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The Sims (Windows)/Unused Behaviors/Sim Data

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This is a sub-page of The Sims (Windows)/Unused Behaviors.

(Original research: Leo Gruen)
(Complementary info. and revisions: LUCPIX)

Global Data

Object/Character Data

Behavior.IFF10 December 1999 14:10
ID Constant Label Comment Context[footnote 1]
STR# 141 - Data labels
6 Object Data route id
Character/Object Data, in a primitive tracing dialog at the Edith tool.
12 target id
14 slot hier number
19 unused gender

Early "gender" flag, oddly listed as object flag, when its final counterpart is listed as character data.

20 tree table entry
35 temperature

Indicates a previous effort in development in the implementation of a temperature system for the game, which could also justify the existence of the unused "GenerateHeat" flag. Objects as the fireplaces, that could have benefited themselves from this constant, instead carry private scripts that set their contribution to a Sim's "Room" motive score, without any exact remarks on how "warm" the ambient gets.

44 maximum grade
57 unused trailer score

The game has several unused scores from when Sims had a 'taste' or preference for decorations, internally called "Personal Styles". In the final game the likability of objects are handled by a common script that is mostly conditioned by their price, save for notable exceptions.

56 unused eclectic score
55 unused classical score
45 birth year

Only assigned in arbitrary values (that range between 30's and 40's) to the "init" function of service NPC's and the burglar. It's a common opinion that the programming for NPC's is much older than the final script for playable Sims which they were cloned from (given the fact they're also generated with random values of early skills and personal styles), so it can also suggest that, earlier in development, data as the Sims' age once played a bigger part in the game.

18 sim age

Early "person age" counterpart. Nothing in game uses it and it's always set as 0.

STR# 200 - Person Data Labels
4 Character Data p: generous

Manage the values of unused personality traits, conversation topics and skills, only seen in a number of pre-release snapshots. Art objects in the base game hold a unique script that loosely checks the Sims' interest in "Old Conv. Topic" to determine whether or not they'll like them. It's curious that the same behavior string data in later expansion-pack builds has "Old Conv. Topic" relabeled as "Unused & DO NOT USE". "s: gardening (old)" is checked in an old script for outdoor flowers: "flowersoutdoor::Look at". Depending on the Sims' gardening score, they would run a missing sound file as they looked at the plants.

13 s: gardening (old)
14 s: music (old)
16 s: literacy (old)
55 Old Conv. Topic
21 unused 21
22 left hand gesture

Change the characters' hand models to "hand", "fist" or "point". Works when manually modified, but players never experience Sims switching hand models in regular gameplay as the only scripts that set this (associated with dresser objects) are not called by any interactions.

23 right hand gesture
26 unused 26
38 multiple routes
72 route footprint mask
STR# 134 - motive strings
0-2 Character Data unused

Unknown unused motives.A further look at the raw strings for missing graphics in the game's files suggests that these once managed the scrapped "Alertness", "no money", "tired" etc. motives

4

Despite labeled in the base game as "unused", it's interesting that the behavior resources in expansion-pack builds unveil its original context by having its ID relabeled as _UnusedPhysical, which in earlier builds covered the "Hunger", "Energy", "Comfort", "Bladder" and "Hygiene" motives.

10

Behavior strings in later expansion-pack builds have this ID relabeled as _UnusedMental, meaning that, in earlier builds, this ID originally covered the "Environment", "Entertainment" (Fun), "Stress", "Alertness" (both unused) and "Social" motives.

11 Sleep state

Possibly an early equivalent of the "Energy" motive.

12 unused

Behavior strings in later expansion-pack builds has this ID relabeled as _UnusedStress, unveiling its original purpose. "Stress" is a scrapped Sim motive only seen in pre-release media.

Simulation Globals

Simulation Globals

Behavior.IFF10 December 1999 14:10
ID Constant Label Comment Context
STR# 129 - global labels
1 Simulation Global Day of Month

The final build still contains a working calendar system that is handled individually for each house in the game — of course, everything happens without the players' notice, as no interface element displays this data. Factors such as the slow progression of the in-game time (even when fast-forwarded!) may have convinced the development team to think of a complex time system as an irrelevant feature to be continued for the final release. Each house operates in its own independent time zone, with slightly different default starting days of the month for each file, ranging from 6-15-1997 to 6-19-1997. A notable development phase where this particular data was last used in the game was in builds that predate the final product by three years. However, it's currently unknown how relevant such mechanic was in the actual game world. The dates virtually coincide with the real-world acquisition of Maxis by Electronic Arts by a couple of days, making this a very old leftover.

Simulation Globals.
7 Month
8 Year
11 Unused
18 Held Sim Speed

Possibly an early equivalent of Speed.

24 Demo

Might be an early equivalent of "Is Tutorial House (No/Yes)", which checks if the current lot is running the Newbie tutorial scenario. The only script that checks it is the unused "stereo::tweak should break - m" (remnant of an old effort in coding stereos that could break/be repaired) alongside a conditional tree that returns a False branch in case the current game is 7 Sim Lane: the tutorial house.

25 Debug flags

Switches on development-oriented sprites across the Sims' heads for the different cases they struggle on reaching their destination. Works, but nothing in normal gameplay toggles it on

29 Maximum Day Number

Keeps a running tally of the days instead of resetting them when a new month ticks over. While the game does track days months and years correctly the actual elapsed days does not stop when a new month ticks over (at least as of 1.1) suggesting that a full time system was scrapped early on or intended to be outsourced to a controller object.

(Source: LUCPIX)

Global Constants

Constant
check tree ad min
stack obj's motive[temp]
stack obj's definition
38
(Source: LUCPIX)

Local Data

These are local object labels that, not assigned to any significant value in Expression primitives, or minimally referenced by any of their respective objects' scripts, ended up as unused raw strings that, for the most part, only give a hint of how they once benefited the Sim behavior.

Covers raw data of Behavior bias; for those related to missing graphics, see Lost Graphics.

For raw strings associated with missing animations, see Lost Animations.

For global data labels, see Properties.

Attributes

attribute labels
# Label Comment
aquarium1.IFF
3 Fish Anim Count
AlarmClock.IFF
0 Last Rang Hour
1 Unused
2 Ringing [NO | YES]
3 Unused
4
5 Set [N | Y]
Ash.IFF
0 burning
  • Duplicates of flags used in the Fire object (suggesting the ash object was created as fire.IFF clones), yet labeled rather differently, suggesting these are early counterparts.
1 size
2 strength
3 flicker frame
4 extinguish
5 flicker loops
Baby.IFF
10 DNA Cleaning
  • It's possible that, early in development, child Sims were intended to be born receiving a random amount of skills that only adults can have in the final. Interestingly, the skills here are labeled as they were back in earlier iterations. This was eventually scrapped for a more straightforward school grade system for kids.
11 DNA Cooking
12 DNA Social
13 DNA Repair
14 DNA Gardening
15 DNA Music
BBQ.IFF
1 unused 1
4 Food Points
comeandseeme.IFF
2 Unused
4 Unused
5 Location
6 Unused
Computers.IFF
2 HD Light (Off/On)
  • Suggests computers could once benefit the ambient by generating a light of their own, as objects like the aquarium and lamps do.
3 Original Points
  • Other flags likewise labeled Original Points can be found in skill objects, possibly meaning adult Sims once could practice a given skill by using computers.
4 Last Job Search Day
Dishwashers.IFF
5 Break Chance
Doors.IFF
0 unused 0
2 K state
3 A state
4 busy
5 State (Closed/Open)
7 Conversation Object ID
FlowersOutdoor.IFF
4 Last Day
HelpSystem.IFF
27 Family Friend Count
  • It could fit in scripts for help system dialogs that inform users, for example, about events in the game where it is crucial to have a certain amount of friends to progress, such as job promotions.
HotTub.IFF
4 damage
5 unused
Lamps.IFF
5 LavaFrame
  • The used data related to the lava lamp object is instead part of a standalone LavaLamp.IFF file.
maid.IFF and repairman.IFF
0 Auto(yes/no)
Officer.IFF
0 Bring Gift?
  • Sims in the original game can not have any sort of relationship with service NPC's, then it's strange imagining the policewoman arriving houses with chocolate boxes/flowers in hand.
phones.IFF
1 Conversation length
  • Possibly remnant of an early script related to Sims talking on the phone, which also manifests itself in leftover strings. It's noteworthy that, in the base retail build, Sims can only invite neighbors over.
2 Flash State (Off/On)
  • Possibly means phones were once intended to generate a light of their own.
piano.IFF
2 Skill
PoolTable.IFF
10 last player 0 shot
11 last player 1 shot
Recliners.IFF
0 Piece (Other/Nap)
repomanfx.IFF
0 Burn time
  • Fire attribute data duplicates.
1 Fire size
2 Strength
3 Flicker Frame
4 Object size
5 Ticks
6 Time until spread
7 Spread flags
8 Object flags
9 Extinguishing
10 First fire
11 Sound time
ShowerC.IFF
1 Water State (Off/On)
3 unused 3
4 unused
SocialInteractions.IFF
5 Location
Stereos.IFF
2 Station (Jaz/Roc/Cla)
  • May refer to older mechanics related to switching radio stations. Latin station is here labeled as "Jazz", and Country is not listed, suggesting it was implemented later than the other stations.
TVs.IFF
10 Max Fun
TrashCompactor.IFF
5 Unused
7 Food Difficulty
Trees.IFF
1 unused 1
2 On/Off
  • Odd duplicates of attribute data related to HotTub.IFF.
3 Users
4 damage
5 unused
VisitGenerator.IFF
0 just generated
(Source: LUCPIX)

Miscellaneous

Object Constants
# Label Comment
aquarium1.IFF
#Tuning
5 Fun Effect Max
  • Final aquariums instead use two #Tuning constants that increase the Sims' Fun motive differently, depending on their Nice points.
6 Fun Effect Inc
ash.IFF and fire.IFF
#misc
0 Frames of Flicker
bars.IFF
#Break
0 Break Percent
  • This, and the loose presence of the repair state flag in the object's init function, suggest Bachman Wood Beverage Bar was once programmed to break and be repaired, as most electronic objects in the game.
bbq.IFF
#left graphics
256 closed
257 1/2 open
258 open
#Grill Min/Max
384 Max
385 Min
beds.IFF
#Tuning Constants
2 Snore Every
#Type
128 Single - Cheap
  • The bed objects instead carry test object type primitives in their scripts that identity which bed object the Sim is interacting with.
129 Single - Child
130 Single - Moderate
131 Single - Expensive
132 Double - Cheap
133 Double - Moderate
134 Double - Expensive
bills.IFF
#repo states
2 user paying
4 man collecting
carglobals.IFF
#Car Pool States
0 No State
1 Arrived
2 Left
chesstable.IFF
#States
129 Waiting for Turn
130 Playing Turn
134 B Needs Scoot
coffeeesp.IFF
#Tuning Values
4 Unused
7 Unused
coffeem.IFF
#Tuning Values
1 Unused
2 Drink Animation Loops
  • Used in the espresso machine object.
comeandseeme.IFF
#Topics
0 Sports
  • Leftover labels that describe an early set of talk topics, most notably "Gardening", Gossip", "Religion" and "Family".
1 Politics
2 Food
3 Business
4 Weather
5 Religion
6 Family
7 Travel
8 Gossip
9 Gardening
desks.IFF
#Tuning - Eat
128 Eating Surface Cheap
129 Eating Surface Moderate
130 Eating Surface Exp
dollhouse.IFF
#Tuning
3 Watch Fun Max
doors.IFF
#a states
0 goto door [sic]
1 opening
2 waiting for greet
3 greet
5 gave up
#k states
135 undefiened [sic]
128 knock
129 wait for A opening
130 waitfor A ready greet [sic]
131 step forward
132 greet
133 gave up
134 non knocker
136 non knocker done
fireplaces.IFF
#Tuning
7 V Exp Room Impact if off
flamingo.IFF
#Tuning
1 Kick Comfort
2 View Fun
flowersoutdoor.IFF
#Water
0 Max
1 Min
2 Min Mood
#Stomp Min/Max
128 Max
  • Early flags reminiscent of the autonomous Stomp interaction, documented here as a foresight.
129 Min
#LifeCycle
256 DaysToChange
  • Unused duplicate of plants.iff constant data.
food.IFF
#states
6 cooking
7 serving
10 cleaned
#Tuning Values
393 LiteMeal Best Quality
395 RegMeal Spoil Time in Hour
408 BBQSng Best Quality
419 Candy Points per Loop
foodproc.IFF
#Tuning - Timing
256 Tick Count
gardener.IFF
#Tuning Constants
1 Hours to Garden
giftflowers.IFF
#Tuning
2 Dead Impact
helpsystem.IFF
#Command
3 Restart
#Help
385 On
386 End
387 Start
#Build Mode Flags
774 Stairs
#Flags3
901 No Cook Lite Meal
lampgarden.IFF
#Tuning Values
0 Room Impact
1 Broken Bulb Room Impact
2 Minimum Bulb Life
3 Maximum Bulb Life
4 Fun Per View
5 Max Fun Reachable
lamplava.IFF
#Tuning Values
1 Broken Bulb Room Impact
  • lamps.iff duplicates.
2 Minimum Bulb Life
3 Maximum Bulb Life
mirrors.IFF
#Types
0 Floor Cheap
  • The base game only contains a Moderate type of floor mirror.
1 Floor Expensive
newspaper.IFF
#Tuning - Timing
0 Number of sit reading loops
npccontroller.IFF
#Tuning - Body
128 new constant 0
1 new constant 1
repairman.IFF
#Tuning Values
1 Hourly Rate
thief.IFF
#States
1 Leaving
2 Caught
paintings.IFF
#Tuning
2 Room Impact
phones.IFF
#Call friend tuning
12 Talk loops before dialog
13 Talk loops before hang up
14 Talk loops before friends dialog
#Other tuning
385 Talk loops for Emgcy NPC
387 Talk loops for NPC
389 Talk loops for random call before dialog
390 Talk loops for random call after dialog
phonecall.IFF
#Tuning
0 Thief Chance
  • Duplicates of npccontroller.iff.
1 Capture Thief Bonus
2 Paper Delivery Bonus
3 Paper Delivery Minute
4 Break up Party Time
5 Party Fine Hour
6 Amount of Guests for Party
7 Relationship for Irate Neighbor
8 Max Paper Count
pinballmachine.IFF
#Tuning
3 Loops Per Ball
4 Join Social Max
5 Join Social Inc
pooldivbrd.IFF
#object types
0 ladder
1 diving board
poolladder.IFF
#object types
0 ladder
1 diving board
pooltable.IFF
#table states
256 empty
258 in play
#Tuning
388 Max fun for dropout
389 Min mood for dropout
pedportal.IFF
#tuning
1 Visitor Leave Time
2 Visitor Leave Time Morning
recliner.IFF
#Tuning
9 Nap Energy Max Cheap
showerc.IFF
#tuning
266 Repair Min Mood
social2.IFF
#marry result
0 accept
1 house too small
2 rel low
3 rel way low
4 bad mood
5 error
#move in result
128 yes
129 house too small
130 rel too low
#tuning
256 minimum tiles per person
257 maximum family members
socialinteractions.IFF
#Topics
8 Child - Toys
  • For children's talk topics, Age Specific #(1-4) are used, instead.
9 Child - Aliens
10 Child - Pets
11 Child - School
#Conservation Types [sic]
129 Give Flower
134 Hit
143 Talk Shop
149 Attack
#Hit States
258 Move to Receiver
#Tuning
640 minimum tiles per person
stoves.IFF
#Help
384 Off
385 On
386 End
387 Start
#Tuning - Timing
512 Cheap Tick Count
513 Expensive Tick Count
tvs.IFF
#Tuning
145 No Break Time
toilets.IFF
#Tuning
140 Broken Room Score
toybox.IFF
#Tuning
256 Mood Low Threshold
trainsets.IFF
#Tuning
132 Watch Social Inc
133 Watch Social Max
138 Exp Watch Social Inc
139 Exp Watch Social Max
trash1.IFF and trashcompactor.iff
#Dispose
128 Trash Inc per Dump(1..10)
trashpile.iff
#Cleanup Min/Max
0 Max
1 Min
trees.iff
#Graphic
128 standing
  • Duplicates of HotTub.IFF.
129 bubble1
130 bubble2
131 bubble3
tutorial.iff
#dialogs
(Empty ID)
#ui events
141 popup closed
#special buttons
256 live
257 buy
258 build
259 needs
260 options
urnstone.iff
#Tuning
132 Number Of Ghost Loops
visitorgenerator.iff
#Tuning
3 Friend report level
7 Relationship increase per day
vrhelmet.iff
#Tuning
0 Play Loops
(Source: LUCPIX)

Footnotes

  1. Instance at Edith tool (or design document) where said resource is referenced.