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That was an unassisted run by emulation, but we can already freeze time anyway. Money glitch was used, of course! Your transportation can be broken up in lengths of 1 to 3 tiles, and still cover all transit-related demands. Residential zones are the only ones that need to go someplace (any building that isn't R-zone or nuclear power plant), requiring at least 2 tiles, but everything else is perfectly fine with a single tile of rail leading nowhere. Crime can run rampant in the city, as it only affects land value upon hitting a certain value. Sims can complain like crazy how you're doing a bad job, yet they come flooding your place anyway. Screw sensible planning! Then again, a lot of it will be waiting and doing nothing. Setting up the whole thing might actually be more entertaining than the actual passing of time for them to grow. I say the priority should be to make the most senseless-looking arrangement and still get a 600k+ megalopolis freaking fast.
1900 JAN:New mayor elected 1900 FEB:Became town 1900 JUN:Became city 1901 FEB:Became capital 1901 MAR:Became metropolis 1901 AUG:A plane crashed! (Happened right by the Your House...) 1902 MAY:Became megalopolis 1903 JUL:Population came to 600,000
A square is 2x2 tiles in size. The first element in the Land Value array points to the upper-left corner of the whole map. Add 0x0001 (1) for each square east, and add 0x003C (60) for each square south. The last square in the array should be at 0x7F76B7. As far as I know, it's just reading up those memory addresses, some calculations involving screen positions, then drawing boxes and showing a number in each one. But I don't know the second thing about lua. The reason why land value might be important to know is because the R-zones need at least a certain value in order to grow and maintain their size. The C-zones need quite a bit to reach a high potential, but can maintain their size even with no land value. They both need a lot to hit TOP. I-zones don't care about it at all. While making a layout, it would be useful to know when the land value starts to drop off, so we can know much quicker where I-zones will be preferred. Besides, I'm sure any serious SimCity player would appreciate an on-screen Land Value-O-Meter.
0x7E01BD,2s Screen X position (by tile, not by pixel) 0x7E01BF,2s Screen Y position 0x7F6B00,1u Begin Land Value array