decode, edit the BIN, then rebuild, check the ext. use EXPLORER to open the file, hack the scenero, and customize it, here's a helper for the code:
0x00,01: file type (0=SV6, 1=SC6)
0x02,03: number of custom objects imbedded
0x04..07: version marker = 120001 (decimal)
0x08..0B: ? (SV6=0x00031144, SC6=0x00031132)
0x0C..0F: ?
0x10..13: ?
0x14..17: ?
0x18..1B: ?
0x1C..1F: ?
Mystery1: 408 bytes - contains scenario description
Import Objects: a sequence of Dat files (custom objects). Does not have the 5-byte chunk header.
Available Items: 721 of 16 byte structures (Dat fileheader). Each structure has four bytes of flags, then 8 bytes of chars, then a four byte checksum.
128 entries for the rides
252 entries for the small scenery
128 entries for the large scenery
128 entries for the walls
32 entries for the banners
16 entries for the paths
15 entries for the path bits
19 entries for the scenery sets
1 entry for the park entrance
1 entry for the water
1 entry for the "stex" dat file to use
Flags1: 16 bytes
00,01: Month; divide by 8 for years, remainder is month starting at March.
02,03: Day; calculate with: DAY = ((Value*16) div 0x8421)+1
Game Map: 8 byte structure for each map element. Appears to be essentially the same as in RCT1. An element type byte, then a byte with continuation flag qudrant usage, etc., then a byte for the base height, then a byte for the clearance height, ...
Game Data: all the sprite(actor) structures, stats, values, strings, etc. Size = 3048816 in SV6 files, 2560076 (0x27104C) in SC6 files.
Flags2: 4 bytes
0,1: Number of guests in park
2,3: ?
Flags3: 8 bytes
Park Rating: 2 bytes=Park Rating (Recent vs. current?)0..999
Mystery2: 1082 bytes
Flags5: 16 bytes
Flags6: 4 bytes
Mystery3: 483816 bytes - remainder of Game Data in SC6 files.
0xF4: map size;
0x104..? : research items. Five byte structures; first byte is index in object table (chunk 3); second byte is track type(or zero when "imporovement" item, third byte is one as default, zero when "improvement" item; fourth byte is zero; fifth byte is research category(0=transport ride, 1=gentle ride, 2=rollercoaster, 3=thrill ride, 4=water ride, 5=shop, 6=improvement).
0x00A1B8..0x02FF57: 255 ride structures of 608 bytes each.
if you ment tD6, use the folowing to help customize:
02 : bit 7 = vertical loop
03 : no bits are "researchable"
04 : bit 1=inline twist, bit 2=half loop, bit 3=corkscrew
05 : bit 3=water splash, bit 5=barrel roll, bit 6=launched lift hill, bit 7=large loop
06 Operating mode
07 Vehicle color scheme (scheme in bits 1 & 0; bit 2 is set for AA/CF, LL files; bit 3 is set for RCT2 files)
08..47: 32 sets of two byte color specifiers for vehicles: first byte=body color, second byte=trim color
48: ?
49: Entrance style: 0=plain,1=Wooden, 2=Canvas, 3=Castle grey, 4=Castle brown, 5=Jungle, 6=Log cabin, 7=Classical, 8=Abstract, 9=Snow, A=Pagoda, B=Space
4A: Air Time (multiply by four for the number of seconds)
4B: departure control flags
4C number of trains
4D number of cars per train
4E: minimum wait time in seconds
4F: maximum wait time in seconds
50: speed (powered launch/chairlift/whoa belly) [1 bit = 3.616 km/hr = 2.25 mph] -or- number of laps for go-karts -or- maximum number of people (eg. maze)
51: maximum speed of ride [1 bit = 3.616 km/hr = 2.25 mph]
52: average speed of ride [1 bit = 3.616 km/hr = 2.25 mph]
53,54: ride length [meters]
55: positive G-force [1 bit = 0.32g]
56: negative G-force [1 bit = 0.32g]
57: lateral G-force [1 bit = 0.32g]
58: number of inversions [max = 31]
59: number of drops (max = 63)
5A: highest drop [1 bit = 3/4 meter]
5B: excitement [divide this by 10]
5C: intensity [divide this by 10]
5D: nausea [divide this by 10]
5E: ?
5F: ?
60:track main (spine) color (main color scheme)
61:track main (spine) color (1st alt color scheme)
62:track main (spine) color (2nd alt color scheme)
63:track main (spine) color (3rd alt color scheme)
64: track additional (rail) color (main color scheme)
65: track additional (rail) color (1st alt color scheme)
66: track additional (rail) color (2nd alt color scheme)
67: track additional (rail) color (3rd alt color scheme)
68: track support color (main color scheme)
69: track support color (1st alt color scheme)
6A: track support color (2nd alt color scheme)
6B: track support color (3rd alt color scheme)
6C: ?: 02 = reverser track present in log flume
6D: ?
6E: ?
6F: "Six Flags" design (if MSB set)
Note: 70 through 7F is a DAT file header
70..73: DAT file flags
74..7B: vehicle (alphanumeric - 8 characters with trailing spaces):
7C..7F: DAT file checksum
80,81: map space required (X and Y)
82..A1: 32 one-byte color specifiers for vehicles "additional" color
A2: low 5 bits = lift chain speed (1.6 kmph bit bit); upper 3 bits = number of circuits
A3: beginning of track data