Sims 1 Hacked Objects Skills Software
I've seen a few posts about how to get the TSO objects into your Sims 1 game. What you want to do is go to, because there are quite a few objects there that can be downloaded including the 'simmie'. Most are only decoration.I have not seen any working pizza, code, or maze games for offline. Unless you are good with coding and hacking, the best we'll ever get is a decoration object.There is a program called which will allow you to go into your TSO files and extract some of the objects out. It works on some objects as far as getting the bitmaps, but on others it doesn't.
From there, you'd probably need to use IFF Pencil and/or T-mog to get it to work with Sims 1.The files you are looking for are objiff.far, objotf.far, and objspf1.far (and the 'number' goes up to 9.)That would be really cool if Thrill or one of the other great CC modders out there can salvage everything out of TSO before it closes. There are tons of roof colors, wallpapers, tiles, clothing, and of course objects that would be a shame to lose. I've seen a few posts about how to get the TSO objects into your Sims 1 game. What you want to do is go to, because there are quite a few objects there that can be downloaded including the 'simmie'. Most are only decoration.I have not seen any working pizza, code, or maze games for offline.
Unless you are good with coding and hacking, the best we'll ever get is a decoration object.There is a program called which will allow you to go into your TSO files and extract some of the objects out. It works on some objects as far as getting the bitmaps, but on others it doesn't. From there, you'd probably need to use IFF Pencil and/or T-mog to get it to work with Sims 1.The files you are looking for are objiff.far, objotf.far, and objspf1.far (and the 'number' goes up to 9.)That would be really cool if Thrill or one of the other great CC modders out there can salvage everything out of TSO before it closes. There are tons of roof colors, wallpapers, tiles, clothing, and of course objects that would be a shame to lose./ QUOTE I'm so glad you posted this. I just can't let it go. I've been playing around with Game Extractor.
Although I can extract the spf and iff files from the game, I can't for the life of me figure out how to get the graphics of the object out. If I could do that, then it wouldn't be too hard to utilize those pictures in T-mog.I can even load the spf and iff files into IFF Pencil. It shows you all the data of the object, but I don't understand what it all means.
The behaviors and animation for all the objects are in the file.I'd like to get the Morroccan furniture. The chair, love seat, sofa, dining chair, and bed. Those are not in offline Sims. I have had some luck extracting the catalog thumbnails from the objects, but so far that's it.You can find these TSO objects in your folder: The Sims OnlineTSOClientobjectdataobjects. I am going to be working over the last couple of months in TSO taking screenshots of as many TSO 'unique' objects that I can. I am hoping that we can salvage these objects before they are lost forever.
It will take some time using T-mog to map the images on existing objects, but hopefully I'll have something worked out where you can download the objects as to remember TSO by.Complex objects such as the pizza machine, band, and maze will only be decoration unless anyone knows how to animate. The Code machine may have a way of working close to the same as in TSO, if it is mapped to one of the Superstar objects (since it gives you 3 chances to get a series of 3 choices in the correct order.)I don't think I can do it all, so hopefully there are more people out there willing to help out and save what we can from the game. There are heads, skins, wallpaper, tiles, and roofs that need to be salvaged as well. Put the gnome iff file in game data - objectsAt least I think thats where the objects folder is.I shouldn't answer this stuff from work lol./ QUOTE Hmm.looks like I'll have to redownload it.I can't find an iff file. Just a jpeg and.far./ QUOTE The.far and.iff files go in the same folder.
C:Program FilesMaxisThe SimsDownloadsOdd. The gnome file is a.far file not a.iff, so you don't have to download again. Also, you don't have to worry about the jpgs.Hopefully that made sense! If you have all the expansion packs for your Sims1 game, you'll see that almost all of the objects, walls and floors from TSO (with the exception of just a few) are already in the game.
Mitcalc 1.51 w crack full working. There still are, however, many many sites where you can download custom content for The Sims which, imho, are much nicer than any Maxis furniture, etc. And the best part is that almost all of them are free!Just a few to check out.(pay site but with lots of free goodies)You'll all be amazed at what's still out there for the offline game. You have got to be kidding? People actually still play the Sims 1 game? That's sooo last millennium. LOL/ QUOTE Please consider the 'sentimental' aspect of ones game play. The same reason that I have every game that Maxis had from Sim ant to all of sim 2 packs and Sim Copter.
Now talk about three D. That game was theee game let me go and drag that game out.Best thing I loved about Sims 1 was the fact that you could download other houses and or decoration pack to color co-ordinate your home. See now don't you wish my suggestion for a EAL/TSO memorial dvd was available.glad I kept my 'charter' cd;s now I have to think up a way to backup my computer to at least archive this TSO/EALand crossover. UPDATEI now have all the roof tiles from TSO converted and working with offline Sims. It was not a simple matter of copying the files over. They had to be converted to 8 bit and saved into BMP format.
So now TSO fans will be able to recreate their roof art in the same exact way for their offline game.Music files are by far the easiest to salvage from the game. The files you'll want to transfer are in the following:TSOClientmusicstationsoldworld (these are neat)TSOClientmusicstationsscifi (You'll find the robot factory music/sounds)TSOClientmusicstationshorror (cool for Halloween or graveyard lots)TSOClientmusicmodes (you'll find some lost 'gems' here on neighborhood and create a sim music that hasn't been heard in a very long time)TSOClientsounddataambience (has a lot of the background sound effects used on lots. These are in XA format, so you'll need an XA to Wav converter such as Xantippe.)Oddsim.com has some great objects that you can place on your Sims lots that include some of those ambience sound effects, so be sure to check that out. Hey everyone, I've got a BIG update for you. You can now download ALL of the EA-Land Territorial Markers for your offline game. I've been working on this for several weeks, and now I have all of the city markers, TSO and EA-Land Founder Markers, TC and TC3 Markers, and also the 4th Year Anniversary gift all converted to work in the offline game.All objects work just like the originals did in TSO.
You can 'view' the object and read the special message. These objects also have a room score of 3, so that it matches the object's price of $450 in the Buy Catalog. The price and object graphics are extracted directly from the game, so it doesn't get any better than this.I hope you enjoy them and find a fun use for them in your Sims game. Below I have a screenshot of Bob Newbie's house with a yard full of them!I've got more converted TSO objects coming soon, and don't forget to download PeterG's converted bunk beds.
They are awesome!Please go to my website located now at:Together we can keep Sims Online alive in our own, unique way! Do you miss loading up 'The Sims Online / EA-Land' and talking to your friends, making new ones, and just meeting people? I've got more wallpaper and floor tiles from Sims Online that are converted and ready to use in your Offline Sims game. I think the curtain set is great for Superstar lots, and the game show wallpaper could be used on Superstar lots too depending on what you are doing.I personally like the green wallpaper. The eyes and bones wallpaper are weird and could be used for Halloween. Finally in the floor tiles, you can start decorating your homes and lots with five different moroccan tiles, plus there are the puzzle piece floor tiles which are interesting.You may even find some of the favorites you used in your own lot when TSO was open!
Check below for the latest thumbnails. I still have a lot more to go through, so keep checking this thread. There's more!The original, Sims Online Founder's Simmy is now converted and ready to work for your game. My objects are based on the original ones from TSO and come in the same colors of silver, red, and blue.
I've added the special ability to view these objects just like any other statue. (I don't remember being able to view the objects in TSO when it was live.)There is another version of the 'Simmy' at, but that version is different and made to work like a light.
It's rather neat, because you can switch the colors on it to much more than the original red, blue, and silver, and there is a color cycle feature too. Although it's a great conversion, I wanted something that was more authentic. Subscribe Now!Want to provide Continual Support? Subscribe and gain additional benefits as a patron of Stratics.com!Stratics Professional Accounts feature the following advantages:. Ad-Free Browsing of our Forums. Upload a custom Profile Cover.
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By Robert Skalko I built a role playing game in JavaScript. You can, too. The version v1.05 of the gameSo you want to try and make a game, but are a bit intimidated? Don’t worry, I was too!I was afraid of using objects, for example. They were this big spooky thing that I shelved away for later. But now I use them all the time!I’m going to walk you through all the steps I went through to build my JavaScript role playing game.Here’s my game running on CodePen. (Note that it’s not yet optimized for mobile):First, pick the point of your game.
Sims 1 Hacked Objects Skills Software Online
Is it a puzzle? A hack & slash? All right, now think about the technical difficulties of making it. A puzzle game would require a lot of complicated javascript. A hack & slash would need a lot of careful balancing, and so on.Also, decide whether you want it to be a browser game, a mobile game, or both (a “native web” game).For example, my game can’t fit well on mobile screen, because the player has 24 spells. That’s not comfortable clicking these small buttons on a tiny screen, so I would need to redesign the game for mobile.Second, write down all the things you need to program to actually make the game. For me it was:.
an inventory system. an item generator. a player stat system. a saving systemThird, start making your game by solving these problems one by one. Need help actually creating the game?It’s much easier to break your game down into small tasks. You’re not making a game, you’re making an inventory system. Then you’re making a combat system.
And so on.Unless you are already good at drawing — or want to spend months or years getting good at it — use these tools to create assets that will make your game look good:. — these icons are fun and easy to color.
— get some great public domain assets. — a great tool for making your own tiny icons. — helps you make CSS spritesheets for your iconsIssues I encountered them and how I solved them SpritesheetsDo you plan on having more than 20 images in your game? If so, you don’t want to make 20 images with image links to each one. You might not think 20 images is that much, but if you decide to add 50 more?
That’s where come in handy. Put some pictures onto them, copy the CSS file to your project, and just add the class to your element that corresponds with your desired image. Saving your game’s stateDo you want your game to be saved? Well you can choose between using the browser’s LocalStorage and storing things on a server. Servers require back end knowledge.
If you have none, I suggest using LocalStorage. It saves the game as long as the user doesn’t delete it with some cleanup tool. Here’s how I did it:Basically, save all your data in one object, then update your items on load. Use the JSON stringify and parse it later. Modularize your codeFigure out which part to hard-code and which parts to modularize.
I mistakenly started hard-coding spells, which got ugly quickly. I needed 24 of these functions, along with 24 ifCritical functions. I swear I didn’t write this! I was forced to! It even has a function which can add custom functionality!Now you may ask, how does the second spell work?
I have a function playerAttack that uses the spell object to do stuff:. It first runs the update spells function, which calls the spells object. Then the spell takes your current stats and turns them into values like “damage” and “mana cost”. It checks to see whether the damage is more than 0. If yes, it does damage to boss and displays the damage, which spell did it, and the amount. It does this for most other values, too. You might think that a greater-than-zero check is useless, but you’ll think again when the game says you did 0 damage and restored 0 mana.
Then it runs a custom function, if the spell has one. This could be used to give spells special effects which aren’t possible through our main attack function.The game loopFor me, the game loop checks and update things: player stats, whether the player is dead, whether the player just leveled up, whether a boss is dead, and so on.You’ll have to figure this one out yourself. I think it’s good learning experience. Think about for what and when the checks and updates need to run. For example, with a level check, I set it to run every 20 seconds since leveling isn’t that big a deal.But then I also have a Boss death check which runs every second after battle starts.
So players don’t have to wait 20 seconds for a boss to die.Some other things don’t even need to be in a loop. The functions can just be called when they are needed. Take my update spell function, for example. It’s only called when a player uses a spell. A few things I’ve learned:.
Objects are good. This way, when you have to save data, you just need to save the object — not the 50 individual variables. Always set timeouts and intervals as variables, so they can be cleared later on — unless they are permanent effects that and you’re sure you won’t ever need to clear them. One big javascript file might not be a wise idea. CodePen only allows for one JavaScript file, but ideally, you should separate everything into modules. If you’re not worried about performance, you can just copy and paste the object when it needs to be updated — no need for updating half of the values individually.
If the object is huge, you can even define the object first as a variable like: var object; and then build it up using some other function when you want it to be updated. I did this with my spells. Every time player casts a spell, the updateSpell function first defines the spells object again, calculates all the damage and stats, and then fires the spell.Funny things I’ve compromised on:.
Skill mana costs are per boss level, because if they were at the player level, I’d punish players for leveling up. This also made higher level bosses much harder, which I liked. Items are created with all stats, but they are not displayed if they are 0. This way, I don’t need to check for undefined, and I can avoid displaying stats if they’re generated as 0. Double win!.
I have simplified buffs and debuffs a lot. Basically, there’s a var buffStat, nerfStat, totalStat and stat. So buffs or debuffs never stack. With bosses, nerf stat skill doesn’t actually nerf it to 0. This is a lot more sophisticated than that.
It nerfs the stat by 9999999, then checks to see if it’s less than 0. If yes, it sets it to 0. So if you manage to reach a level where you have stats that are in the billions, I might have to add more zeros.What all of this has thought me is that I should plan a bit further ahead, even if I’m just building a fun project to expand my own skills.Also, I now have a much better understanding of how bugs arise: sometimes you don’t realize all the edge cases where things can break down the road. And that’s when the bugs bite. Bugs and ExploitsThis one amazed me, and scared me a little. I couldn’t believe that my perfect piece of art contained bugs!Ok, I’m exaggerating a bit.
But I did underestimate the sheer number of things that could go wrong without me even realizing it.Here’s a few bugs and exploits that cropped up, off the top of my head:. You could change boss levels while battling a boss, and get better loot drops that way. HP and Mana bars would sometime overflow. You could attack the boss before the battle even started.
Talk about a sucker punch!. Mana could go negative, which prevented you from being able to perform even basic attacks, which is the main way you can restore your mana. Heals temporarily increased your maximum health. One spell wasn’t actually clickable most of the time due to a CSS problem.
Attacking while not in combat put your spells on infinite cooldownThese all sound horrifying right? In an MMORPG, these things would be abused from day one and ruin everything!Well, the good news is that most of them were easily fixable — usually with less than 1 line of code.Others bugs, though, required me to completely rework the entire system. With the spell system, I went from having to write 3 whole functions for each spell to needing only a small object which takes only a few seconds of editing.Again, here’s my game if you want to try it out (note that it’s not optimized for mobile devices):And here’s the code (which is also open source and editable on CodePen):Keep in mind that I’m a beginner (just 2 months into programming) so some of my solutions can be improved. Hopefully though, I gave you at least the basics to get you started!Have fun creating your Javascript game!If this article was helpful. FreeCodeCamp is a donor-supported tax-exempt 501(c)(3) nonprofit organization (United States FederalTax Identification Number: )Our mission: to help people learn to code for free.
We accomplish this by creating thousands ofvideos, articles, and interactive coding lessons - all freely available to the public. We also havethousands of freeCodeCamp study groups around the world.Donations to freeCodeCamp go toward our education initiatives, and help pay for servers, services,and staff.You can.