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1997-06-17
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SimCity File Format Description
This document describes the city data file format for SimCity. This
description is valid for the IBM, Macintosh and Amiga versions of
SimCity.
Major Data Structures size (bytes)
name 128
FinderInfo 480
ResHis 480
ComHis 480
IndHis 480
CrimeHis 480
PolluteHis 480
CashFlowHis 240
MiscVar 24000
Map 27248
Total FinderInfo - This part of the file is only used by the Macintosh.
But the IBM and Amiga city files also create this in every file so cities
can be moved to the Mac easily.
ResHis - This is the data seen in the Residential population line graph.
The first 120 integers represent the 10 year data (most recent first)
and the second 120 integers represent the 120 year data. The next 5
structures follow this format.
ComHis - The commercial population data.
IndHis - The industrial population data.
CrimeHis - The average crime level data. (scaled 0..255)
PolluteHis - The average pollution level data. (scaled 0..255)
CashFlowHis - The CashFlow data. (scaled 0..255, 128 is 0, <128 is negative
CF, >128 is positive CF)
MiscVar - This is an array of integers used to store various things.
MiscVar[1] - External Market Size.
MiscVar[2] - Residential Population.
MiscVar[3] - Commercial Population.
MiscVar[4] - Industrial Population.
MiscVar[5] - Residential Valve.
MiscVar[6] - Commercial Valve.
MiscVar[7] - Industrial Valve.
MiscVar[8&9] - City Time. (current year = City Time/48 +1900)
MiscVar[10] - CrimeRamp (used to smooth graphs)
MiscVar[11] - PolluteRamp (used to smooth graphs)
MiscVar[12] - LandValue Average.
MiscVar[13] - Crime Average.
MiscVar[14] - Pollution Average.
MiscVar[15] - Game Level.
MiscVar[16] - City Class. (village,town,city, etc)
MiscVar[17] - City Score.
MiscVar[50&51] - Total Funds (long value)
MiscVar[52] - Flag for auto-bulldozer
MiscVar[53] - Flag for auto-budget
MiscVar[54] - Flag for auto-goto
MiscVar[55] - Flag for sound On/Off
MiscVar[56] - City Tax Rate
MiscVar[57] - Simulation Speed
MiscVar[58&59] - Police budget.
MiscVar[60&61] - Fire budget.
MiscVar[62&63] - Road budget.
Map - This is the city map. The map is 120 horiz. X 100 vert., each tile
represented by an integer. The lower 10 bits of the integer hold the index
for the tile, the upper 6 are "attributes" for that tile.
TILE ATTRIBUTES
Bits[0-9] - Tile index #. (0-1023)
Bit[10] - Is this a zone center tile?
Bit[11] - Is this tile animated?
Bit[12] - Is this tile bulldozable?
Bit[13] - Can this tile burn?
Bit[14] - Can this tile conduct power?
Bit[15] - Is this tile currently powered?
TILE INDEX NUMBERS
#0 - Clear terrain
#2 - All water
#4 - River channel
#5-20 - River edges
#21-36 - Tree edges
#37 - All trees
#40-43 - Parks
#44-47 - Rubble
#48-51 - Flood
#52 - Radiation
#56-63 - Fire
#64-78 - Roads (no traffic)
#80-142 - Roads (light traffic)
#144-206 - Roads (heavy traffic)
#208-222 - Power lines
#224-238 - Transit lines
#244 - Low density and empty Residential zone center
#249-260 - Houses
#265,274,283,292 - Res. zone centers (low value) from low to high
density
#301,310,319,328 - Res. zone centers (mid value)
#337,346,355,364 - Res. zone centers (upper value)
#373,382,391,400 - Res. zone centers (high value)
#409 - Hospital center tile.
#418 - Church center tile.
#427 - Commercial empty zone center
#436,445,454,463,472 - Com. zone centers (low value) 436-lowest
density
#481,490,499,508,517 - Com. zone centers (mid value)
#526,535,544,553,562 - Com. zone centers (upper value)
#571,580,589,598,607 - Com. zone centers (high value)
#616 - Industrial empty zone center
#625,634,643,652 - Ind. zone centers (low value)
#661,670,679,688 - Ind. zone centers (high value)
#698 - Port center tile.
#716 - Airport center tile.
#750 - Coal powerplant center tile.
#765 - Fire station center tile.
#774 - Police station center tile.
#784 - Stadium (empty) center tile.
#800 - Stadium (full) center tile.
#816 - Nuclear powerplant center tile.
#828-831 - open horiz. bridge
#832-839 - Radar dish
#840-843 - Park fountain
#948-951 - open vert. bridge