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6 April 2025

  • 03:4903:49, 6 April 2025 Modding/Hooks (hist | edit) [776 bytes] Araxestroy (talk | contribs) (Created page with "{{Live draft}} {| class="wikitable sortable" |+ Uncategorized hooks |- ! {{tooltip|Name|The name of the hook.}} ! {{tooltip|Before?|If there's a _Before hook.}} ! {{tooltip|After?|If there's an _After hook.}} ! {{tooltip|Kuroko?|Whether or not this hook is exposed to Kuroko.}} ! {{tooltip|Added in|What version/build the hook was added in}} ! Signature |- | Hook_OnNewCity || {{Yes|}} || {{No|}} || {{NYI}} || 0.10-dev || <tt>void fn(void)</tt> |- | Hook_GameDoIdleUpkeep |...")
  • 02:3402:34, 6 April 2025 Modding (hist | edit) [5,979 bytes] Araxestroy (talk | contribs) (Created page with "{{Heavy construction}} {{Live draft}} == Example: Mod template (testmod) == <syntaxhighlight lang="c++" line> // sc2kfix/testmod dllmain.cpp: test/template mod with inline documentation // (c) 2025 sc2kfix project (https://sc2kfix.net) - released under the MIT license // These two lines are mandatory for sc2kfix mods. The first one ensures that all Windows API // calls use the ANSI calls instead of the Unicode calls, which aligns with the way that SimCity // 2000 was...")

22 March 2025

20 March 2025

18 March 2025

17 March 2025

  • 23:2823:28, 17 March 2025 Power Plants (hist | edit) [2,204 bytes] NotAnyoneSpecial (talk | contribs) (Created page with "Despite the listed nominal output of each power plant their true output is measured in "tiles powered" per individual power plant tile. In addition to this counter-intuitively the power plant itself "consumes" some of the electricity it generates at the same rate that all tiles do, meaning that while the full output of a Coal Power plant is 704, it's effective output is actually 688 due to the 16 tiles immediately consumed by the power plant itself. {| class="wikitable s...")

14 March 2025

13 March 2025

11 March 2025

10 March 2025

  • 14:4914:49, 10 March 2025 Tiles (hist | edit) [103,593 bytes] Rage8885 (talk | contribs) (Created page with "=== Overview === 652x97px * T = Top * R = Right * B = Bottom * L = Left CSS style shorthand ordering is used (Top, Right, Bottom, Left) for no other reason aside from I'm familiar with it and it makes sense (clockwise, starting from top). If a tile is sloped the high part of the tile is indicated with an H prefix. * Network tiles (road, rail, power, pipe, subway, etc): The direction indicates where the tile connects to other tiles of the same network....")

8 March 2025

6 March 2025

  • 02:4402:44, 6 March 2025 Known global variables (hist | edit) [30,401 bytes] Araxestroy (talk | contribs) (Created page with "{{Heavy construction}} This is a table of global variables in SimCity 2000 that have been at least partially reverse engineered and given names. It is probably going to be unpleasant to update, but at least it looks nice and you can sort it. Data about where in the MISC chunk certain variables are located is from dfloer's sc2k-docs repository on GitHub (CC BY-SA 4.0). {| class="wikitable sortable" |+ Uncategorized variables |- ! {{tooltip|Address|The address of the va...")
  • 00:3500:35, 6 March 2025 Function list (hist | edit) [18,450 bytes] Araxestroy (talk | contribs) (Created page with "{{Heavy construction}} This is a table of function names. It is probably going to be unpleasant to update, but at least it looks nice and you can sort it. When adding new functions to the table, please make sure you insert them into the appropriate order by thunk address (the function that just has a <code>jmp '''ActualFunctionBody'''</code> instruction in it). {| class="wikitable sortable" |+ All functions |- ! {{tooltip|Thunk address|The address of the function thun...")