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Game Cheats » Nintendo 64 (N64) » Games Starting with the Letter S » SimCity 2000 - Strategy Guide (Page 02)

SimCity 2000 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for SimCity 2000 - Strategy Guide (Page 02).

   X (in hex)  Direction
   0           Left-right [for definition of directions, see note with
ALTM]
   1           Top-bottom
   2           Top-bottom; slopes upwards towards top
   3           Left-right; slopes upwards towards right 
   4           Top-bottom; slopes upwards towards bottom
   5           Left-right; slopes upwards towards left
   6           From bottom side to right side
   7           Bottom to left
   8           Left to top
   9           Top to right
   A           T junction between top, right and bottom
   B           T between left, bottom and right
   C           T between top, left and bottom
   D           T between top, left and right
   E           Intersection connecting top, left, bottom, and right

1D-2B:
Roads (various directions, slopes; same coding as for 0E-1C) 2C-3A:
Rails (various directions, slopes; same coding as for 0E-1C) 3B-3E: More
sloping rails. These are used as preparation before ascending. The 2C-3A
rail codes are used on the actual sloping square.  This is why rails
don't look right when ascending a 1:1 grade.

  3B: Top-bottom; slopes upwards towards top
  3C: Left-right; slopes upwards towards right
  3D: Top-bottom; slopes upwards towards bottom
  3E: Left-right; slopes upwards towards left
  3F-42: Tunnel entrances
  3F: Tunnel to the top
  40: Tunnel to the right
  41: Tunnel to the bottom
  42: Tunnel to the left
  43-44: Crossovers (roads/power lines)
  43: Road left-right, power top-bottom
  44: Road top-bottom, power left-right
  45-46: Crossovers (roads/rails)
  45: Road left-right, rails top-bottom
  46: Road top-bottom, rails left-right
  47-48: Crossovers (rails/power lines)
  47: Rails left-right, power lines top-bottom
  48: Rails top-bottom, power lines left-right
  49-4A: Highways (set XZON as for a 1x1 building)
  49: Highway left-right
  4A: Highway top-bottom
  4B-4C: Crossovers (roads/highways; set XZON as for a 1x1 building)
  4B: Highway left-right, road top-bottom
  4C: Highway top-bottom, road left-right
  4D-4E: Crossovers (rails/highways; set XZON as for a 1x1 building)
  4D: Highway left-right, rails top-bottom
  4E: Highway top-bottom, rails left-right
  4F-50: Crossovers (highways/power lines; set XZON as for a 1x1
building)
  4F: Highway left-right, power lines top-bottom
  50: Highway top-bottom, power lines left-right
  51-55: Suspension bridge pieces
  56-59: Other road bridge pieces
  5A-5B: Rail bridge pieces
  5C: Elevated power lines
  5D-60: Highway entrances (on-ramps)
  5D: Highway at top, road at left OR highway at right, road at bottom
  5E: H right, R top OR H top, R right
  5F: R right, H bottom OR H left, R top
  60: R left, H bottom OR H left, R bottom
  61-69: Highways (various directions, slopes; 2x2 tiles; XZON should be
set as for a 2x2 building)
  61: Highway top-bottom, slopes up to the top
  62: Highway left-right, slopes up to the right
  63: Highway top-bottom, slopes up to the bottom
  64: Highway left-right, slopes up to the left
  65: Highway joining the bottom to the right
  66: Highway joining the bottom to the left
  67: Highway joining the left to the top
  68: Highway joining the top to the right
  69: Cloverleaf intersection connecting top, left, bottom and right
  6A-6B: Highway bridges (2x2 tiles; set XZON as for a 2x2 building.)
This is a reinforced bridge.  Use 49/4A for the `Hiway' bridge.
  6C-6F: Sub/rail connections (set XZON as for a 1x1 building)
  6C: Sub/rail connection, rail at bottom
  6D: Sub/rail connection, rail at left
  6E: Sub/rail connection, rail at top
  6F: Sub/rail connection, rail at right

Buildings:

  Residential, 1x1:
    70-73: Lower-class homes
    74-77: Middle-class homes
    78-7B: Luxury homes
  Commercial, 1x1:
    7C: Gas station
    7D: Bed & breakfast inn
    7E: Convenience store
    7F: Gas station
    80: Small office building
    81: Office building
    82: Warehouse
    83: Cassidy's Toy Store
  Industrial, 1x1:
    84: Warehouse
    85: Chemical storage
    86: Warehouse
    87: Industrial substation
  Miscellaneous, 1x1:
    88-89: Construction
    8A-8B: Abandoned building
  Residential, 2x2:
    8C: Cheap apartments
    8D-8E: Apartments
    8F-90: Nice apartments
    91-93: Condominium
  Commercial, 2x2:
    94: Shopping center
    95: Grocery store
    96: Office building
    97: Resort hotel
    98: Office building
    99: Office / Retail
    9A-9D: Office building
  Industrial, 2x2:
    9E: Warehouse
    9F: Chemical processing
    A0-A5: Factory
  Miscellaneous, 2x2:
    A6-A9: Construction
    AA-AD: Abandoned building
  Residential, 3x3:
    AE-AF: Large apartment building
    B0-B1: Condominium
  Commercial, 3x3:
    B2: Office park
    B3: Office tower
    B4: Mini-mall
    B5: Theater square
    B6: Drive-in theater
    B7-B8: Office tower
    B9: Parking lot
    BA: Historic office building
    BB: Corporate headquarters
  Industrial, 3x3:
    BC: Chemical processing
    BD: Large factory
    BE: Industrial thingamajig
    BF: Factory
    C0: Large warehouse
    C1: Warehouse
  Miscellaneous, 3x3:
    C2-C3: Construction
    C4-C5: Abandoned building
  Power plants:
    C6-C7: Hydroelectric power (1x1)
    C8: Wind power (1x1)
    C9: Natural gas power plant (4x4)
    CA: Oil power plant (4x4)
    CB: Nuclear power plant (4x4)
    CC: Solar power plant (4x4)
    CD: Microwave power receiver (4x4)
    CE: Fusion power plant (4x4)
    CF: Coal power plant (4x4)
  City services:
    D0: City hall (3x3)
    D1: Hospital (3x3)
    D2: Police station (3x3)
    D3: Fire station (3x3)
    D4: Museum (3x3)
    D5: Big park (2x2) [No electricity required]
    D6: School (3x3)
    D7: Stadium (4x4)
    D8: Prison (4x4)
    D9: College (4x4)
    DA: Zoo (4x4)
    DB: Statue (1x1)
  Seaports, airports, transportation, military bases, and more city
  services:
    DC: Water pump (1x1)
    DD-DE: Runway (1x5)
    DF: Pier (1x5)
    E0: Crane (1x1)
    E1-E2: Control tower (1x1)
    E3: Warehouse (for seaport)
    E4-E5: Building (for airport) (1x1)
    E6: Tarmac (1x1)
    E7: F-15b (1x1)
    E8: Small Hangar (1x1)
    E9: Subway station (1x1)
    EA: Radar (1x1)
    EB: Water tower (2x2)
    EC: Bus station (2x2)
    ED: Rail station (2x2)
    EE-EF: Parking lot (2x2)
    F0: Loading bay (2x2)
    F1: Top secret buildings (2x2)
    F2: Cargo yard (2x2)
    F3: Mayor's house (2x2)
    F4: Water treatment plant (2x2)
    F5: Library (2x2)
    F6: Large hangar (2x2)
    F7: Church (2x2)
    F8: Marina (3x3)
    F9: Missile silo (3x3)
    FA: Desalination plant (3x3)
  Arcologies:
    FB: Plymouth arcology (4x4)
    FC: Forest arcology (4x4)
    FD: Darco arcology (4x4)
    FE: Launch arcology (4x4)
    FF: Braun Llama-dome (4x4)

XTER:  One code byte per square.  Tells whether there is land or water in
the square and how the terrain slopes.  To describe here how terrain
slopes, we write four numbers in a square:

       a b
       c d

       Here, a, b, c and d are the relative heights of the corners of
       the square.
               
       Codes in hex:

       00-0D:  Dry land, with various slopes:
         00: 00    01: 11    02: 01    03: 00    04: 10    05: 11
             00        00        01        11        10        01
         06: 01    07: 10    08: 11    09: 01    0A: 00    0B: 00
             11        11        10        00        01        10
         0C: 10    0D: 11
             00        11
       0E-0F:  Unused?
       10-1D:  Slopes as for 00-0D.  However, instead of being dry land,
               the square is totally submerged in water.
       1E-1F:  Unused?
       20-2D:  As for 10-1D, but the square is submerged only to a level
               slightly less than height 1, so that for e.g. square type
21
               the square to the top would probably be dry land.
       2E:     Unused?
       2F:     Unused?
       30-3D:  As for 20-2D, but the square is not submerged at all; 
               it just has water on its surface, as when you place it by 
               the `water' tool in SimCity 2000.  It is still true that
               for e.g. square type 31, the square to the top would be
               dry land and the other adjacent squares water.
       3E: Waterfall.
       3F: Unused?
       40: Surf. water `canal', running left-right.  Land at top and
bottom.
       41: Surf. water `canal', running top-bottom.  Land at left and
right.
       42: Surf. water `bay', open to the bottom.  Land at left, top &
right.
       43: Surf. water `bay', open to the left.  Land at top, right &
bottom.
       44: Surf. water `bay', open to the top.  Land at left, right &
bottom.
       45: Surf. water `bay', open to the bottom.  Land at top, left &
right.
       46-FF: Unused?

XUND:  One code byte per square.  Tells what's in the square under the
ground.

Codes in hex:

00: Nothing
01-0F: Subway, various directions & slopes (coded as for XTER, codes
0E-1C)
10-1E: Pipes, various directions & slopes (coded as for XTER, codes
0E-1C)
1F: Pipe/subway crossover: pipe top-bottom, subway left-right 
20: Pipe/subway crossover: pipe left-right, subway top-bottom
21-22: ???
23: Sub/rail or subway station
24-FF: Unused?

XZON:  One byte per square.  Bits 7, 6, 5, and 4 should be set at the
upper left, lower left, lower right, and upper right corners of a
building. For a 1x1 building, of course, all these bits should be set at
the location of the building.  Bits 3-0 code the zoning for the square,
as follows:

0: None
1: Light residential
2: Dense residential
3: Light commercial
4: Dense commercial
5: Light industrial
6: Dense industrial
7: Military base
8: Airport
9: Seaport
10-15: Unused?
**************************************************************************

***

15)Disasters
==========

The first thing I have to say is for any disaster, as soon as it occurs
pause the game and then move into a better position to see the disaster,
you cannot stop what you cannot see.

Some disasters can not be forced to occur, such as pollution clouds and
electrical strike on buildings, so they have not been included, as
methoods can not be tested very well on those.

I)Fire

This is caused by nearly every other disaster, there is one quick
solution to it, destroy everything that is directly next to the fire,
including rubble and then just put fire fighters around the fire, or if
there is antoher disaster nearby just leave the fire to die out of its
own accord. Although the technique is a little drastic, it works and it
will only really destroy buildings that would have been destroyed if the
fire had continued.

When attempting to put out a large fire, after doing the above, then use
firemen and the police starting from the centre fo the fire, as that way
they can reach the largest area of fire.

II)Riots

To start with use the building layer button so your buildings will
disappear, then put police on any road junctions the rioters are near,
then place police in between the rioters, then surround each group of
rioters with 4 fire fighters or police or even both, this will stop them
from moving and it will stop them from causing fires, if some do manage
to create fires before you can surround them, use the above mentioned
technique for fire protection so all your fire fighters and police will
be free to deal with the rioters.

IIV)Flooding

First of all place firemen and policemen so they build a wall between the
flood and your important/expensive buildings then you can either destroy
any buildings near the flood and replace them with a lot, and I mean a
lot of trees, this will not stop the flood but it will slow/weaken the
flood, so if you have a few rows of trees it will block most floods, or
you can just raise land that is near the area of sea the flood is coming
from, so the water will just hit the hill and won't be able to go over
it.

While doing either of the these techniques you can throw any spare
firemen/police in the way of the flood to slow down the immediate flow.

IV)Hurricane/Tornado

I don't think its possible to stop either of these directly.

V)Monster

I've found no 100% effective way of stopping one, but I'm sure there is a
way and hopefully by the time the next version of this FAQ has come out I
will know how to stop the monster from devastating your city.

VI)Air crash

This is easy get ready with the fire fighters , just cover the area you
expect it to crash in with firemen and policemen, if this fails then just
use the normal fire prevention.

**************************************************************************

***

16)SimCity 2000 download sites
========================
Here are some good download sites,

ftp.maxis.com/pub/maxis/simcity2000/
**************************************************************************

***

17)Sim pages !
============

Here are some sites I have found along my travels, 
**************************************************************************

***

18)Who helped me with this FAQ
=========================

Thanks to,

Maxis( ), for the games

Rockodog, for the tables in the SC2K section.
(Check out his page at its excellent .IMHO)

Jerry Moore, who sent me the structure of  a "SC2" city file.

WarlockofMind, Who sent me building names and sizes.

Everyone else who's reading this FAQ

--
This FAQ has been bought to you by the one and only,

Imran Ghory

Any more info you want to see added here just email me at,

ImranG@btinternet.com


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