Series
Story of Seasons
29 games, 1996–2022.
Games
Interactive: timeline (needs JavaScript)
The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Harvest Moon 64 1999 |
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| Affection | - In the US release, a cow's milk size comes from its affection (0 to 255): small at 150 or less, medium from 151 to 220, large from 221, and golden for a cow whose
milkType is 0, whatever its affection. Code - In the US release,
adjustFarmAnimalAffection scales a change by an adult cow's condition: a happy cow's gains are doubled and a mad or sick cow's halved. Its loss branch negates the scaled amount, -(amount * 2) for mad and sick and -(amount / 2) for happy, and since the amount is already negative, the result is positive: a loss raises a mad, sick, or happy cow's affection, by twice or half the loss (computed). Leaving an adult cow outdoors on a rainy day can trigger this: updateFarmStatusRain makes it mad when getRandomNumberInRange(0, 3) returns 0 and then applies −20, or sick when getRandomNumberInRange(0, 7) returns 0 and then applies −30, and a cow already sick gets −20. Code
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| Calendar | |
| Crop growth | - In the US release, a crop is a run of tile numbers in
groundObjectsInfo, each growth stage a dry tile followed by its watered twin. The watering can turns a waterable tile into the next number (dry soil into watered soil). Each night, updateGroundObjectsOvernight reads a flag byte per tile: a watered stage moves on to the next stage's dry tile, watered soil and a watered ripe crop go back to dry, and a dry stage stays where it is. So a crop grows one stage per watered day and a dry day doesn't count. Worked out from the table (computed), the watered days from sowing to ripe are: turnip 4, potato 6, strawberry 6, moondrop flower 6, cabbage 7, eggplant 7, pink cat mint 8, tomato 9, corn 13. Grass's stages aren't waterable and advance every night: 9 nights from seed. Code - In the US release, picking a ripe tomato, ear of corn, or eggplant puts back an earlier stage (tile 0x5F,
TOMATO_PLANT_STAGE_1; 0x7A, CORN_PLANT_STAGE_1; 0x2A, EGGPLANT_STALK_STAGE_1) under a comment reading "replace with stalks", so the plant ripens again after 3, 4, and 3 more watered days (computed from the table). Any other crop picked leaves soil (dry or watered, as the ripe tile was) or a bare tile. Code - In the US release, the farm's overnight update has a rule for the night that starts a season (the day of the month is 1 by then). Summer turns sprouted-or-older turnips, potatoes, and cabbages into dead plants and their seed stages back into tilled soil. Autumn does the same to tomatoes, corn, moondrop flowers, and pink cat mint, and sends any spring seed stages to tilled soil. Winter clears dry tilled soil, weeds, eggplants at every stage, the dead plants, and the remaining seed stages to the bare tile. Spring turns grass back to cut grass and returns tilled soil to the bare tile when
getRandomNumberInRange(0, 5) >= 3. Strawberries, whose seeds sow only in the greenhouse, appear in none of the lists, and the greenhouse loop has no season rule. Code - In the US release, each night the new day's weather is set before the crops update; then, if it is rain,
updateCropsIfRain turns every waterable tile on the farm into its watered twin, as the watering can would, so a rainy day counts as watered. The greenhouse isn't touched. Code
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| Stamina | - In the US release,
toolToFatigueScore gives each tool a stamina cost per charge level: the sickle and hoe 2, 4, and 6; the ax and hammer 1, 2, and 3; the watering can 1, 2, and 6; the milker, bell, brush, clippers, the seed bags, and grass seeds 1; the rest 0. Releasing B subtracts the cost from stamina. If it is raining or snowing, or the hour is before 6:00 or from 18:00, and the player isn't in the greenhouse, the same cost is added to fatigue (out of 100), or half of it once a life-event flag the decompilers name KAPPA_POWER_NUT_GIFT is set. Holding B raises the charge level each time a hold counter reaches 16, up to the tool's upgrade level, while stamina covers the next level's cost. Code - In the US release, going to bed refills stamina to its maximum and, unless fatigue is at 100, takes 2 points of fatigue off for each hour of sleep before 6:00, 3 with the cushion (life event
HAVE_CUSHION): the hour taken is the bedtime, plus 24 if before 6:00, subtracted from 30. Staying up until 6:00 runs the next day's update by another path that doesn't touch stamina or fatigue. Food and drink add the item's stamina value and take off its fatigue value. Code
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| Time of day | |