SimCity 2000 Bugs: Difference between revisions

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Different versions of Simcity 2000 have different bugs.
Different versions of Simcity 2000 have different bugs.


==Apple==
==Mac OS==
===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
===LandValuePollutionMapScan Bug===
==DOS==
==DOS==
===Industrial Connex Bug===
===Industrial Connex Bug===
===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
===LandValuePollutionMapScan Bug===
==Windows 3.11==
==Windows 3.11==
===Military Zone development===
===Military Zone development===
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===Industrial Connex Bug===
===Industrial Connex Bug===
===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
===LandValuePollutionMapScan Bug===
==Windows 95==
==Windows 95==
===Military Zone development [Fixed]===
===Military Zone development [Fixed]===
Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway tile.
Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway for Airbases.
===Military Base - Army [Fixed]===
===Military Base - Army [Fixed]===
Although the Army Base is a possibility for the '''SimulationProposeMilitaryBase''' function, it does not handle the setup and preparation of the selected area correctly. The function is entirely missing the placement of roads and any runway cross-tiles as correctly seen in the DOS port and Apple version. Instead a 8x8 zoned area is placed down like the air force base and the function is done.
Although the Army Base is a possibility for the '''SimulationProposeMilitaryBase''' function, it does not handle the setup and preparation of the selected area correctly. The function is entirely missing the placement of roads and any runway cross-tiles as correctly seen in the DOS port and Apple version. Instead a 8x8 zoned area is placed down like the air force base and the function is done.
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===EQ decay causing negative overflow===
===EQ decay causing negative overflow===
In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.
In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.
===LandValuePollutionMapScan Bug===
'''TODO:''' Explain this, need more reverse-devs to look at '''0x4CC6F8''' in [[SimulationPollutionTerrainLandValueScan]]('''0x46A840''')
The Simcity 2000 Simulator for Pollution, Land Value, Crime, and etc uses many internal hidden "maps" in order to compute and track the last value for pollution on the map. One of these map arrays can get "confused" due to the different scale these internal hidden maps work since they're re-used for multiple purposes. This can result in instances of very high or low land value carrying over from previously calculated areas of high pollution resulting in erroneously high land value at 2x the X coordinate and 2x the Y coordinate.
<gallery>
LandVal Bug.png|MacOS: Map view with minimap display, showing the Coal Power plant.
LandVal Bug2.png|MacOS: On map display of data minimap, showing exact location the bug effects.
</gallery>

Latest revision as of 18:53, 14 March 2025

Different versions of Simcity 2000 have different bugs.

Mac OS

EQ decay causing negative overflow

LandValuePollutionMapScan Bug

DOS

Industrial Connex Bug

EQ decay causing negative overflow

LandValuePollutionMapScan Bug

Windows 3.11

Military Zone development

Military Base - Army

Military Base - No Naval Base possibility

Industrial Connex Bug

EQ decay causing negative overflow

LandValuePollutionMapScan Bug

Windows 95

Military Zone development [Fixed]

Due to an oversight with how the RCI Developer (SimulationPlaceBuilding?) operates the Simulator is unable to build or develop any structures inside a Military zoned tile since the game checks whether the player is able to develop there, which it cannot so it always fails. Except for a single runway for Airbases.

Military Base - Army [Fixed]

Although the Army Base is a possibility for the SimulationProposeMilitaryBase function, it does not handle the setup and preparation of the selected area correctly. The function is entirely missing the placement of roads and any runway cross-tiles as correctly seen in the DOS port and Apple version. Instead a 8x8 zoned area is placed down like the air force base and the function is done.

Military Base - No Naval Base possibility [Fixed]

Naval Bases as a possible outcome for the SimulationProposeMilitaryBase function simply doesn't exist and there's no possibility for the city for be selected as a site for a Naval Base.

Industrial Connex Bug [Fixed]

Existing land based Industrial Connections such as Railroads and Highways are not properly reloaded by the Simulator when loading a saved game. This causes all industrial zones in the city to immediately hit their industrial caps upon load for sufficiently large cities and crash the economy.

EQ decay causing negative overflow

In cities with no Schools or Colleges and no Pro-Reading Ordinance, over time and with extreme population stability the decay in EQ will become so severe that it causes a negative overflow resulting in the EQ subsystem having unintended outcomes such as an average EQ of 12948.

LandValuePollutionMapScan Bug

TODO: Explain this, need more reverse-devs to look at 0x4CC6F8 in SimulationPollutionTerrainLandValueScan(0x46A840)

The Simcity 2000 Simulator for Pollution, Land Value, Crime, and etc uses many internal hidden "maps" in order to compute and track the last value for pollution on the map. One of these map arrays can get "confused" due to the different scale these internal hidden maps work since they're re-used for multiple purposes. This can result in instances of very high or low land value carrying over from previously calculated areas of high pollution resulting in erroneously high land value at 2x the X coordinate and 2x the Y coordinate.