren't finalized yet, though the finalized texture shows early design for Fanny, oddly enough.
- In the 6th text string used in Mom's House (scenario_mom_house_resident.iff), Mom explicitly states that the Sim needs ten Career promotions to get Malcolm's Mansion, but that is false; they need eight promotions to unlock Malcolm's Mansion as a residential home.
Bye-bye baby! Come back and visit whenever you want! Good luck in your new career! You're only 10 promotions away from getting Malcolm's Mansion!
- In Mimi's House (scenario_mimi_house_resident.iff) There are a handful of text strings pointing towards a different scenario of having to fix more stuff at Mimi's Place rather than the coffee machine. Almost all of them use the same pluralized item context.
Hey…do you think ya could help me fix this stuff? (Press <The3>START<Button3> to view GOALS)
Gosh! Is like, everything broken in here or what? (Press <The3>START<Button3> to view GOALS)
I swear! Everything I buy seems to break in 5 minutes! What's the deal? (Press <The3>START<Button3> to view GOALS)
Man this place is depressing. Look at all this broken junk!
What a dump…when are ya gonna fix this stuff?
Hello! I thought you said you could fix things! Stuff's still broken! NOT WORKING! Earth to $NameLocal:3!
SWEET! You fixed all the broken stuff! You ROCK!
- It even applies to the Move Out messages;
Hey! I thought I asked you to fix up the place! You just used me and my place until something better came along. I knew it…you men are ALL the same. Good riddance.
I can't believe you're leaving already…all I asked was that you help fix a few things. Fine. Use me and lose me. Some friend you are…traitor.
Moving out? I wish you wouldn't leave, but...I know you need to move on. Thanks for fixing all the stuff, you re the best friend ever! I'm going to miss you so much! Stop by anytime $NameLocal:3!
- The interaction
Switch to Technois referred to as
Switch to Techno Radioon the Strings Theory Stereo, despite it behaving identical to other stereos. It's most likely an accident.
Xbox Loading Screens
The Xbox version has unique loading screen backgrounds that can be seen. These textures also exist in the PS2 and GameCube versions, however they are 32×32 in size there.
|PS2 & GCN||Xbox||PS2 & GCN||Xbox|
Killable Bust Out Mode Sims
If a Sim other than the Player's Sim or the married Free Street Sim dies in Bust Out mode, they'll get instantly brought back to life by the Grim Reaper. However, there are certain Sims that can be killed off, where unlockable clothing options and Social Interactions are missable unless a new game is started.
Below are the following Sims that can be killed in Bust Out mode;
- Maxine Powers
- Mona Lott
- Makino Nada
- Chase Skurtz
- Humphrey Hawks
- The sound effects for the Free Street houses are separated into three different files (map_freeplay1, map_freeplay2 and map_freeplay3), despite all using the same sound.
- The sound effect for completing a Goal in Bust Out Mode ui_unlock is duplicated as ui_unlock_car, ui_unlock_level, ui_unlock_money, ui_unlock_objects, ui_unlock_skins, ui_unlock_services, ui_unlock_social, which all suggest that they would have distinct sound effects for unlocking certain items, but they're never used.
- Oddly, ui_unlock_social and ui_unlock_level were updated in The Urbz: Sims in the City, but still go unused there.
- STING_SOCSUC_1 and STING_SOCSUC_2, and STING_SOCSUC3 and STING_SOCSUC4, used for gaining Skill Points have the same sound effect.
While driving in a vehicle in Bustin Out mode when you are moving or visiting lots, certain face accessories like shades will have glitched textures.
|While Driving||On A Lot|
- The text box dialogue for completing three Triple Flips in a row at Toane's Gym is assigned to "Guess What?" rather than Max or Goldie.
- After clearing all seven Careers in Bust Out mode, the flavor text at Mom's House will no longer play, including the Throw Party messages. The move-in and move-out messages still play though.
Child Sims' Military Uniforms
In the previous entry when the Child Sim gets low grades from school, they have to leave the household to go to military school. While this mechanic does return in Bustin' Out, it has one notable flaw in which the child sims no longer have their military uniforms and instead go with their current outfit, despite the game playing the animation where they switch clothes.
In Japan, this game is simply called The Sims (as the last console game was called SimPeople there), compared to other regions that got a unique translated subtitle.
The adult character presets in Create-A-Sim are different in the Japanese, Korean, and Chinese versions, and look more Asian compared to the regular ones. The children, however, only have a slightly different skin tone. They can be recreated vice-versa without having to unlock any accessories in Bust Out mode.