This page contains notes for the game The Sims (GameCube, PlayStation 2, Xbox).
Extracting Files#
NOTE: Compared to other Sims console games, the format of storing content is different compared to Bustin' Out and later.
They have also proven to be tested on the PlayStation 2 versions of the games.
QuickBMS (which can be downloaded here) is required to extract the files, where the script for extracting the game can be found as sims1_arc.bms here.
- Extract the contents from the disc or ROM containing the archives (eg. AUDIOSTR, SAMPLES) onto a separate folder. For easier organization, name the folders after the extracted archives.
- Open up QuickBMS (4GB will work) and select the
sims1_arc.bmsfile to use as the script. Select any archive file in the folder, and optionally put them in their respective extracted folders. The contents will be extracted from the archive.
Extracting Textures#
Dageron's Console Texture Explorer, HxD and Rainbow texture format converter are required to work.
- In the Console Texture Explorer, you will need to set Console to "PSP", Swizzling to "Disabled" and BPP to 8. Also, put 1 to "Add" and "Sub" under the Graphics Offset, but DON'T change the type.
- In the extracted
DATASETS.ARCfile, click on any file butglobalsis where most of the textures are stored. Open up HxD as well. - In HxD, search for the desired texture you want to extract on the right side by clicking Search, Find, typing in "TXFL" and clicking "Search All".
- Find the texture you want to extract from the results on the Decoded Text.
- Next to the Decoded text are the Hex Values of the texture. Copy the Hex Code into the Offset, except for the first two entries which should start with "0x" instead of "00".
- The texture will now be displayed, but you'll need to display it manually via adjusting the Graphics Offset by clicking Add or Sub, AND adjusting the Width and Height under the Mipmap Count.
- For small-sized textures like Interaction queues, they are displayed in 32x32px. But for larger textures like Furniture or Sims, they are 128x128px or 256x256px.
- When the texture is displayed properly without any pixels or wrong palettes, you'll need to stop adjusting the Offset after finding a balance than increasing or decreasing it.
- Export the texture as a
.tm2file, otherwise exporting as.bmpwon't display it as transparent. - Open up Rainbow Texture Format Convertor and open the extracted
.tm2file. - Export the texture as a PNG, and flip it horizontally and vertically in another program.