Time cycle

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The timecyc.dat data file contains the most important settings about the game's appearance. Basically it stores important information like colors and lighting for different hardcoded weather situations for each time of day. The settings themselves are constant and build a cycle around the whole day. So the exact name of the setting is time cycle.

In Vice City the timecyc.dat file additionally stores settings for different interior appearances. There are 23 of those extra settings in one extra section (internally called "EXTRACOLOURS"). Each game hour represents one constant setting.

File format

A comment in the timecyc.dat file is preceded by a series of slashes ("//"). The game's parser simply ignores comments so that the number of uncommented lines must be a multiple of 24 for GTA III and Vice City (representing one for each ingame hour) and a multiple of 8 for San Andreas (representing 00am, 05am, 06am, 07am, 00pm, 07pm, 08pm and 10pm in the order they appear). Each value of one entry gets interpolated with the previous and the next setting of the current ingame weather.

Data types

The file uses the following different data types directly or indirectly on an abstract level inside structures:

  • INT8/UINT8 - signed/unsigned 8 bit integer (1 byte)
  • INT32/UINT32 - signed/unsigned 32 bit integer (4 byte)
  • FLOAT - single precision floating point number (4 byte)
  • TColor - UINT8[3] representing the red, green and blue level (in the order they appear) of a color. (3 byte)

File hierarchy

As mentioned above each setting consists out of a constant number of entries separated by whitespaces. The following table lists the entries and their descriptions in the order they appear:

GTA III Vice City San Andreas Name Data type Description
X Static ambience color TColor The color of ambient light on map objects (see IPL).
X Dynamic ambience color TColor The color of ambient light on dynamically created objects like pedestrians and vehicles.
X Static ambience blur color TColor Blurrig color value for static ambience color.
X Dynamic ambience blur color TColor Blurrig color value for dynamic ambience color.
X Direct light color TColor The color of direct light on dynamicly created objects like pedestriants and vehicles. Present in the timecyc.dat of GTA SA, but not loaded and unused by the game.
X Sky top color TColor The color of the top of the skysphere.
X Sky bottom color TColor The color of the bottom of the skysphere.
X Sun core color TColor The color of the core sprite of the sun.
X Sun corona color TColor The color of the corona sprite of the sun.
X Sun core size FLOAT The size of the core sprite of the sun.
X Sun corona size FLOAT The size of the corona sprite of the sun.
X Sprite brightness FLOAT The the brightness of the above mentioned sprites.
X Shadow intensity INT32 The intensity of the shadows of objects like pedestriants, vehicles or poles.
X Light shading value INT32 Value used for the shading algorithm on pedestirants and vehicles [?].
X Pole shading value INT32 Shading value for map objects with flag 32768.
X Far clipping offset FLOAT The distance of the far clipping plane from the camera.
X Fog start offset FLOAT The range of the distance fog from the camera.
X Light on ground FLOAT Amount of light on the ground of the sea [?].
X Lower clouds color TColor Color of the lower clounds.
X Upper clouds top color TColor Color of the top of the upper clouds.
X Upper clouds bottom color TColor Color of the bottom of the upper clouds.
X Blur color TColor The color of trails.
X Water color TColor Color of the water vertices.
X Water alpha level UINT8 Alpha level for water vertices.
X Color correction 1 alpha UINT8 Alpha level for first color correction value.
X Color correction 1 TColor First color correction value.
X Color correction 2 alpha UINT8 Alpha level for second color correction value.
X Color correction 2 TColor Second color correction value.
X Lower clouds alpha level UINT8 Alpha level for lower clouds.
X Upper clouds alpha level UINT8 Alpha level for upper clouds.
X Water fading to white, amount of white light on water UINT8 Usually 0.

Timecycp.dat

Timecycp is a version of timecyc.dat that came alongside the regular time cycle configuration file. Similar to the water1.dat file it is a leftover from the original PlayStation 2 version of San Andreas. The file isn't used by the game and can safely be deleted. The only difference to the actual file is the encoding method. However its content is the same, apart from an additional character lighting setting that was absent on the PC version. Replacing the timecyc.dat with timecycp.dat by renaming the files, as stated above, will result in improved ped lighting. Other than that the game's ambient lighting and sky colours still remain the same.

Weather types

GTA III

Type Enum Image
0 WEATHER_SUNNY III Weather-0.jpg
1 WEATHER_CLOUDY III Weather-1.jpg
2 WEATHER_RAINY III Weather-2.jpg
3 WEATHER_FOGGY III Weather-3.jpg

Vice City

Type Enum Image
0 WEATHER_SUNNY VC Weather-0.jpg
1 WEATHER_CLOUDY VC Weather-1.jpg
2 WEATHER_RAINY VC Weather-2.jpg
3 WEATHER_FOGGY VC Weather-3.jpg
4 WEATHER_EXTRA_SUNNY VC Weather-4.jpg
5 WEATHER_HURRICANE VC Weather-5.jpg
6 WEATHER_EXTRA_COLOURS
San Andreas Liberty City Stories Vice City Stories GTA V
Sunny Image
Cloudy Image
Rainy Image
Foggy Image
Extra Sunny Image
Hurricane Image
Extra Colors Image
Snow Image
Sunny Image
Cloudy Image
Rainy Image
Foggy Image
Extra Sunny Image
Hurricane Image
Extra Colors Image
Extra Sunny #2 Image
BLIZZARD
CLEAR
CLEARING
CLOUDS
EXTRASUNNY
FOGGY
NEUTRAL
OVERCAST
RAIN
SMOG
SNOW
SNOWLIGHT
THUNDER
XMAS

This section is incomplete. You can help by fixing and expanding it.

Weather lists

Weather is actually not random in GTA 3D Trilogy. Every game hour, the games go through the list of weather types to determine the upcoming weather.

GTA III

00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 01 01 02 02 01 00 00 00
01 03 03 01 00 00 01 01 00 00 00 00
00 00 00 00 01 01 02 02 01 02 01 00
00 00 00 00 00 00 00 00 00 03 03 00
00 00 02 01

This array for v1.0 starts at 0x5FFBC8 in memory.

Vice City

No hurricane

04 04 04 04 04 04 04 04 00 00 00 04
04 04 00 00 00 04 04 04 04 00 00 04
04 04 04 04 04 04 04 04 04 04 00 00
00 00 00 00 00 00 00 01 02 02 02 02
01 00 00 00 00 04 04 04 04 04 04 04
04 04 04 04

This array for v1.0 starts at 0x699EE4 in memory.

Hurricane

04 04 04 04 04 04 04 04 00 00 00 04
04 04 00 00 00 04 04 01 05 05 01 00
04 04 04 04 04 04 04 04 04 04 00 00
00 00 00 00 00 00 00 00 01 05 05 05
01 00 00 00 00 04 04 04 04 04 04 04
04 04 04 04

This array for v1.0 starts at 0x699F64 in memory.

San Andreas

Map of SA weather regions

In San Andreas the map is divided into weather regions whose boundaries are hardcoded. These regions roughly cover major game cities and countryside locations. Each weather region has its own set of unique weathers listed below.

Countryside

13 13 13 13 13 13 13 13 14 15 09 09 
15 14 13 14 14 13 13 13 13 14 14 13 
13 13 13 13 13 13 13 13 13 13 14 14 
14 14 14 14 15 09 09 15 16 16 16 16 
15 14 14 14 14 13 13 13 13 13 13 13 
13 13 13 13

This array for v1.0 starts at 0x8D5EB0 in memory.

Los Santos

02 02 00 00 00 02 02 02 03 00 03 02 
00 00 03 03 03 04 04 00 00 01 01 00 
02 02 02 02 02 02 02 02 02 02 03 03 
03 03 03 03 02 02 03 03 00 00 16 00 
04 01 01 01 01 00 00 02 02 02 02 02 
02 02 02 02

This array for v1.0 starts at 0x8D5EF0 in memory.

San Fierro

05 05 05 05 05 07 07 09 09 07 05 05
05 05 05 07 07 07 08 08 07 07 05 05
05 05 06 06 05 07 09 09 07 05 05 07
05 05 06 06 05 05 05 07 07 08 08 07
07 09 09 05 05 06 06 06 05 05 06 07
07 06 06 05

This array for v1.0 starts at 0x8D5F30 in memory.

Las Venturas

11 11 11 11 11 11 11 11 11 11 11 11
11 11 11 11 11 11 11 10 10 10 10 10
11 11 11 11 11 11 11 11 11 10 11 11
11 11 10 11 11 11 11 11 11 11 11 11
11 11 11 11 11 11 11 11 10 10 12 12
10 12 10 10

This array for v1.0 starts at 0x8D5F70 in memory.

Bone County

17 17 17 19 19 17 17 17 17 17 17 17
17 17 17 17 17 17 17 18 18 18 18 18
17 17 17 17 17 17 17 17 17 17 17 17
17 19 19 19 17 17 17 17 17 17 17 17
17 17 18 18 18 17 17 17 17 17 17 17
19 19 19 17

This array for v1.0 starts at 0x8D5FB0 in memory.

Mission script

01B5 GTA III Vice City San Andreas forces the upcoming weather type
01B6 GTA III Vice City San Andreas forces the weather type immediately
01B7 GTA III Vice City San Andreas releases the forced weather type
0251 GTA III stores the weather state
0252 GTA III restores the weather state
04F9 Vice City San Andreas sets the extra colors
04FA Vice City San Andreas clears the extra colors
057C Vice City allows hurricane weather

Tools

External links

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