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<HTML>
<HEAD>
<TITLE>SV4 file format</TITLE>
</HEAD>
<BODY BGCOLOR="#ffffff" BACKGROUND="bkground.jpg">
<H1 ALIGN="Center"> SV4 FILE FORMAT </H1>
<H5> <A HREF="index.html">Back to RCT home</A> </H5>
<P> The SV4 file stores the save game information. There is incomplete
information about this file format. This page will be updated as information
becomes available. The game saves SV4 files with <A HREF="RLE.html">RLE</A>
encoding. The decoded files have 2,065,676 bytes (0 .. 1F850B in hexadecimal).
</P>
<P> 000000..000001 - game time month (divide by 8 for years) </P>
<P> 000002..000003 - game time day, counts in steps of 4. when this 16 bit
value cycles, a month will have passed. </P>
<P> 000004..000007 - game time counter, counts in steps of 1. does not begin at
zero when scenario starts </P>
<P> 000008..00000B, <BR>
00000C..00000F - contain psuedo random numbers which are related to each other.
</P>
<P> 000010..06000F - contains the <A HREF="#GAME MAP">game map</A>. See the
discussion below. The spatial dimensions used in the game are: one tile has 10
square meters of area; the height marks in the game are 4/3 meters (internal
units are 1/3 meters). </P>
<P> 060010..060013: an incrementing counter, two upper bits not used - not used
as a trigger as far as I can tell </P>
<P> 060014.. 198813 - <A HREF="SV4structs.html#sprite">sprite data
structures</A>. Each structure has 256 bytes. There are 5,000 sprite
structures. Items stored in these structures include peeps (guest and staff)
and ride vehicles. Ducks are also stored here. The vomit sprites are also
stored here even though they are not moving objects. </P>
<P> 198814, 198815: Sprite# of next sprite object to be added. <BR>
198816, 198817: Sprite# of first vehicle sprite <BR>
198818, 198819: Sprite# of 1st peep sprite <BR>
19881A, 19881B: Sprite# of 1st duck/moving text sprite <BR>
19881C, 19881D: Sprite# of 1st trash, vomit sprite <BR>
19881E, 10881F: Sprite# of 1st oversized ride car? <BR>
198820, 198821: Sprite structures available (counts down from 5000) <BR>
198822, 198823: Count of vehicles in game <BR>
198824, 198825: Count of peeps in game <BR>
198826, 198827: Count of ducks/moving text <BR>
198828, 198829: Count of trash/vomit <BR>
19882A, 19882B: Count of oversized? </P>
<P> 19882C..19882F: Offset of park name in name string array - only use the
lower 10 bits (the MSB is set if there is a string entry). <BR>
198830..198833: ? </P>
<P> 198834..198837 - Cash amount (divide by 10 for dollars etc.) <BR>
198838, 19883B - Loan amount (divide by 10 for dollars etc.) </P>
<P> 19883C..19883F - bit 0: Park status: 0 = closed, 1 = open; bit 2 set to
prohibit land modification; bit 3 set to prohibit removing trees/scenery; bit 4
is set to "show real names"; bit 5 set to prohibit building above
tree level; bit 6 set to indicate "low intensity peeps"; bit 7 set to
prohibit advertising; bit 8 set for cheat detection?; bit 9 set for "high
intensity peeps"(high intensity overrides low intensity); bit 11 = set if
no use of money; bit 13 set if admission locked at free; bit 15 is set to
prohibit changing "real names" option.</P>
<P> 198840..198841: Park entry fee <BR>
198842,198843: Park Entry Point #1: X (32 per tile) <BR>
198844,198845: Park Entry Point #1: Y (32 per tile) <BR>
198846,198847: Park Entry Point #1: Z (16 per tile height)<BR>
198848 : park Entry #1: Direction </P>
<P> 198849: ? </P>
<P> 19884A,19884B: Peep Entry Point #1: X (32 per tile) <BR>
19884C,19884D: Peep Entry Point #1: Y (32 per tile) <BR>
19884E: Peep Entry Point #1: tile height <BR>
19884F: Peep Entry Point #1: Direction (0=East, 1=South, 2=West, 3=North) </P>
<P> 198850,198851: Peep Entry Point #2: X (32 per tile) (FFFF if unused ?)<BR>
198852,198853: Peep Entry Point #2: Y (32 per tile) <BR>
198854: Peep Entry Point #2: tile height <BR>
198855 Peep Entry Point #2: Direction (0=East, 1=South, 2=West, 3=North) </P>
<P> 198856: ? </P>
<P> 198857 - Research rate: 0 = none, 1 = minimum, 2 = normal, 3 = maximum </P>
<P> 198858.. 19885B: ? <BR>
19885C-198866: <A HREF="menuTables.html#Ridesmenu">Rides Menu</A> <BR>
198867..19887B: (reserve area for ride menu) <BR>
19887C..198887: <A HREF="menuTables.html#Vehiclemenu">Vehicle Menu </A>(similar
to above ride menu - one bit for each vehicle) <BR>
198888..19889B: (reserve area for vehicle menu) <BR>
19889C..1989FF: <A HREF="menuTables.html#Ridefeatures">Ride feature 1</A> table
= 89 (decimal) structures of 4 bytes for each <A
HREF="rideCodes.html">ride</A>. <BR>
198A00..198A9B: (reserve area for ride feature table 1) <BR>
198A9C..198BFF: ride feature table 2 (4 bytes for each ride) <BR>
198C00..198B9B: (reserve area for ride feature table 2) <BR>
198C9C,198C9D: Number of guests in park <BR>
198C9E,198C9F: ? </P>
<P> The following table presents the starting byte of the 4-byte value for the
item indicated.Divide numbers by 10 for display values (dollars, etc.) </P>
<TABLE FRAME="BORDER" CELLSPACING="1">
<TR>
<TD></TD>
<TD>This month</TD>
<TD>1 month ago</TD>
<TD>2 months ago</TD>
<TD>3 months ago</TD>
<TD>4 months ago</TD>
<TD>5 months ago</TD>
<TD>6 months ago</TD>
<TD>7 months ago</TD>
</TR>
<TR>
<TD>Ride construction</TD>
<TD>198CA0</TD>
<TD>198CD8</TD>
<TD>198D10</TD>
<TD>198D48</TD>
<TD>198D80</TD>
<TD>198DB8</TD>
<TD>198DF0</TD>
<TD>198E28</TD>
</TR>
<TR>
<TD>Ride operation</TD>
<TD>198CA4</TD>
<TD>198CDC</TD>
<TD>198D14</TD>
<TD>198D4C</TD>
<TD>198D84</TD>
<TD>198DBC</TD>
<TD>198DF4</TD>
<TD>198E2C</TD>
</TR>
<TR>
<TD>Land purchase</TD>
<TD>198CA8</TD>
<TD>198CE0</TD>
<TD>198D18</TD>
<TD>198D50</TD>
<TD>198D88</TD>
<TD>198DC0</TD>
<TD>198DF8</TD>
<TD>198E30</TD>
</TR>
<TR>
<TD>Landscaping</TD>
<TD>198CAC</TD>
<TD>198CE4</TD>
<TD>198D1C</TD>
<TD>198D54</TD>
<TD>198D8C</TD>
<TD>198DC4</TD>
<TD>198DFC</TD>
<TD>198E34</TD>
</TR>
<TR>
<TD>Park tickets</TD>
<TD>198CB0</TD>
<TD>198CE8</TD>
<TD>198D20</TD>
<TD>198D58</TD>
<TD>198D90</TD>
<TD>198DC8</TD>
<TD>198E00</TD>
<TD>198E38</TD>
</TR>
<TR>
<TD>Ride tickets</TD>
<TD>198CB4</TD>
<TD>198CEC</TD>
<TD>198D24</TD>
<TD>198D5C</TD>
<TD>198D94</TD>
<TD>198DCC</TD>
<TD>198E04</TD>
<TD>198E3C</TD>
</TR>
<TR>
<TD>Shop sales</TD>
<TD>198CB8</TD>
<TD>198CF0</TD>
<TD>198D28</TD>
<TD>198D60</TD>
<TD>198D98</TD>
<TD>198DD0</TD>
<TD>198E08</TD>
<TD>198E40</TD>
</TR>
<TR>
<TD>Shop stock</TD>
<TD>198CBC</TD>
<TD>198CF4</TD>
<TD>198D2C</TD>
<TD>198D64</TD>
<TD>198D9C</TD>
<TD>198DD4</TD>
<TD>198E0C</TD>
<TD>198E44</TD>
</TR>
<TR>
<TD>Food sales</TD>
<TD>198CC0</TD>
<TD>198CF8</TD>
<TD>198D30</TD>
<TD>198D68</TD>
<TD>198DA0</TD>
<TD>198DD8</TD>
<TD>198E10</TD>
<TD>198E48</TD>
</TR>
<TR>
<TD>Food stock</TD>
<TD>198CC4</TD>
<TD>198CFC</TD>
<TD>198D34</TD>
<TD>198D6C</TD>
<TD>198DA4</TD>
<TD>198DDC</TD>
<TD>198E14</TD>
<TD>198E4C</TD>
</TR>
<TR>
<TD>Staff wages</TD>
<TD>198CC8</TD>
<TD>198D00</TD>
<TD>198D38</TD>
<TD>198D70</TD>
<TD>198DA8</TD>
<TD>198DE0</TD>
<TD>198E18</TD>
<TD>198E50</TD>
</TR>
<TR>
<TD>Marketing</TD>
<TD>198CCC</TD>
<TD>198D04</TD>
<TD>198D3C</TD>
<TD>198D74</TD>
<TD>198DAC</TD>
<TD>198DE4</TD>
<TD>198E1C</TD>
<TD>198E54</TD>
</TR>
<TR>
<TD>Research</TD>
<TD>198CD0</TD>
<TD>198D08</TD>
<TD>198D40</TD>
<TD>198D78</TD>
<TD>198DB0</TD>
<TD>198DE8</TD>
<TD>198E20</TD>
<TD>198E58</TD>
</TR>
<TR>
<TD>Loan interest</TD>
<TD>198CD4</TD>
<TD>198D0C</TD>
<TD>198D44</TD>
<TD>198D7C</TD>
<TD>198DB4</TD>
<TD>198DEC</TD>
<TD>198E24</TD>
<TD>198E5C</TD>
</TR>
</TABLE>
<P> </P>
<TABLE FRAME="BORDER" CELLSPACING="1">
<TR>
<TD></TD>
<TD>8 months ago</TD>
<TD>9 months ago</TD>
<TD>10 months ago</TD>
<TD>11 months ago</TD>
<TD>12 months ago</TD>
<TD>13 months ago</TD>
<TD>14 months ago</TD>
<TD>15 months ago</TD>
</TR>
<TR>
<TD>Ride construction</TD>
<TD>198E60</TD>
<TD>198E98</TD>
<TD>198ED0</TD>
<TD>198F08</TD>
<TD>198F40</TD>
<TD>198F78</TD>
<TD>198FB0</TD>
<TD>198FE8</TD>
</TR>
<TR>
<TD>Ride operation</TD>
<TD>198E64</TD>
<TD>198E9C</TD>
<TD>198ED4</TD>
<TD>198F0C</TD>
<TD>198F44</TD>
<TD>198F7C</TD>
<TD>198FB4</TD>
<TD>198FEC</TD>
</TR>
<TR>
<TD>Land purchase</TD>
<TD>198E68</TD>
<TD>198EA0</TD>
<TD>198ED8</TD>
<TD>198F10</TD>
<TD>198F48</TD>
<TD>198F80</TD>
<TD>198FB8</TD>
<TD>198FF0</TD>
</TR>
<TR>
<TD>Landscaping</TD>
<TD>198E6C</TD>
<TD>198EA4</TD>
<TD>198EDC</TD>
<TD>198F14</TD>
<TD>198F4C</TD>
<TD>198F84</TD>
<TD>198FBC</TD>
<TD>198FF4</TD>
</TR>
<TR>
<TD>Park tickets</TD>
<TD>198E70</TD>
<TD>198EA8</TD>
<TD>198EE0</TD>
<TD>198F18</TD>
<TD>198F50</TD>
<TD>198F88</TD>
<TD>198FC0</TD>
<TD>198FF8</TD>
</TR>
<TR>
<TD>Ride tickets</TD>
<TD>198E74</TD>
<TD>198EAC</TD>
<TD>198EE4</TD>
<TD>198F1C</TD>
<TD>198F54</TD>
<TD>198F8C</TD>
<TD>198FC4</TD>
<TD>198FFC</TD>
</TR>
<TR>
<TD>Shop sales</TD>
<TD>198E78</TD>
<TD>198EB0</TD>
<TD>198EE8</TD>
<TD>198F20</TD>
<TD>198F58</TD>
<TD>198F90</TD>
<TD>198FC8</TD>
<TD>199000</TD>
</TR>
<TR>
<TD>Shop stock</TD>
<TD>198E7C</TD>
<TD>198EB4</TD>
<TD>198EEC</TD>
<TD>198F24</TD>
<TD>198F5C</TD>
<TD>198F94</TD>
<TD>198FCC</TD>
<TD>199004</TD>
</TR>
<TR>
<TD>Food sales</TD>
<TD>198E80</TD>
<TD>198EB8</TD>
<TD>198EF0</TD>
<TD>198F28</TD>
<TD>198F60</TD>
<TD>198F98</TD>
<TD>198FD0</TD>
<TD>1990008</TD>
</TR>
<TR>
<TD>Food stock</TD>
<TD>198E84</TD>
<TD>198EBC</TD>
<TD>198EF4</TD>
<TD>198F2C</TD>
<TD>198F64</TD>
<TD>198F9C</TD>
<TD>198FD4</TD>
<TD>19900C</TD>
</TR>
<TR>
<TD>Staff wages</TD>
<TD>198E88</TD>
<TD>198EC0</TD>
<TD>198EF8</TD>
<TD>198F30</TD>
<TD>198F68</TD>
<TD>198FA0</TD>
<TD>198FD8</TD>
<TD>199010</TD>
</TR>
<TR>
<TD>Marketing</TD>
<TD>198E8C</TD>
<TD>198EC4</TD>
<TD>198EFC</TD>
<TD>198F34</TD>
<TD>198F6C</TD>
<TD>198FA4</TD>
<TD>198FDC</TD>
<TD>199014</TD>
</TR>
<TR>
<TD>Research</TD>
<TD>198E90</TD>
<TD>198EC8</TD>
<TD>198F00</TD>
<TD>198F38</TD>
<TD>198F70</TD>
<TD>198FA8</TD>
<TD>198FE0</TD>
<TD>199018</TD>
</TR>
<TR>
<TD>Loan interest</TD>
<TD>198E94</TD>
<TD>198ECC</TD>
<TD>198F04</TD>
<TD>198F3C</TD>
<TD>198F74</TD>
<TD>198FAC</TD>
<TD>198FE4</TD>
<TD>19901C</TD>
</TR>
</TABLE>
<P> 199020..199023: ?number of guests in park<BR>
199024: ?<BR>
199025: color for handymen<BR>
199026: color for mechanics<BR>
199027: color for security guards</P>
<P> 199028..1990A7: <A HREF="menuTables.html#Scenerymenu">Scenery Menu</A> </P>
<P> 1990A8: banner menu items: bit 0=standard, 1=jungle, 2=roman, 3=egyptian,
4=mining, 5=jurrasic, 6=asian,7=snow <BR>
1990A9: banner menu items: bit 0=space, 1..7=unused<BR>
1990AA..199107: ? </P>
<P> 199108,199109: current park rating </P>
<P> 19910A..199149: historical park rating (for curve) the low byte is in
19910A through 199129 while the high byte is in 19912A through 199149. an
FF indicates 'not used' </P>
<P> 19914A: Research selection: bit 0=Rollercoasters, bit 1 = Thrill rides, bit
2 = Gentle rides, bit 3 = Shops/stalls, bit 4 = Theming, bit 5 = Ride
improvements </P>
<P> 19914B: research progress description: 0=initial research, 1=designing,
2=completing <BR>
19914C: last development - research item <BR>
19914D: last development - corresponding ride<BR>
19914E: last development - research category <BR>
19914F: last development - flag </P>
<P> 199150..199537 : <A HREF="#RESEARCH">Research items</A>. up to 200 entries
of 5 bytes each. Not used in LL (goto 199C9C for LL) <BR>
199538: next development - research item <BR>
199539: next development - corresponding ride<BR>
19953A: next development - research category <BR>
19953B: next development - flag <BR>
19953C..19953D: ? <BR>
19953E..199541: ? <BR>
199542,199543: Cheat detection: count of owned land <BR>
199544..199545: ? <BR>
199546..199547: ?<BR>
199548..19954B: Max loan amount (divide by 10 to get dollars, etc) <BR>
19954C..19954D: "cash in pocket" base value for newly generated
guests. Varies from -$10, base, +$10, +$20. A zero value defaults to $50.<BR>
19954E: avg hunger of newly generated guests.<BR>
19954F: avg thirst of newly generated guests.<BR>
199550 : scenario goal: <B>1</B> = #peeps (& park rating), <B>2</B> = park
value, <B>3</B> = have fun!, <B>4</B> = competition, <B>5</B> = ten
different coasters with excitement at least 6.00, <B>6</B> = maintain park
rating & #peeps, <B>7</B> = monthly ride income, <B>8</B> = ten different
coasters with excitement at least 7.00 and minimum length as specified,
<B>9</B> = complete five coasters with minimum excitement as specified<BR>
199551: number of years to reach goal (10 for competitions)<BR>
199552,199553: ? <BR>
199554..199557: money (park value/ride income) goal / coaster excitement goal
(only for goal type 9)<BR>
199558, 199559: #peeps goal / minimum coaster length (meters)</P>
<P> 19955A ..19956D: Advertising, 1 byte for each type, lower 4 bits indicate
weeks remaining. </P>
<P> 19956E..199573: 1 Byte for each type of advertising, indicates the
ride/food associated with the advertising that displays it. </P>
<P> 199574..199583: ? <BR>
199584..199783: 128 DWords (previous cash values)<BR>
199784..199787: Recent change in cash <BR>
199788..19978B: previous recent change in cash multiplied by 7(?) <BR>
19978C..19978F: sum of "recent changes in cash"<BR>
199790..199791: ? <BR>
199792..199793: ? <BR>
199794..199993: 128 DWords: Weekly Profit over time<BR>
199994..199997: Park value <BR>
199998..199B97: 128 DWords: Park Value over time<BR>
199B98..199B9B: scenario objective value at completion <B>Note:</B> MSB set to
indicated objective not met; if bit 0 set - failed objective<BR>
199B9C..199B9F: number of admissions<BR>
199BA0..199BA3: income from admissions <BR>
199BA4..199BA7: Company Value [<B>cash</B> + <B>park value</B> - <B>loan</B>]
<BR>
199BA8..199BB7: ?<BR>
199BB8..199BC7: park awards - four structures of 4 bytes each. Each structure
consists of two words. The first word is a flag to indicate if there is an
award(zero=no, nonzero = yes); the second word indicates the award/string as
follows: 0=most untidy, 1=tidiest, 2=best rollercoasters, 3=best value, 4=most
beautiful, 5=Worst value, 6=safest, 7=best staff, 8=best food, 9=worst food,
A=best bathrooms, B=most disappointing, C=best water rides<BR>
199BC8..199BC9: Price for purchasing land (div by 10 for dollars)<BR>
199BCA..199BCB: Price for buying Construction Rights (div by 10 for dollars)
<BR>
199BCC..199BCD: ?</P>
<P>199BCE..199BCF: ?</P>
<P> 199BD0..199BD3: contains 58 BB C3 00 if error detected????<BR>
199BD4..199C13: user name (null terminated string)<BR>
199C14..199C17: Version number of game - convert to decimal: first digit is
major version number; next two digits are minor version number; last three
digits are revision number. </P>
<P> 199C18..199C1B: company value at scenario completion </P>
<P> 199C1C..199C1F: 1st financial checksum [ 70093A minus <B>cash</B>,
<FONT COLOR="#FF0000">ror</FONT> 5, minus <B>loan</B>, <FONT
COLOR="#FF0000">ror</FONT> 7, add <B>maxloan</B>, <FONT
COLOR="#FF0000">ror</FONT> 3 ]</P>
<P> 199C20..199C21: number of ride structures used</P>
<P> 199C22..199C23: negative of number of rides available (for cheat detection)
</P>
<P> 199C24..199C25: max number of tiles(land) allowed to own (for cheat
detection)</P>
<P> 199C26..199C27: negative of max number of tiles allowed to own</P>
<P>199C28..199C2B: 3rd financial checksum: [<B>cash</B> - <B>loan</B> - all
values in monthly expense/income table.]<BR>
199C2C..199C2F: Scenario Slot Number Checksum<BR>
199C30..199C4F: Name of winner; if not won or unknown, the character '?' is
used <BR>
199C50..199C53: 2nd financial checksum [ <B>cash</B> <FONT
COLOR="#FF0000">ror</FONT> thirteen, <FONT COLOR="#FF0000">xor</FONT> 0F4EC9621
]</P>
<P> 199C54..199C7B: (copyright notice in SC4 files) <BR>
199C7C,D: 0 in SV4 files, FED3 in SC4 files (for cheat detection)<BR>
199C7E,F: 0 in SV4 files, F318 in SC4 files (for cheat detection)<BR>
199C80,1: 0 in SV4 files, B218 in SC4 files (for cheat detection)<BR>
199C82,3: 0 in SV4 files, 458A in SC4 files (for cheat detection)<BR>
199C84..199C85: ?<BR>
199C86..199C87: ?<BR>
The following four words are not used (contain zero) in original RCT files.
They specify the size of the map in expansion pack files.<BR>
199C88..199C89: meaning unknown, 32*(park_size - 1)<BR>
199C8A..199C8B: meaning unknown, value in 199C88 plus 011E<BR>
199C8C..199C8D: park size (visible tiles per edge +2)<BR>
199C8E..199C8F: meaning unknown, value in 199C88 minus 1 (except full size park
in which case the value is 0FFF)<BR>
199C90..199C93: "same price" flags:</P>
<TABLE BORDER="1">
<TR>
<TD> </TD>
<TD>0</TD>
<TD>1</TD>
<TD>2</TD>
<TD>3</TD>
<TD>4</TD>
<TD>5</TD>
<TD>6</TD>
<TD>7</TD>
</TR>
<TR>
<TD>199C90</TD>
<TD>balloons</TD>
<TD>cuddly toy</TD>
<TD>map</TD>
<TD>on-ride photo</TD>
<TD>umbrella</TD>
<TD>drinks</TD>
<TD>burgers</TD>
<TD>fries</TD>
</TR>
<TR>
<TD>199C91</TD>
<TD>ice cream</TD>
<TD>cotton candy</TD>
<TD> </TD>
<TD> </TD>
<TD> </TD>
<TD>pizza</TD>
<TD> </TD>
<TD>popcorn</TD>
</TR>
<TR>
<TD>199C92</TD>
<TD>hot dogs</TD>
<TD>seafood</TD>
<TD>hats</TD>
<TD>candy apple</TD>
<TD>t-shirt</TD>
<TD>doughnut</TD>
<TD>coffee</TD>
<TD> </TD>
</TR>
<TR>
<TD>199C93</TD>
<TD>chicken</TD>
<TD>lemonade</TD>
<TD> </TD>
<TD> </TD>
<TD> </TD>
<TD> </TD>
<TD> </TD>
<TD>bathroom</TD>
</TR>
</TABLE>
<P><BR>
199C94..199C95: ? <BR>
199C96..199C98: ? <BR>
199C99: Water color (0=normal, 1=red) <BR>
199C9A..199C9B: ? <BR>
199C9C..19A01F: <A HREF="#RESEARCH">Research items</A> in LL only <BR>
19A020..19B57B: ?</P>
<P> 19B57C..19B89B: banner info. 100 sets of 8 byte structures(byte 0:
0=standard, 1=jungle(wooden), 2=classical, 3=egyptian, 4=mining,
5=prehistoric(bone), 6=asian, 7=snowy, 8=space,FF= unused; byte1: 0=normal,
1=no entry; bytes 2,3: string index; byte 4: color; byte 5: text color; bytes
6,7: ?) </P>
<P> 19B89C..1A389B: 1024 Null terminated Name strings for park, rides, peeps,
etc. Each string is allocated 32 bytes. Names are entered starting at the last
location (1A387C) and new names are entered in preceeding slots as the user
creates them. </P>
<P> 1A389C..1A389F: a game time counter - used to trigger various events </P>
<P> 1A38A0..1C963F: <A HREF="SV4structs.html#ride">Ride structure</A>. 255
structures of 608 bytes each </P>
<P> 1C9640, 1C9641 - a game time counter - not used as a trigger for any events
as far as I can tell</P>
<P> 1C9642,3: Horizontal view position (0000 to 1FFF, negated depending on
Viewing angle)<BR>
1C9644,5: Vertical view position (0000 to 1FFF, negated depending on Viewing
angle)<BR>
1C9646: Viewing Zoom factor (0 = closest, 1 = medium, 2 = far) <BR>
1C9647: Viewing angle (0 = from NE, 1 = from NW, 2 = from SW, 3 = from SE)
[note: horizontal and vertical view position will be positive or negative
depending on the view angle as indicated below: </P>
<TABLE FRAME="BORDER" CELLPADDING="2" ALIGN="Center">
<TR>
<TD>angle</TD>
<TD>Horiz</TD>
<TD>Vert</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 0</P>
</TD>
<TD><P ALIGN="Center"> -</P>
</TD>
<TD><P ALIGN="Center"> +</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 1</P>
</TD>
<TD><P ALIGN="Center"> -</P>
</TD>
<TD><P ALIGN="Center"> -</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 2</P>
</TD>
<TD><P ALIGN="Center"> +</P>
</TD>
<TD><P ALIGN="Center"> -</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 3</P>
</TD>
<TD><P ALIGN="Center"> +</P>
</TD>
<TD><P ALIGN="Center"> +</P>
</TD>
</TR>
</TABLE>
<P> 1C9648..1CADB7: Animation object locations (includes Park/Ride entry
banners, fountains, ride pieces, etc.) one thousand - six byte structures:
first byte=height, second byte=object code, 3rd & 4th bytes = X (32 per
tile), 5th & 6th bytes = Y(32 per tile). The object code is: 00=ride
entrance, 02=scenery(eg fountain), 03=park entry, 04=waterfall, 05=rapids,
06=on ride photo, 07=whirlpool, 08=spinning tunnel, 09=ghost train cars,
0A=banner</P>
<P>1CADB8..1CADBB: number of animation objects (Park/Ride entry, queue &
banner, fountains, etc) points <BR>
1CADBC..1CADC7: ? <BR>
1CADC8..1CADC9: progression of scrolling text (start point of scrolling text)
<BR>
1CADCA..1CADCD: ?<BR>
1CADCE,1CADCF: ?<BR>
1CADD0..1CAE43: ?<BR>
1CAE44..1F06A3: <A HREF="datalogging.html">Data Logging</A> - 8 structures of
19,212 bytes each (graphic charts for G's, etc on rides)<BR>
1F06A4..1F06A7: next guest number<BR>
1F06A8..1F06A9: another game counter, two upper bits always zero<BR>
1F06AA..1F431D: <A HREF="patrolArea.html">Patrol areas</A> </P>
<P>1F431E: ? - has the value 01<BR>
1F431F: ? - has the value 01<BR>
1F4320: ? - has the value 01<BR>
1F4321: ? - has the value 01<BR>
1F4322..1F4329: ?<BR>
1F432A: climate (0=wet, 1=normal, 2=dry, 3=cold)<BR>
1F432B: ? - usu has the value 05 but a few scenarios have the value 0B</P>
<P>1F432C..1F432D: weather timer - count down from 1920 </P>
<P>1F432E : current weather (0=sunny, 1=partly cloudy, 2=cloudy, 3=showers,
4=rain, 5=thunderstorm, 6=snow) <BR>
1F432F: target weather <BR>
1F4330: current temperature (positive only) <BR>
1F4331: target temperature <BR>
1F4332: lightning/thunder, 0=none, 1=occasional, 2=frequent <BR>
1F4333: target lightning/thunder <BR>
1F4334: shade, 0=none, 1=some, 2=dark <BR>
1F4335: target shade <BR>
1F4336: rain, 0=none, 1=light, 2=heavy <BR>
1F4337: target rain </P>
<P> 1F4338..1F8313: Message area. 61 messages. Each message structure uses 268
bytes. Current message at 1F4338, then put into last spot (1F8208) and others
are moved up.<BR>
The first thirteen bytes of each structure are flags. <BR>
byte 0: Icon (00=[hide message], 01=ride, 02=peep walking, 03=peep walking,
04=Money (coins), 05=blank, 06=Scenery, 07=CrowdofPeeps, 08=Award, 09=Graph)
<BR>
byte 02,03: associated item (ie ride index, peep thought, peep index)<BR>
byte 06: how many letters have been displayed<BR>
byte 08: month (div by 8 for year)<BR>
byte 0A: date: day of month<BR>
byte 0C: color (90=white, 91=red, 92=green, 93=gold, 94=brown, 95=grey,
96=blue, 97=purple, 98=beige, 99=pink, 9A=aqua, 9B=tan, 9C=green) <BR>
byte 0D: null terminated string starts here. (byte value 05 is used to indicate a new line.)</P>
<P> 1F8314..1F8351: Scenario name (not park name) </P>
<P> 1F8352,3: <A HREF="scenarios.html">Scenario slot number</A> </P>
<P> 1F8354..1F8357: scenario flags (expansion packs only) bit 12: error while
loading</P>
<P> 1F8358..1F8507: ? </P>
<P> 1F8508..1F850B - these last four bytes of the file contain an <I>additional
</I>checksum in CF/AA and LL saved games. This is in addition to the checksum
added after the file is RLE encoded. This was not present in the original RCT
files. This checksum is calculated by starting with the hex value 00000031 in
the summation register. The summation register is rotated left 13 bits and then
the byte of [unencoded] data structure is added to the low byte. This is done
for the data from 000000 to 1F8507. </P>
<P> </P>
<HR>
<H2 ALIGN="Center"> <A NAME="GAME MAP">GAME MAP</A> </H2>
<P> The game has a grid of 126 by 126 tiles. The save file contains 128 by 128
tiles. The tiles around the perimeter of the game "board" are not
displayed but are apparently needed to display the rock edges around the
"board". The save file contains (among other things) a sequence of
map elements. A map element data structure is used for all stationary items
which appear on tiles. The sequence is: rows of columns; where each column
contains a variable number of map elements (at least one). Each map element has
8 bytes identified below as bytes 0 through 7. The map element data structure
begins at address 000010. The first row consists of perimeter tiles so there is
only one map element per tile. The second row consequently begins at 000410.
The length of the second and subsequent rows depends on how many map elements
are at each tile. I have used the arbitrary designation that the map begins at
the SouthWest corner and the first row goes from West to East. </P>
<P> <B>byte 0</B> - map element type identifier - <BR>
<B><I>upper two bits</I></B>: indicate quadrant for smaller objects and are
used as the two highest bits for the color code on geometric objects. NOTE: all
geometric edge (wall) objects on a tile will have the same color; a geometric
scenery object can have a different color from the geometric edge objects. Also
used to indicate direction a queue entry faces. SURFACE tiles - the upper bit
is a flag to use extended edge types, see the description under "byte
4". TRACK pieces: the most significant bit is set to indicate lift chain.
<BR>
00 = entire tile or SW quadrant -or- facing West<BR>
01 = NW quadrant -or- facing North<BR>
10 = NE quadrant -or- facing East<BR>
11 = SE quadrant.-or- facing South </P>
<P> <B><I>middle four bits:</I> </B>indicate type of element <BR>
0000 = surface tile <BR>
0001 = path (& road)<BR>
0010 = track element or shop/stall<BR>
0011 = scenery item (single tile) <BR>
0100 = ride entry/exit, Park entrance <BR>
0101 = fence(s)/wall(s) <BR>
0110 = scenery item (multiple tile) <BR>
0111 = banners </P>
<P> <B><I>lower two bits:</I></B> </P>
<TABLE FRAME="BORDER" CELLPADDING="2">
<TR>
<TD><B>bit values</B></TD>
<TD><B>direction scenery/track item faces</B></TD>
<TD><B>queue color</B></TD>
<TD><B>path qualifier</B></TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 00</P>
</TD>
<TD><P ALIGN="Center"> West</P>
</TD>
<TD><P ALIGN="Center"> blue</P>
</TD>
<TD><P ALIGN="Center"> grey tarmac/dirt/crazy tile/tile</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 01</P>
</TD>
<TD><P ALIGN="Center"> North</P>
</TD>
<TD><P ALIGN="Center"> red</P>
</TD>
<TD><P ALIGN="Center"> red tarmac/grey tile/black dirt</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 10</P>
</TD>
<TD><P ALIGN="Center"> East</P>
</TD>
<TD><P ALIGN="Center"> yellow</P>
</TD>
<TD><P ALIGN="Center"> brown tarmac/red tile</P>
</TD>
</TR>
<TR>
<TD><P ALIGN="Center"> 11</P>
</TD>
<TD><P ALIGN="Center"> South</P>
</TD>
<TD><P ALIGN="Center"> green</P>
</TD>
<TD><P ALIGN="Center"> green tarmac/green tile</P>
</TD>
</TR>
</TABLE>
<P>In Loopy Landscapes, bit 0 of surface tiles is used to extend the surface
type - see the description under "byte 5"</P>
<P><B>byte 1</B> - The most significant bit is set to indicate the 'last' map
element at this tile position. A single -or- a sequence of 8-byte map elements
will be present for each tile position. The four bits of the lower nibble are
used to indicate which quadrant(s) are used. bit 3 = NW, bit 2 = SW, bit 1 =
SE, bit 0 = NE. The middle two bits of the upper nibble are used to indicate
the support type for paths: X00X= normal (truss), X01X= wood post, X10X= steel
post, X11X= bamboo post. bit 6 is set for "indestructible" track
elements (used in certain scenarios).</P>
<P> <B>byte 2</B> - base height of this element. Surface elements have heights
which are multiples of 4. An element (eg. a large tree) which is located at the
center of a sloped tile would have a base height which is 2 greater than the
base height of the sloped surface element. A small tree on a slope would have a
base height either 1 or 3 greater than the surface element depending on which
quadrant it is in. </P>
<P> <B>byte 3</B> - clearance (construction) height for this map element. {A
value of zero is used for perimeter tiles.} The vertical space between the
values in byte 2 and byte 3 is occupied by this element. No other space filling
map element is allowed to occupy this range. </P>
<P> </P>
<TABLE FRAME="BORDER" CELLPADDING="2">
<TR>
<TD><P ALIGN="Right"> byte:</P>
</TD>
<TD><P ALIGN="Center"> 4</P>
</TD>
<TD><P ALIGN="Center"> 5</P>
</TD>
<TD><P ALIGN="Center"> 6</P>
</TD>
<TD><P ALIGN="Center"> 7</P>
</TD>
</TR>
<TR>
<TD>surface</TD>
<TD>slope</TD>
<TD>terrain/water</TD>
<TD>grass</TD>
<TD>ownership</TD>
</TR>
<TR>
<TD>scenery (single tile)</TD>
<TD>item</TD>
<TD>age</TD>
<TD>color</TD>
<TD></TD>
</TR>
<TR>
<TD>scenery (multiple tile)</TD>
<TD>item</TD>
<TD>index</TD>
<TD>color</TD>
<TD>color</TD>
</TR>
<TR>
<TD>Tracks</TD>
<TD>element</TD>
<TD>index</TD>
<TD>color</TD>
<TD>ride index</TD>
</TR>
<TR>
<TD>path</TD>
<TD>type</TD>
<TD>additions</TD>
<TD>edges/corners</TD>
<TD>addition status</TD>
</TR>
<TR>
<TD>entry/exit</TD>
<TD>item</TD>
<TD>rides = 0; park=index</TD>
<TD>rides=0; park=path</TD>
<TD>ride index</TD>
</TR>
<TR>
<TD>fence/wall</TD>
<TD>slope</TD>
<TD>item</TD>
<TD>item</TD>
<TD>item</TD>
</TR>
<TR>
<TD>banner</TD>
<TD>index into banner structures</TD>
<TD>position</TD>
<TD>FF(FD=one way)</TD>
<TD>0</TD>
</TR>
</TABLE>
<P> <B>byte 4 - <I>for multiple-tile scenery elements</I></B>: byte 5 contains
the sequence number for the part of the scenery object to be rendered at this
tile. The number of tiles occupied are in brackets.<BR>
00 = Roman colosseum [12]<BR>
01 = house [6]<BR>
02 = Sphinx [8]<BR>
03 = house [8]<BR>
04 = Colonnade [4]<BR>
05 = Mine Hut #1 [4]<BR>
06 = Mine Hut #2 [4]<BR>
07 = Volcanoe [12]<BR>
08 = Pyramid [36] Note: the pyramid is "hollow" inside<BR>
09 = Mine Shaft [6]<BR>
0A = Martian Building [4]<BR>
0B = Skeleton [2]<BR>
0C = Dinosaur #1 [2]<BR>
0D = Dinosaur #2 [2]<BR>
0E = Dinosaur #3 [2] </P>
<P> the following are in Loopy landscapes:<BR>
0F = ice palace [4]<BR>
10 = castle tower square brown [1]<BR>
11 = castle tower tall brown [1]<BR>
12 = castle tower square grey [1]<BR>
13 = castle tower tall grey [1]<BR>
14 = tent [1]<BR>
15 = medieval house 1 [1]<BR>
16 = medieval house 2 [1]<BR>
17 = medieval house 3 [1]<BR>
18 = giant pumpkin [4]<BR>
19 = space rocket [4]<BR>
1A = town hall [4]<BR>
1B = urban house 1 [4]<BR>
1C = gas station [4]<BR>
1D = pagoda [4]<BR>
1E = office block [4]<BR>
1F = urban house 2 [4]<BR>
20 = satellite [4]<BR>
21 = space capsule [1]<BR>
22 = tenement [1]<BR>
</P>
<P> <B>byte 4 - <I>for <A HREF="scenery.html">single-tile scenery
elements</A></I></B> </P>
<P> <B>byte 4 - <I>tracks</I></B>: the <A HREF="Trackelements.html">track
element</A> code number. {includes: shops, info kiosk and ride bases}Track
pieces which occupy more than one tile use byte 5 to indicate which section of
the track element is located at this tile. </P>
<P> <B>byte 4 - <I>park/ride entry/exit</I></B>: for park entrance, byte 5
indicates which section. Otherwise, the remaining bytes are 00's.<BR>
00 = Ride entrance <BR>
01 = Ride exit <BR>
02 = Park entrance </P>
<P> <B>byte 4 - <I>paths - upper nibble</I></B>: <BR>
00 = queue <BR>
01 = tarmac <BR>
02 = dirt <BR>
03 = crazy tile <BR>
04 = roads (not available to user) <BR>
05 = tile </P>
<P> <B>byte 4 - <I>paths - lower nibble</I></B>: bit 3 is set for a queue
entry, bits 2, 1, 0 indicate the slope:<BR>
0 = flat <BR>
4 = up to West <BR>
5 = up to North <BR>
6 = up to East<BR>
7 = up to South<BR>
</P>
<P> <B>byte 4 - <I>fences/walls</I></B>: the upper three bits are the three
lower bits of the color of geometric objects.<BR>
<BR>
<B>byte 4 - <I>surface tiles - upper 3 bits</I></B>: the edge style of surface
elements. 000 = rock, 001 = brick, 010 = iron, 011 = wood, 100 = grey wall, 101
= yellow wall, 110 = black wall, 111 = red wall. In Loopy Landscapes, the MSB
of byte 0 indicates an extended set of edge styles. If that bit is set on a
surface element, use the following: 000 = Ice, 001 = purple wall, 010 = green
wall, 011 = brown stone wall, 100 = grey stone wall, 101 = skyscraper A, 110 =
skyscraper B, 111 = not used.</P>
<P> <B>byte 4 - <I>fences/wall - lower 5 bits</I></B>: the slope of the
surface. Thes same value as below. </P>
<P> <B>byte 4 - <I>banners</I></B>: index into banner data structure (100 eight
byte structures beginning at 19B57C) </P>
<P> <B>byte 4 - <I>surface tiles - lower 5 bits</I></B>: the slope of surface
elements. There are 19 possible tile slopes. (The stored tile height is the
lowest point of a surface tile.) The lower four bits correspond to corners of
the tile. If the bit is set, that corner is elevated by one unit. The case of
all four bits being set is not used. If the fifth bit is set, three of the four
lower bits will be set; and the corner opposite of the zero bit is elevated by
two units rather than one. The image below shows the slopes as viewed from the