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Seemann
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#541

Posted 17 June 2013 - 08:38 AM Edited by Seemann, 17 June 2013 - 08:55 AM.

Sanny Builder 3.06 released!

* added new operators ++ and --
* added support for block comments /* */
* SASCM.INI is updated with help of the GTAG Database
* properties Actor.Armour and Actor.Car are replaced with their correct versions Actor.AddArmour and Actor.MissionCar
* added new property Actor.CurrentCar for the opcode 03C0 in the SA and VC classes
* added new hotkeys Ctrl+Num+ and Ctrl+Num- to quickly change the text size
* Sanny Builder now remembers a number of closed files for the option Load all closed files
* fixed bug when the compiler failed to compile numerous hex..end constructs
* fixed bug of version 3.05 when the program hung on startup trying to open a file passed as a parameter

xNCx
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#542

Posted 17 June 2013 - 06:35 PM

Great, I'll test it as soon as possible. Thank you.

Support for block comments & restoring last projects - awesome news.

Hmm, I'm thinking about one thing. Is it possible to add math operators for two variables? Because from what I remember we can do 0@ += 1, but 0@ += 1@ requires a special opcode, SB doesn't recognize it.

Silent
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#543

Posted 17 June 2013 - 06:44 PM

Great. Now only #= casting operator and it's pretty much suitable for native scripting smile.gif

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#544

Posted 17 June 2013 - 06:47 PM

Do you plan to make it "native compilant"? I dont think so but it never hurts to ask.

fastman92
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#545

Posted 17 June 2013 - 07:11 PM Edited by fastman92, 17 June 2013 - 07:14 PM.

QUOTE (krasiejow @ Monday, Jun 17 2013, 20:35)
Hmm, I'm thinking about one thing. Is it possible to add math operators for two variables? Because from what I remember we can do 0@ += 1, but 0@ += 1@ requires a special opcode, SB doesn't recognize it.

VAR..END contruct allows to declare variables and their types for advanced use.

For example, write the following code:

CODE

var
$1stIntVar : Integer
$2ndIntVar : Integer
end



and you can use these variables in the expressions without opcodes

CODE

$1stIntVar = $2ndIntVar
$1stIntVar *= $2ndIntVar


Seemann, just out of curiosity - how many of code lines does Sanny Builder project consist of?

Craig Kostelecky
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#546

Posted 19 June 2013 - 04:30 PM

I have one issue with the new version and one request for a future version.

I know Silent let you know about this, but I had already typed it up by the time I heard that he told you. The GTA:LC code takes about 60 seconds to compile in 3.05/3.06. It only takes 12-13 seconds with 3.04. Here are the LC source files. It is entirely written in high level, so I would expect it to take about 12 seconds to compile.

Also I would like to request some support for total conversions with Sanny. I think it would be somewhat easy to add. You would just have to click somewhere to add a new game that you can select. You'd then give that game a name (maybe an icon too), point to the location of that total conversion, and specify which game the TC is based on. It should also be able to have its own ini file for additional/changed opcodes. As someone who does a lot coding with LC/VC or SA/VCS, it would be nice if I could just select that game instead of changing all of the info for VC/SA each time.

Very happy to see this is still being updated.

Seemann
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#547

Posted 20 June 2013 - 07:07 AM

QUOTE (Link2012 @ Monday, Jun 17 2013, 22:47)
Do you plan to make it "native compilant"? I dont think so but it never hurts to ask.

What do you mean by "native"? Supporting an SCR syntax?

QUOTE (fastman92 @ Monday, Jun 17 2013, 23:11)
Seemann, just out of curiosity - how many of code lines does Sanny Builder project consist of?

I don't know an exact number, most of the code is the third-party libraries, such as SynEdit. I believe it's close to 15k lines of my own code there.

QUOTE (Craig Kostelecky @ Wednesday, Jun 19 2013, 20:30)
I have one issue with the new version and one request for a future version.

I know Silent let you know about this, but I had already typed it up by the time I heard that he told you. The GTA:LC code takes about 60 seconds to compile in 3.05/3.06. It only takes 12-13 seconds with 3.04. Here are the LC source files. It is entirely written in high level, so I would expect it to take about 12 seconds to compile.

I can't seem to re-produce this issue on my side. I've tested GTA:LC source code with v3.04, v3.05, v3.06. All of them gave me the same results. On my home PC, far from perfection it was compiled in 22 secs by all the mentioned compilers. On my work PC, still not good, I've got 18 secs of compiling time.

I used a clean install for each Sanny Builder and non-modified Vice City installation, also set up the INI to the one you provided with the sources.

So, I need an additional information about your SB settings, and the IDE files of GTA:LC (the compiler may stuck if there are too much models in, although I'm in doubt about this reason).

Craig Kostelecky
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#548

Posted 20 June 2013 - 02:16 PM Edited by Craig Kostelecky, 20 June 2013 - 04:59 PM.

Here are some of the LC data files. Let me know if you need more. The entire mod can be downloaded from here.

Regarding native support that Link asked about, I'm guessing it would be to compile the Rockstar scripts that were included with the GTA3 10th anniversary edition. If you haven't seen those, you can find them here.

EDIT: I have found the issue with my compiling time for the new versions. I had set 3.04 to not add the extra info to SCM, but that was checked on for the new versions. My first compile was 13 seconds. cool.gif

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#549

Posted 20 June 2013 - 11:19 PM

QUOTE (Seemann @ Thursday, Jun 20 2013, 04:07)
QUOTE (Link2012 @ Monday, Jun 17 2013, 22:47)
Do you plan to make it "native compilant"? I dont think so but it never hurts to ask.

What do you mean by "native"? Supporting an SCR syntax?

Yes

Silent
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#550

Posted 22 June 2013 - 10:39 AM

Some findings regarding Stories decompilation (I have tested them on VCS only, although they should be the case in LCS too):

1) Array indexes are decompiled wrongly. In global arrays case, they are too low by 256: For example

CODE
$1562(0@,5) == 0

should be
CODE
$1818(0@,5) == 0


Local arrays are TOO HIGH by 1. For example

CODE
0160: load_model 14@(5@,5)

should be
CODE
0160: load_model 13@(5@,5)


2) "Unknown partype" thing are just another bunch of global variables. They start from $6400:

CODE
0004: $6395 = 0 // (int)
0004: $6396 = 180 // (int)
02E2: $6397 = 10 // (any)
02E2: $6398 = 23 // (any)
0004: $6399 = 0 // (int)
0004: &58624 = 0 // (int) // unknown partype 0xE5
0005: &58625 = -958.4 // (float) // unknown partype 0xE5
0005: &58626 = 179.13 // (float) // unknown partype 0xE5
0005: &58627 = 9.75 // (float) // unknown partype 0xE5
0005: &58628 = -863.97 // (float) // unknown partype 0xE5

is just
CODE
0004: $6395 = 0 // (int)
0004: $6396 = 180 // (int)
02E2: $6397 = 10 // (any)
02E2: $6398 = 23 // (any)
0004: $6399 = 0 // (int)
0004: $6400 = 0 // (int)
0005: $6401 = -958.4 // (float)
0005: $6402 = 179.13 // (float)
0005: $6403 = 9.75 // (float)
0005: $6404 = -863.97 // (float)


Hoping to see Stories compilation implemented too smile.gif

Seemann
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#551

Posted 05 July 2013 - 09:10 AM

Sanny Builder 3.08 released!


* added Silent's ASI Loader v1.1 as a default ASI loader for CLEO 3 and CLEO 4
* added Chinese translation
* added classes File and Audiostream for backward compatibility with CLEO 4 by Alien*
* the compiler now accepts a literal string as a parameter in a class property**
* the compiler is no more allowed to compile a string like text1"text2" or text1'text2' (without a leading quotation mark)
* the compiler is allowed to compile the comment characters within a string ("{text1}text2")
* the semicolon ( ; ) can not be used to comment out a line of the code
* changed syntax of the \debug parameter
* added flag icons for the available languages in the options
* fixed some issues in VCS decompiling

* Important note: File.Open, Audiostream.Load, Audiostream.Load3D were the methods in CLEO 4. Now they are the properties. It means, if you get an error when compiling old sources with these commands, change their syntax to:
var = File.Open(file_name, mode)
var = Audiostream.Load(file_name)
var = Audiostream.Load3D(file_name)

** There is a limit on using space characters in such parameter (more info in the help)

Silent
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#552

Posted 05 July 2013 - 10:17 AM

Great changes. Hope TC support (no idea how to call it better) comes next, it would really ease lives smile.gif

juarez
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#553

Posted 05 July 2013 - 11:45 AM

I think you should add a switch..end command fro SA. Hope more progress to. icon14.gif

Craig Kostelecky
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#554

Posted 05 July 2013 - 12:48 PM

Do you not like the number 7? tounge.gif

Seemann
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#555

Posted 05 July 2013 - 01:08 PM

Craig; today marks 8 years since I started to develop Sanny Builder tounge.gif

Seemann
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#556

Posted 05 July 2013 - 05:47 PM

QUOTE (SilentPL @ Friday, Jul 5 2013, 14:17)
Great changes. Hope TC support (no idea how to call it better) comes next, it would really ease lives smile.gif

what Sanny options do you need to change between the original game and a TC except the INI file?

Silent
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#557

Posted 05 July 2013 - 08:09 PM

QUOTE (Seemann @ Friday, Jul 5 2013, 19:47)
what Sanny options do you need to change between the original game and a TC except the INI file?

INI, gamepath, optionally also customvariables/keywords/opcodes/classes/debug.bin - basically everything from data\[game] (except stripped.txt, of course). That's what I usually switch when working on a TC.

Ideally, every TC could get its own folder in data, just like III/VC/SA/LCS/VCS have now - or subfolders in each game's folder.

aStiffSausage
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#558

Posted 06 July 2013 - 11:15 AM

Got one little request, is it possible to make an extra tab in to the options, where you could change hotkeys? For example, the key-combination to pop up opcode-list is on my keyboard Alt+2, which is also the key-combination to create @-symbol. Would help a lot if there was a way to change the keys, as it's kinda annoying to copy+paste that one little symbol all the time. smile.gif

Seemann
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#559

Posted 06 July 2013 - 11:56 AM

Oksu, does your keyboard not have a CTRL button? The hotkey for the OST is Ctrl+Alt+2.

Anyway, I've got the idea.

aStiffSausage
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#560

Posted 06 July 2013 - 12:26 PM

QUOTE (Seemann @ Saturday, Jul 6 2013, 14:56)
Oksu, does your keyboard not have a CTRL button? The hotkey for the OST is Ctrl+Alt+2.

Yes it does, let me rephrase my suggestion:

Both @-symbol and OST open up from same key-combination, AltGr+2. This means, whenever I try to place @-symbol anywhere into script, it opens OST instead, which forces me to use copy+paste for the symbol. smile.gif

angeloelibz24
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#561

Posted 10 July 2013 - 07:41 PM

Wow. Never realized you realized a new version of Sanny Builder 'til just now. I've been sticking with 3.04 for a long time now.

What exact version of CLEO 4 does SB 3.08 have?

Seemann
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#562

Posted 11 July 2013 - 05:00 AM

QUOTE (Seemann @ Wednesday, Jun 5 2013, 14:12)
* the CLEO library updated to version 4.1.1.30f (CLEO 4 by Alien)

Deji
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#563

Posted 18 July 2013 - 04:58 AM

As I remember SB always had problems parsing constants quickly. Are they better now? I tried creating a constants include file for AudioEvents.txt once and it took 60 seconds to compile tounge.gif

Seemann
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#564

Posted 18 July 2013 - 05:04 AM

QUOTE (Deji @ Thursday, Jul 18 2013, 08:58)
As I remember SB always had problems parsing constants quickly. Are they better now? I tried creating a constants include file for AudioEvents.txt once and it took 60 seconds to compile tounge.gif

This problem is probably similar to the one reported by Craig.

Seemann
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#565

Posted 28 July 2013 - 08:58 AM

Sanny Builder 3.09 released!


* Sanny Builder is licensed under the Sanny Builder Freeware/Donationware License Agreement
* added feature to report found bugs via the official bug tracker
* added feature to check if an update is available
* The Coords manager is upgraded to work with all known versions of GTA3, VC and SA (thanks to Silent)
* added an updated Chinese translation
* fixed bugs #0000002, #0000003, #0000004, #0000006, #0000009
* minor design changes

Seemann
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#566

Posted 14 September 2013 - 02:58 PM Edited by Seemann, 22 December 2013 - 05:14 PM.

Sanny Builder 3.1.0 released!

 

* VCSCM.ini is updated to include opcodes for the GTA VC mobile version and unsupported opcodes
* when the option Add extra info to SCM is enabled, Sanny Builder remembers the game a script is compiled for, to use the proper edit mode when decompiling
* when the option Add extra info to SCM is enabled, Sanny Builder adds a source code into a script file (only when the directive $EXTERNAL or $CLEO is present)
* added a new directive $NOSOURCE to prohibit including a source code into a compiled script
* some hotkeys are now customizable in the options
* added a feature to check automatically if an update exists at the program startup
* directives $VERSION and $VERSION_RESTORE are deprecated
* updated Spanish and Chinese translations
* The Coords manager is now able to change the player's angle in GTA VC
* The Sanny Builder installation now includes the SCRLog CLEO plugin by LINK/2012 (can be found in the 'tools' folder)
* fixed bugs  #0000010, #0000014, #0000015, #0000016

 

Update 3.1.1

* added a new directive $OPCODE to register a new opcode in the script

* corrected behaviour of the directive $INCLUDE while scanning directories for the file

* fixed bugs #0000005, #0000019

 

Update 3.1.2

* added Czech translation

* added options to associate file extensions .cs and .cm with Sanny Builder

* fixed bugs #0000011, #0000020

 

Update 3.1.3

* added support for iOS and Android versions of GTA: San Andreas

* a looking depth value is now used when making a list of constants

* updated Chinese and German translations

 

To work with scripts of a GTA: San Andreas mobile version, turn on "SA Mobile" edit mode (click at right corner).


Deji
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#567

Posted 14 September 2013 - 03:12 PM

 

* directives $VERSION and $VERSION_RESTORE are deprecated

 

 

That's actually quite a shame. It's useful for using SCR for Sanny Builder and still being able to compile SCMy code :p Could you perhaps replace it with a directive to alter between specific opcode definition files?


aStiffSausage
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#568

Posted 14 September 2013 - 05:14 PM

 

* some hotkeys are now customizable in the options

 

 

Thank you for this, helps me really much! SB keeps on improving... :)


Seemann
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#569

Posted 15 September 2013 - 09:43 AM

 

 

* directives $VERSION and $VERSION_RESTORE are deprecated

 

 

That's actually quite a shame. It's useful for using SCR for Sanny Builder and still being able to compile SCMy code :p Could you perhaps replace it with a directive to alter between specific opcode definition files?

 

Do you mean to make possible to use different opcode definitions in one script, or use a specific INI for the script?


Deji
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#570

Posted 15 September 2013 - 12:25 PM

 

 

 

* directives $VERSION and $VERSION_RESTORE are deprecated

 

 

That's actually quite a shame. It's useful for using SCR for Sanny Builder and still being able to compile SCMy code :p Could you perhaps replace it with a directive to alter between specific opcode definition files?

 

Do you mean to make possible to use different opcode definitions in one script, or use a specific INI for the script?

 

To use a specific INI for the script. I always used SCR for my projects and had SCM in case I needed to help someone or something.





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