the cutting room mirror

Sim Data

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.IFF — 10 December 1999 14:10

ID

Constant

Label

Comment

Context1

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

style="background:#FFFFBF;color:#4D4D4D| Early "gender" flag, oddly listed as object flag, when its final counterpart is listed as character data.

20

tree table entry

35

temperature

style="background:#FFFFBF;color:#4D4D4D| 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

rowspan="3" style="background:#FFFFBF;color:#4D4D4D| 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

style="background:#FFFFBF;color:#4D4D4D| 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, yet in the final product players do not have any access to information regarding the character's age or birth.

18

sim age

style="background:#FFFFBF;color:#4D4D4D| 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

rowspan="5" style="background:#FFFFBF;color:#4D4D4D| 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 text ID associated with this interest was relabeled to "Unused & DO NOT USE" in later expansion-pack builds. "s: gardening (old)" is checked in an unused 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)

54-|55

Old Conv. Topic

21

unused 21

22

left hand gesture

rowspan="2" style="background:#FFFFBF;color:#4D4D4D| Change the characters' hand models to "hand", "fist" or "point". Works when manually modified, but base game 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

style="background:#FFFFBF;color:#4D4D4D| 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

style="background:#FFFFBF;color:#4D4D4D| Despite labeled in the base game as "unused", it's interesting that the behavior-oriented labels in expansion-pack builds unveil its original context by having its ID relabeled as _UnusedPhysical, which in earlier builds was an umbrella designation that represented the motives "Hunger", "Energy", "Comfort", "Bladder" and "Hygiene".

10

style="background:#FFFFBF;color:#4D4D4D| Behavior labels in later expansion-pack builds have this ID relabeled as _UnusedMental, meaning that, in earlier builds, was an umbrella designation that represented the motives "Environment", "Entertainment" (Fun), "Stress", "Alertness" (both unused) and "Social".

11

Sleep state

style="background:#FFFFBF;color:#4D4D4D| Possibly an early equivalent of the "Energy" motive.

12

unused

style="background:#FFFFBF;color:#4D4D4D| Behavior labels 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.IFF — 10 December 1999 14:10

ID

Constant

Label

Comment

Context

STR# 129 - global labels

1

Simulation Global

Day of Month

rowspan="3"; style="background:#FFFFBF;color:#4D4D4D| 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.

7

Month

8

Year

11

Unused

18

Held Sim Speed

style="background:#FFFFBF;color:#4D4D4D| Possibly an early equivalent of Speed.

24

Demo

style="background:#FFFFBF;color:#4D4D4D| 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

style="background:#FFFFBF;color:#4D4D4D| 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

style="background:#FFFFBF;color:#4D4D4D| 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

rowspan="6" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="6" style="background:#FFFFBF;color:#4D4D4D|

  • 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

colspan="2 style="text-align: center"|Unused

4

colspan="2 style="text-align: center"|Unused

5

colspan="2 style="text-align: center"|Location

6

colspan="2 style="text-align: center"|Unused

Computers.IFF

2

HD Light (Off/On)

style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • 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?

style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • 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)

style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="12" style="background:#FFFFBF;color:#4D4D4D|

  • 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)

style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="3" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="2" style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="7" style="background:#FFFFBF;color:#4D4D4D|

  • 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

style="background:#FFFFBF;color:#4D4D4D|

  • Used in the espresso machine object.

comeandseeme.IFF

#Topics

0

Sports

rowspan="10" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="2" style="background:#FFFFBF;color:#4D4D4D|

2

View Fun

flowersoutdoor.IFF

#Water

0

Max

1

Min

2

Min Mood

#Stomp Min/Max

128

Max

rowspan="2" style="background:#FFFFBF;color:#4D4D4D|

  • Early flags reminiscent of the autonomous Stomp interaction, documented here as a foresight.

129

Min

#LifeCycle

256

DaysToChange

style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="6" style="background:#FFFFBF;color:#4D4D4D|

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

rowspan="3" style="background:#FFFFBF;color:#4D4D4D|

  • lamps.iff duplicates.

2

Minimum Bulb Life

3

Maximum Bulb Life

mirrors.IFF

#Types

0

Floor Cheap

rowspan="2" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="9" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="4" style="background:#FFFFBF;color:#4D4D4D|

  • 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

rowspan="4" style="background:#FFFFBF;color:#4D4D4D|

  • 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

References#


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