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All of this information came from Tuning.txt (see above). The final game still has some unused effects from objects or social interactions. The original version of that sting is used. \bin\SimsNghExport.exe -iWallsFloors.ini StoryData story.nghĪn remixed version of the dead fish jingle from The Sims 1 that fits in with other sound effects. \bin\SimsNghExport.exe -iWallsFloors.ini UserData default.nghĮxportstory.bat. \bin\SimsNghExport.exe -iWallsFloors.ini ChalData chall.nghĮxportdefault.bat. \QData\Objects\SimsObjects.qdp %*Įxportchallenge.bat. P4 edit -c %P4Change% c:\eor\projects\sims\qdata\objects\*.txt \bin\getp4changeĮcho Failed to create a changelist for this operation. P4 -s changes -c %P4CLIENT% -s pending |. \bin\simsver p4change.txt "Sims IFF export" Rem -Įcho environment variable P4CLIENT is not defined! This file also appears to have information about unused/unfinished objects and interactions.įour batch files are still present inside the /SystemData/Runtime/ChalData/ folder: export.bat, exportchallenge.bat, exportdefault.bat, and exportstory.bat. This folder indicates the presence of 83 characters, but the final game has only 23 story characters.įile: The_sims_BustinOut_tuning_txt.7z (19 KB) ( info)Ī file named Tuning.txt in the /SystemData/Runtime/GameData folder contains a huge list of what effects every object, event, and social interaction can have on Sims and the surrounding environment. The Thumbnails folder present in /SystemData/Runtime/ contains a lot of unused images for the relationship panel, which show leftover thumbnails for characters from the various modes in the previous game. The file includes some physical options that are likely unused in the final version. In this file, "Mimi", "Mom", "Dudley", "Randy", and "Max" (present in the final version) don't have personal thumbnails and are linked to the "placeholder" image used during development. The ALLCHARACTERS.rsp file present in /SystemData/Runtime/ contains an early list of settings for all the characters. The bitmaps in this directory are used as head icons in the relationship panel.
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SystemData/Runtime/Thumbnails/readme.txt explains how to use the thumbnails folder: # ensure a space exists on either side of the = symbol for each lineĭeveloper Notes Relationship Panel Images Changing the values has no effect on the game. Two lines ( lobby_server = 0 and enable_dnas = 0) indicate either the possibility of an online mode like in the PlayStation 2 version, or just a leftover from said version. SystemData/Runtime/ChalData/CHEATS.txt includes some settings, debug options and most likely unavailable options. These elements give information about early versions of the game. Some files and folders used during development are still present on the disc. The papergirl or the mail deliverer can't be interacted with, making the icon unseen. Requires to go in-game and back out in order to take effect.ĭisplays the current memory usage and save file size.
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Gives additional options used for debugging, available in objects.Īn option that only works if enabled before the Start screen.ĭraws a red rectangle for the TV overscan boundaries. When entering the Create-A-Sim, the default character will be male.Ī broken option that seems to always display ? for everything.
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The debug menu can be opened by pressing SQUARE + TRIANGLE + CIRCLE on PS2 and X + Y + B on GameCube and Xbox, though not all options can be enabled here, such as display_fps because those need to be set to active before the Start screen, whereas this menu can only be brought up after it.ĭisabling this will, of course, disable sound. This debug menu is normally visually broken, because the default value that sets the distance between each line is 1.1f, whereas it needs to be a much larger number such as 70f on PS2, Xbox and GCN NTSC, and 80f on GCN PAL in order to render it properly.