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Cheat Code Creation

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OrionSR
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#271

Posted 24 June 2013 - 08:17 AM

Sweet! I fixed the error you found and changed the color to green (btw, your activate code used the joker value that wasn't reversed).

Yeah, these changes won't be included in the save, but there is promise of doing so much more. I wish I knew more about how these cheat procedures work. It would be fun to make a code that did something more interesting. For example, instead of spawning a vehicle maybe I could add a car generator, something that would be saved. Or, the Weapon Set cheat procedures look quite long. Perhaps the procedures could be replaced with something fairly elaborate if I had any idea of how these procedures work. All I can do now is recreate existing procedures with slightly modified variables. Unfortunately, the cheat procedures for PC are much different than on PS2. If I wanted to continue I'd probably need to recruit help from an exe diver.

King Andreas
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#272

Posted 28 June 2013 - 01:21 PM

But you already implemented vehicle generators: http://www.gtaforums...st&p=1058182311 Unless you mean an improvement; an improvement such as pausing the game, selecting a vehicle at whim thus emerging it. Edison Carter formulated codes to alter the vehicle spawn cheats. Thanks to that, you can make the Trashmaster cheat spawn a Swat tank. Perhaps it'd be possible to combine the vehicle cheat digits, assign various joker-ed vehicle values to each and abracadabra. You see what I'm suggesting here? In the event this were maneuverable, the code length would be incessant. Therefore, we'd require "patch" codes for the merging.

King Andreas
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#273

Posted 03 July 2013 - 09:11 PM Edited by King Andreas, 03 July 2013 - 09:17 PM.

This was getting shoved off the page, so pardon the bump.

A question about the pickup generators & vehicle generators: when you created a new pickup, you sacrificed (deleted) a default pickup; when you created a new vehicle spawn location, you didn't nullify a default vehicle spawn location. In example, you voided the Garver Bridge camera when you created the Big House Desert Eagle, yet you didn't void the El Corona Voodoo when creating the Four Dragons Rustler. Is it somehow more efficient to alter (and move) a pickup than create a new one? If so, why are vehicle spawn generators different?

OrionSR
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#274

Posted 03 July 2013 - 09:27 PM

After the game has started no new cars are created, so it should be safe to put new cars at the end of the pool without worrying about what's getting overwritten. Anything that happens to be at the end of the pool will be a random vehicle streamed in from binary files and will get replaced whenever CJ re-enters the area - so no harm done.

The pickup pool is nearly full to start with, and after only a few minutes of game play can be completely full of expired dropped money and pickups from peds, or maybe even your new Johnson house pickups from spraying all the tags. In order to avoid replacing important pickups specific lame pickups are targeted.

King Andreas
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#275

Posted 04 July 2013 - 09:34 PM Edited by King Andreas, 04 July 2013 - 10:23 PM.

Another question: why are pickup generators influenced by the fresh game index vs restart game indexes whereas the vehicle generators aren't? Good strategy destroying lame pickups, and so perhaps destroying "lame" vehicles such as the Flint County mower could be beneficial too.

Hold up, are you sure no new vehicle generators are created at the beginning of the game? The Hotknife doesn't spawn at driving school by default, nor does the NRG-500 at motorcycle school by default. Most likely, I'm misunderstanding your comment.

King Andreas
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#276

Posted 13 July 2013 - 04:34 AM Edited by King Andreas, 13 July 2013 - 04:39 AM.

http://www.gtaforums...st&p=1058206700

Just shifting our private conversation to the public, is all.

Many thanks for the data. Perhaps a prior review is in order; lets analyze:

NTSC v1 restart save

Caligula's South Parachute #274
E0050112 006B5088
208053B8 00000000
208053C0 31CA46E1
208053C4 0000032A
108053C8 00000173
008053CC 00000002

Foster Valley Camera ID - E0050112 006B5088
Ammo tally (if need be) - 208053B8 00000000
What's this line: 208053C0 31CA46E1 for?
What's this line: 208053C4 0000032A for?
New item ID (in this case, parachute) - 108053C8 00000173
Spawning speed - 008053CC 00000002

I intend to update you on my projects, though I need help prior to embarking.

OrionSR
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#277

Posted 13 July 2013 - 06:17 AM

QUOTE
What's this line: 208053C0 31CA46E1 for?
What's this line: 208053C4 0000032A for?


208053C0 31CA46E1 Ycoord*8, Xcoord*8 (word, word)
208053C4 0000032A Asset Rate, Zcoord*8 (word, word)

See: http://www.gtaforums...st&p=1058231975

King Andreas
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#278

Posted 04 August 2013 - 06:14 AM Edited by King Andreas, 08 August 2013 - 04:59 AM.

Da Nang members carry empty Desert Eagles:


NTSC v1
Gameshark5+
Codebreaker 7+
Action Replay Max
Gameshark5
760ED950 00000000
289B6FD4 0CA57A3D
289B6F62 0CA57A3D
289B6F66 0CA57A3D

Codebreaker7
033B8717 B12D9887
00EB3B61 9EB1BEC2
A0695493 03B34F42

Action Replay Max
0Q7P-AM6H-YPM83
MKDQ-G63K-HB7V3
GZGY-FU3K-Q2N1C
ZE8N-ZX4Q-3292A

Replacement 1st lines:
(if need be)
VZNE-HJ95-KHAZD

TAAZ-1MD4-NVF9X

4D9W-JJ1U-9106F




NTSC v2
Gameshark5+
Codebreaker 7+
Action Replay Max
Gameshark5
760AE050 00000000
289B9737 0CA57A3D
289B97A5 0CA57A3D
289B973A 0CA57A3D

Codebreaker7
03785957 9C37F1C3
B1AEE58A B66264FD
5F691BB6 D72C72A3

Action Replay Max
V6MY-AN5G-2TZYP
NXA1-03RR-V3V72
58TM-6K0N-R2TBU
VN5Q-Y2WX-RBWZF

Replacement 1st lines:
(if need be)
RDZY-1PXH-4K5JX

24T7-KVP6-YURB6

GU2T-5U0T-9851A




PAL v1
Gameshark5+
Codebreaker 7+
Action Replay Max
Gameshark5
7602B440 00000000
289BDBD4 0CA57A3D
289BDB62 0CA57A3D
289BDB66 0CA57A3D

Codebreaker7
ED34382F BB2E38C9
6B55246B 72F00A18
CF20B312 4AB419AB

Action Replay Max
GHX4-3QAN-W7HUQ
6Z3J-NFY4-6JDHC
G8DT-Y63M-APN12
CUM3-QPFA-4PHGW

Replacement 1st lines:
(if need be)
96GJ-8RK7-AP1PT

J107-Z22W-7P327

C179-7AAU-R8Z9X




PAL v2
Gameshark5+
Codebreaker 7+
Action Replay Max
Gameshark5
760AFD30 00000000
289B3137 0CA57A3D
289B31A5 0CA57A3D
289B313A 0CA57A3D

Codebreaker7
FB10D9C5 D5218D45
880793E1 A875FBA4
473FB612 CE8BE64B

Action Replay Max
UX94-KW3Z-5G5ZB
6AWY-GKX2-EJPB4
F7P9-WADX-6ZUKZ
KBHZ-C9WR-X3DDV

Replacement 1st lines:
(if need be)
6UK7-4Z12-E63UD

FDQP-VEM0-752GJ

N2ER-T6ER-QM0PM




King Andreas
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#279

Posted 21 September 2013 - 09:47 PM

I am having difficulty applying the joker command to the perpetual RC fuel code. This is what I did:

 

E001FB7F 00700942

201FB268 00000001

E001FBDF 00700942

201FB268 00000000

 

Notes to helper:

 

-NTSC v1.

 

-Unencrypted/Raw.

 

-L1 + left = activation.

 

-L1 + right = deactivation.

 

Useful links:

 

http://www.codemaste...inite Codes.htm

 

http://home.comcast....bri/jokers.html


OrionSR
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#280

Posted 22 September 2013 - 03:57 AM Edited by OrionSR, 22 September 2013 - 04:22 AM.

It would help if you explained what problems you are having. Thanks for the reference links though.

 

I'm not sure what this code is doing, but here is my best guess. Your activate and deactivate codes appear to be reversed. The original code is 201FB268 00000000. I took a look at this address in an old memory dump and the original value appears to be 00 00 00 E6, but properly reversed this would be E6000000. This just doesn't seem right. I think he might be overwriting the upper bits of the previous field. The 2nd code is what I would expect from this data.

 

NTSCv1 RAW Untested

E001FB7F 00700942

201FB268 00000000

E001FBDF 00700942

201FB268 E6000000

 

NTSCv1 RAW Untested

E001FB7F 00700942

201FB26B 00000000

E001FBDF 00700942

201FB26B 000000E6

 

Or maybe change just the significant byte and leave the rest alone.

 

NTSCv1 RAW Untested

E001FB7F 00700942

001FB26B 00000000

E001FBDF 00700942

001FB26B 000000E6

 

Aw.... man! This new format has totally botched my carefully crafted tables. And now the significant posts aren't at the top of the page anymore. This is very disappointing.


King Andreas
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#281

Posted 24 September 2013 - 07:24 PM Edited by King Andreas, 24 September 2013 - 07:24 PM.

The problem with my defunct code was that activating the joker crashed the game. I should've also pointed out that my motivation behind all this is Aintgottime2bleed and I are trying to swipe the RC Baron from Supply Lines. As it turns out, all my attempts were failures. I verified only your first code, considering it worked fine, so at least these weren't wasted posts. This way, you, I, and others can refer back here for future reference, if need be. I decided to edit a button cheat to spawn the RC plane; it appears the plane isn't pilot-able. Any ways to make it so?

 

Yeah, I'm disheartened by the trashing of the tables too.


King Andreas
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#282

Posted 11 July 2014 - 04:10 PM Edited by King Andreas, 11 July 2014 - 04:21 PM.

Someone please merge this with the code formation topic: http://gtaforums.com...-code-creation/ instead. Thanks in advance!

 

 

 

I sacrificed the Yellow Bell golf course flowers to put a save disk in the unused safe house that others call the "LA Big House Armory". It's dysfunctional; the disk vanishes upon contact without bringing me to the save menu. Did I do something wrong; did I attempt the impossible?

 

The code:
E00501BA 006B534C
208068B8 00000000
208068C0 DC4C4845
208068C4 000020D5
108068C8 000004FD
008068CC 00000002

MWUT-X4XM-F9AMF
UJQA-HBW8-ZQZGG
BM1M-865G-CMZZH
K8AN-AMA9-YAX2M
Z85N-QQW1-D14D4
8N31-790J-UX10R
566B-TZXY-PKMMU
03AH-5PBC-9K2T7

 

Clarification: I used to play a restart save; today, I play a fresh save. V1 and NTSC, naturally.


OrionSR
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#283

Posted 11 July 2014 - 07:13 PM Edited by OrionSR, 11 July 2014 - 07:14 PM.

Nice try. You won't be able to make a new save disk pickup work on PS2 since you can't add a script that will watch that pickup until it is picked up and then show the save screen. Save pickups don't do anything by themselves. Adding a new save pickup is basically impossible on PS2.

 

But moving a save disk is possible. I think you can find two examples somewhere in these codes: something like, Move Madd Dogg's save disk, and Move Queen's save disk. Madd Dogg's was moved to prevent the basketball glitch, and Queens was moved to the armory - since adding a new disk is basically impossible and I wanted to save in the armory.

 

Moving save disks is pretty tricky. The coordinates are stored in an array of global variables so you'll need to figure out which globals to tweak. I'll probably have to help with this part - decompile your PS2 scripts and find the part of the script that destroys and creates the pickups between missions and saves (eg, toggling a mission will move the disk to the new coordinate).

 

Choosing the disk to move is difficult. Catalina's is a logical choice but it's tricky to activate early in the game. It's possible, but would also unlock the Angel Pine disk early. I went with queens since it's a unique interior so it's less difficult to redirect all of the entrances to other interiors. Hashbury is unique and not terribly interesting. Prickle Pine is unique but I like that house. I almost used it for the CG armories.

 

You will need 7 coordinates. Three for the XYZ location of the pickup, three for CJ's position after a save (don't want to spawn right on top of the next save pickup) and one more for the angle he will face. These values will need to be encoded in IEEE 754 floating point format. If you find notes on encoding floating point values for PC, be aware that you don't need to do the reverse encoding on PS2 - AR-Max will handle that for you. Check the examples.

 

IEEE Calculator - SourceForge Project

 

And... you are going to need coordinates, and I don't think we ever found a practical way to do that on PS2. Try to describe where you want the pickup and CJ to respawn in some detail and I'll make the best choices I can find in that area. I've had some practice with this so there probably won't be a lot of fiddling required to get it right.


King Andreas
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#284

Posted 13 July 2014 - 03:52 PM Edited by King Andreas, 13 July 2014 - 03:53 PM.

Adding an ammunition tally doesn't make a difference. Even though it's fun to look at, it's even more worthless than a bribe when you're on a mission that prohibits wanted levels. I wish I could've seen the expressions on my face change from when I saw the disk to when it vanished.

 

Madd Doggs disk: http://gtaforums.com...n/?p=1058178034

Weapons, assets, and other pickups: http://gtaforums.com...n/?p=1058206700

 

Quite a format difference, though If I can figure out the latter, I can figure out the former too with some tutoring. Also, I can't find anything about moving the Queens disk. The closest I found is you connecting the Queens wardrobe to the armory and other interiors to the Queens interior. Link: http://gtaforums.com...n/?p=1058195504

Note since we're on the subject: I replaced the Chinatown safe house interior with the armory interior on my newest game file. You probably think I put an armory in enemy gang territory, right? I didn't; I took it from the Triads for Grove. I figured it didn't make sense to have the armory, since it's a big interior, connected to a small house such as the one in El Quebrados.

 

Why is Queens a "unique interior"? It looks just like the Camels Toe interior to me.

 

I didn't care about the bribes enough to activate them, so I suppose I'd want the disk atop the table they would surround with CJ appearing around the table, if possible. Yeah, I don't get the decompilation or 7 coordinates aspects. Since the Chinatown interior is gone, moving that disk to the armory might not be a bad idea.

 

Skills talked about moving the Catalina or Angel Pine disk to Bayside awhile ago; maybe he'll join the discussion.


OrionSR
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#285

Posted 14 July 2014 - 05:23 AM Edited by OrionSR, 14 July 2014 - 05:30 AM.

 I wish I could've seen the expressions on my face change from when I saw the disk to when it vanished.

I remember the feeling well. It was an early lesson when I first started hex editing my saves.

 

Look again. Queens is mostly white and bright, the others are more reddish and all the same. Can that source/destination documentation you've been using be used to find unique or shared destinations by name?


King Andreas
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#286

Posted 15 July 2014 - 08:33 PM

Oh, I didn't notice the coloring. Usually, I save and turn the game off, or I save and leave the building. Queens and Camels Toe never interested me much. I've been using your interior address listings: http://gtaforums.com...entry1062445950 for such.

Veigar
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#287

Posted 18 October 2015 - 11:59 PM Edited by Veigar, 19 October 2015 - 12:34 AM.

Right now I'm looking for a different place to put the enex to the big house because the Mul-west 24-7 seems very unfitting. I'm also now discovering that you can place pick ups in them, and also somehow manage to get gang members with you inside the interiors? 

 

I've found a lot of the codes on the first few pages of this thread, I'll get to testing them. I'm testing the "unlock bayside burglary" houses atm

 

 

Edit: it worked, there are  a few yellow markers on random houses in Bayside now. Are there codes to add every burglary house marker? And if I save, is it permanent? 

 

Edit again:  testing this code which unlocks ALL burglary houses (it's really long)

 

NTSCv2 (raw)

00C9AAC1 00000040
00C9AAFD 00000040
00C9AB39 00000040
00C9AB75 00000040
00C9ABB1 00000040
00C9ABED 00000040
00C9AC29 00000040
00C9AC65 00000040
00C9ACA1 00000040
00C9ACDD 00000040
00C9AD19 00000040
00C9AD55 00000040
00C9A611 00000040
00C9A64D 00000040
00C9A689 00000040
00C9A6C5 00000040
00C9A701 00000040
00C9A73D 00000040
00C9A779 00000040
00C9A7B5 00000040
00C9A7F1 00000040
00C9A82D 00000040
00C9A869 00000040
00C9A8A5 00000040
00C9A8E1 00000040
00C9A91D 00000040
00C9A19D 00000040
00C9A1D9 00000040
00C9A215 00000040
00C9A251 00000040
00C9A28D 00000040
00C99E19 00000040
00C99E55 00000040
00C99E91 00000040
00C99ECD 00000040
00C9D4F1 00000041  

 

 

After using omniconver to make it AR-MAX

 

Z4NY-BPME-7N3N2

2TDQ-PXJ6-ZF71D
BD5A-V4BJ-EXD7U
WY6B-V9GH-XWUX7
A4E0-7QM7-DZ9F9
NJV9-01K7-1NMAJ
2HGC-6R0W-9CH15
7B96-RV4A-7AT1C
CUC4-A3GY-QCQ1X
2HDU-M4YT-Q35W3
PMHX-JUMU-EWEQJ
UDK3-MFDK-XTDC8
2YDA-A00E-Q6NN4
Q91T-GT2C-TMU8C
D5BK-TBU8-A7WNJ
62ZG-NJMC-F1WYX
65EZ-1NGB-VXHFM
0YPP-AWHA-FP7A1
9MWP-C11Q-BZ9FH
TGDP-23EW-XZVD2
RARB-UAK0-G4CD0
TJGM-AFDE-3XFG2
P1WR-4BCJ-N7KDK
RFWA-0XGR-GBJTG
E3TM-NUMJ-14009
9VWB-X51H-UZ9P5
XT22-46ZH-GJNUH
XW1D-WY3F-2W32P
WH96-F92B-8AF8E
7VNV-70PK-X9QVK
895P-CBTX-AZG4P
542W-QUNM-CYDJM
T66J-PQP9-ZAWUV
A1ZU-MA65-DJNCE
0BG9-TXMQ-W9240
VHPX-B8KK-6CWKB
RJF2-JCF5-JJE9C      
 
Is what I get.
 
Edit #3: Ermm, with this code enabled, the game won't even start up :( Did something go wrong, Orion? The other "Unlock Bayside houses" code worked.

OrionSR
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#288

Posted 19 October 2015 - 02:43 AM

I think the burglary doors would remain open until you did the burglary mission, which would lock them again at the end. The burglary houses, in general, are very disappointing. You can't put pickups inside or they get deleted. Random peds spawn in your safehouse and get freaked out. Also, only a few burglary doors are in fixed locations. Most of a mystery I don't think anyone fully understands.

 

I'm sorry. I don't know why the code doesn't work. It's been years since I worked on these. For a long code like that I don't think I'd trust anything other than code.bin to implement it correctly. From there I'd have to do the math to figure out what went wrong. Those codes are each independent of each other; one code unlocks one house. You could try entering smaller sections of code to see where the error lies.

 

Hm... If you entered that code as is then it's missing a master code.


Veigar
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#289

Posted 19 October 2015 - 03:01 AM Edited by Veigar, 19 October 2015 - 03:18 AM.

I think the burglary doors would remain open until you did the burglary mission, which would lock them again at the end. The burglary houses, in general, are very disappointing. You can't put pickups inside or they get deleted. Random peds spawn in your safehouse and get freaked out. Also, only a few burglary doors are in fixed locations. Most of a mystery I don't think anyone fully understands.

 

I'm sorry. I don't know why the code doesn't work. It's been years since I worked on these. For a long code like that I don't think I'd trust anything other than code.bin to implement it correctly. From there I'd have to do the math to figure out what went wrong. Those codes are each independent of each other; one code unlocks one house. You could try entering smaller sections of code to see where the error lies.

 

Hm... If you entered that code as is then it's missing a master code.

That's probably the case here. I didn't enter a master code, but I had entered the "unlock bayside burglary houses" code that said to put a master code, but I didn't and it still worked. It's not that the code has no effect, it's that my game won't even start up... Anyways,  I'm guessing there isn't one mega code that unlocks every burglary house, it's all separate? It's not very useful but definitely interesting wandering around in them. There are unused burglary houses as well. 

 

Also, can you spawn more than one pick up in the Big house? I tried to do so and nothing appeared, BUT it did warp the queen's wardrobe to the house. Speaking of spawning things in the big house, is it possible to put a save disc in it? Sorry I'm bombarding you with questions.And my guess is that you can't create a custom enex on a random building in any city that leads to the big house with a save disc, and an enex out. Basically creating another safehouse, and if it IS possible it will probably take a crapton of work. Or if you have another method that involves using the enex of a burglary house to warp to the big house and go from there. 

 

I also tested the "Police homie access" code. It worked, but is there a code where Homies can go in every interior and not just the police HQ's?

 

Lastly, barely any of the links you posted back then are working sites anymore, expecially the little guide you posted for getting huge codes onto an AR-Max. For example, domain expired.

 

 

Also, on a side note... do you have any clue of a code that removes all of the player's weapons? I just want a camera in my inventory but obviously the glitch where you have the two girlfriends and reset the game file... yeah.

 

 

edit: I turned one of the weapon codes for spawning in the big house off and nothing is still spawning. the warp works, but no weapons are spawning in the house.


OrionSR
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#290

Posted 19 October 2015 - 03:38 AM Edited by OrionSR, 19 October 2015 - 03:45 AM.

A simple unlock code might be useful in another context. These are often workshop type codes. I could grab one line that unlocks a particular door and mix that with a line that changes where it goes, and maybe even unlock the garage while I'm at it, all preceded by the master code, of course. You'll get the hang of that quickly. A more complex operation is adding a "joker" to your cheat. A joker is a set of codes that checks if a condition is true, usually a set of buttons are pressed, and then executes a section of code. Sometimes you don't want the code looping constantly, it should run once and stop until needed again.

 

The pickup codes usually have a conditional joker to make sure they are changing the correct pickup. Each pickups can be in either of two addresses in memory, depending on if your game was started after loading a previous save. If so, 4 standard pickups are missing (fast food extinguishers and a sniper rifle near the crop duster above the SF airport). Once you figure out which offset it correct for your save the pickup codes are less complex. Pickups are always tricky. It's hard to tell what is where except for what was created when the game first started.

 

Something to keep in mind with AR-Max codes: The only thing AR-Max can do is change what information is stored in static memory addresses. It can't execute game code to perform complex operations. If we  want to open the door we need to unlock it ourselves, one door at a time usually. There are multi-write strategies that sometimes makes it possible to loop through a data set, but in the case of enexes that would stomp over far too much information. Everything has to be pre-coded ahead of time. The codes can't vary much based on the information they find. This severely limits the flexibility of the codes.

 

It is possible to move a save disk from one location to another. The Chain Game strategy was to move the Queens interior's save disk to the Big House and then redirect the Queens exterior to the Big House interior. IIRC, the strategy I posted was to redirect wardrobes to the Big House and use the Big House wardrobe for changing clothes. More than likely I posted codes to move the Queens disk to the Big House. If not we can work that out. The coordinates are stored in global variables. We can calculate their addresses and encode the coordinates into new codes.

 

I think player weapons are in dynamic memory where we can't get at it with AR-Max. This could be accomplished by editing the save. If you can copy saves to your memory card there are other options not normally available to PS2 players.

 

There is information available that would allow you to change where homies can access. But it's a one code at a time sort of deal.

 

It's possible to completely rework an unused enex into a new entrance, but the code won't save. Perhaps that's an option you'd like to try. It'd be tough without PC or mobile versions to experiment on. AR-Max doesn't offer many options to provide in-game coordinates.


Veigar
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#291

Posted 19 October 2015 - 03:44 AM

What is the joker then? It just includes the code and nothing else.

 

But anyways, if there are codes that open every interior to gang members and not just the police HQ's , that'd be pretty awesome. As well as a code that deletes your entire weapon inventory too?

 

Also, a funny thing- I put in the mission only interiors code and it worked fine. I entered Jizzy's place through the skylight and exited through the skylight... I had some weird results with the sky in the over world. It was White with black, and looked pretty eerie, as if it was a really black fog too. It's the type of lighting you get with certain interiors. Also if you don't mind my asking, since there ARE markers in the game that take you to sweet and ryder's places, (though they are in the hidden interiors universe), is it possible to move them to the overworld in front of their houses? 

 

And when you told me about Edison Carter's codes, I found some things like "replace Sex shop in LV with brothel 0" but they were one way and also v1. If there are fixes... 


OrionSR
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#292

Posted 19 October 2015 - 04:07 AM

Some answers were added to my previous post.

 

A joker is something like:

If this address equals this value

then execute X number of lines

 

Which usually is implemented as:

If the value at the button press address equals the combination calculated by the webpage (R1 + L3)

then execute my commands

 

Which web pages are down? You can link to the post using the button in the upper right of the message.

 

I'm glad you found the glitch with exiting through the skylight. Yeah, that similar to falling out of an interior, but more of the planet is visible than normal. Using another enex should clear things up. That is a standard glitch, people don't usually notice while focused on the mission. The entrance marker has an incorrect flag. That's an advantage of redirecting enexes over rewriting them. The enexes usually have the correct settings for their location so we just need to link to them to make things work.

 

It's been a while since I've been to Sweet and Ryder's houses. IIRC, their interiors are not solid, mostly, so there wasn't much practical value to their use. Linking an exterior door to their house would be easy, but moving that exterior to their front door isn't easy, wouldn't save, but could be done. It'd be a long code. Probably not worth it without code.bin lists to help.


Veigar
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#293

Posted 19 October 2015 - 04:27 AM Edited by Veigar, 19 October 2015 - 04:28 AM.

Cheat Code Updates using codelist.bin

The process is:

  • Load OmniConvert http://www.herrvilla...om/omniconvert/
  • Include a working (M) Code in the list (included at top in codes below).
  • Paste all the RAW codes into the left panel - include text Titles on the line before the cheat.
  • Set the game ID and region.
  • Enter a Game Name - anything; it's just a text title for the menu.
  • Make sure the Input type is Unencrypted Standard.
  • Set the Output type to Action Replay MAX (may not make a difference for codelist.bin)
  • Select File, Save As ARMAX (.bin)...
  • Filename must be "codelist.bin" to be loaded as updated codes.
  • Copy codelist.bin to the root directory of a USB memory device.
  • Delete/Rename/Move the MAXsettings folder.
  • Remove all memory cards or other sources of settings for ARMAX.
  • Plug the USB memory device into the PS2.
  • Start ARMAX - it will load quickly without all the other codes.
  • Choose the cheats to be active and start the game.

 

 

This is an example of something I need but difficult because the link you gave is broken. It's the automatic code adding and not manually.

 

I've been scouring this thread for homie related codes, but all I have found is them being allowed into the cop HQ's. Anything about things like allowing them into safehouses/burglary houses? I also have not found anything for adding a save disc into the big house, only moving the one in Dogg's mansion.

Do you have any other places other than queen's and the 24/7 to relocate to the big house interior?


OrionSR
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#294

Posted 19 October 2015 - 05:25 AM

Oh, OmniConvert. Um... Google it. I'll let you experiment with the updated releases. It looks like someone made a v1.1.1 to fix an issue with newer OSs, and I saw a link somewhere to an R2 version of 1.1.1.

 

Looks like the cool joker page is down. We'll eventually need to find another reference.

 

Normal unlock codes look like this: 00000040

The homie access unlock codes look like this: 00000041

 

Were only tweaking the upper of two flag bytes, so the 0100 and 4000 hex reference below look like 40 and 01 instead. Add them together to get 41 as enable with group members.

BIT HEX   DEC NAME                  DESCRIPTION
00 0001     1 unknown interior      Only used for interior markers
01 0002     2 no door animation     Disable walk through door animation
02 0004     4 create linked pair    Pair with unflagged mate during new game start
03 0008     8 reward interior       Sets flag 0010 on pair mate when used
04 0010    16 used reward entrance  Set by accessing reward interior
05 0020    32 cars and aircraft     Enable for cars and aircraft
06 0040    64 bikes and motorcycles Enable for bikes and motorcycles
07 0080   128 disable on foot       No foot traffic (use for cars and/or bikes only)

08 0100   256 accept NPC group      Group members accepted at destination of pair
09 0200   512 no fade in            Disable Fade In
10 0400  1024 unknown burglary      Set on Bayside and Temporary Burglary doors
11 0800  2048 disable exit          Player can enter but cannot exit a two-way pair
12 1000  4096 burglary access       Enabled and disabled during Burglary
13 2000  8192 entered without exit  Set by Entrance, Cleared by Exit; Applies to one side of a two-way pair
14 4000 16384 enable access         Enabled by default; often cleared by scripts
15 8000 32768 delete enex           Enex is deleted when used 

If you want to tweak an enex to allow cars or bikes then you need to subtract 1 from the hex address of the write code.

 

So for LSPD use 00C99260 instead of 00C99261.


Veigar
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#295

Posted 19 October 2015 - 05:36 AM Edited by Veigar, 19 October 2015 - 06:19 AM.

Okay, with this in mind, can I use a random burglary house to test the enexes on? I'll pull it from your earlier post. (like 2008 type of earlier)

 

So...

 

Paridiso Burglary:

 

index is 111, Raw ntscv2 is 00C9AC65 00000040

 

taking into account the id that allows homies is 00000041

 

do I just change the end of the code where it's 0 to 1? so it'd make  00C9AC64 00000040?

 

edit: gosh darn. the game froze when i touched the marker.well, I'm still ambitious!

 

Also, a better example. The bayside unlock code.

 

Ntscv2 raw.
 

 

10C99E90 00004160
10C99ECC 00004004
10C99E18 00004004
10C99E54 00004004

 

How can I edit this properly to make it the ID's that accept homies into it?


OrionSR
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#296

Posted 19 October 2015 - 06:37 AM Edited by OrionSR, 19 October 2015 - 06:45 AM.

Oh, good example. But you don't want to change the address without also changing which flags are set. The next example is better as both flag bytes are set.
 
00C9AC65 00000040 is writing one byte (00 in 00C9AC65) to the address C9AC65. The byte to write is 41. The 3 leading 00 bytes in 00000041 are ignored in an operation to only write one byte.
10C99E90 00004160 is writing two bytes (10 in 10C99E90) to the address C99E90. The bytes to write are 4160.

 

The flags are easy to break out in hex.

0x4000 - enable access

0x0100 - allow NPC group

0x0060 = 0x40 + 0x20 = allow bikes and motorcycles, and cars and aircraft

 

Here's the full map of an enex record for reference.

0x00 character[7]        Name of Enex string
0x07 byte                nul terminator of string (00)
0x08 float               XinMin (X - X width/2)
0x0C float               YinMax (Y + Y width/2)
0x10 float               XinMax (X + X width/2)
0x14 float               YinMin (Y - Y width/2)
0x18 float               Z in Coord + 1.0
0x1C byte[4]             (unknown) possibly related to unknown Rot1??  - cannot decode
0x20 float               X out Coord
0x24 float               Y out Coord
0x28 float               Z out Coord + 1.0
0x2C float               Out Angle
0x30 word                door flags
0x32 byte                Interior number
0x33 byte                Sky
0x34 byte                Time On
0x35 byte                Time Off
0x36 byte                I2 (unknown)
0x37 byte                (unknown)
0x38 dword               destination address 

More information on enexes can be found in the Enex Documentation topic.


Veigar
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#297

Posted 19 October 2015 - 06:48 AM

Ah, I see. So why are only the burglary houses from san fierro included? Where's Las Venturas and Los Santos?

 

Also, funny thing. If you manage to get territories in the other areas (SF and LV) going into a burglary house may spawn gang members you can actually recruit, haha! It's funny.

 

Annnd... something interesting to you. You know how some interiors bind music to the background? Well... with AR-MAX, is it possible to add music to your choice interior? Bet that's a thought you've never had before!

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#298

Posted 19 October 2015 - 07:02 AM

The burglary interiors included on these lists is a limited set with fixed coordinates. Most of the burglary interiors, even those in SF, are generated by an unknown means. I think this set was just the beta test and was left in place when a larger program was implemented.

 

As a matter of fact, no. Modifying the audio didn't occur to me. There is nothing in the save file that deals with audio so it's not the sort of thing I would have tried to adjust.


Veigar
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#299

Posted 19 October 2015 - 07:13 AM

The burglary interiors included on these lists is a limited set with fixed coordinates. Most of the burglary interiors, even those in SF, are generated by an unknown means. I think this set was just the beta test and was left in place when a larger program was implemented.

 

As a matter of fact, no. Modifying the audio didn't occur to me. There is nothing in the save file that deals with audio so it's not the sort of thing I would have tried to adjust.

Aw, does that mean the other cities burglary houses can't be unlocked?


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#300

Posted 19 October 2015 - 07:27 AM

It means... I do not know how to unlocked the dynamic burglary houses with AR-Max. Maybe we could re-write a cheat code to perform this function, but I don't know how to do it.

 

I looks like I never posted a code to move the Queens Save Disk to the Big House interior. Would you like to take on this challenge? If so I'll dig up the coordinates, global variable numbers for PCv2, and index that you'll need to work with. You might be able to work out these codes with a programmer's calculator, like the mode available on Window's calculator. I find it easier to work with spreadsheets even though I need to go through the extra step of converting back and forth between hex and decimal formats. For simple codes I'm good with a calculator, but as soon as things get big or start to repeat I switch to spreadsheets. Otherwise I'm liable to have a lot more errors in my codes.

 

And it looks like I never posted a v2 enex address map. That's definitely a job for spreadsheet.





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