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Cheat Code Creation

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OrionSR
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#211

Posted 03 May 2013 - 04:33 AM

Well that doesn't make any sense. Was the code still running during your tests or did you save and reload without the codes?

But if you want to have an asset someplace else that's fine by me. If I give you the coordinates will you do the math required to do the code? It's not too tough, multiply by 8 and convert to hex; 3 times, once for each coordinate.

I urge you to reconsider where you want the asset. And either way, you'll need to be more specific.

GTASAddict
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#212

Posted 03 May 2013 - 04:52 AM

Even though it may not make sense, it's true and you can test it yourself if you don't believe me. On the test card (beginning of game), I activated it, went into the casino, saw no asset and left. I came back to check again and it froze. No time to save. On my main card (100% completion), I activated it, found the asset and saved.

Well, I'll try to do the math (how else will I learn?), but I'd like to ask if you'll correct my errors if I make any?

To be more specific, I want it under the cross on the right.
user posted image

OrionSR
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#213

Posted 03 May 2013 - 06:39 AM Edited by OrionSR, 03 May 2013 - 06:46 AM.

I think the problem you are having with the Four Dragons asset is being caused by the codes running while you are playing. The game is trying to add value to the asset and the code keeps setting it to zero again. The code is also overwriting the time stamp value used to determine how long it's been since CJ has been near the added value can be determined. For most pickups this probably won't make a difference, but assets are a different matter.

A lot of my codes probably shouldn't be running during the tests or game play. I know it's a pain on PS2 because the save slots are so limited, but if you get strange results, or even as a general policy, the changes should be saved and loaded again without the cheat codes running constantly in the background. An exception would be any codes that are jokered with button presses.

Blackfield Arch
X = 1544.5
Y = 676.25
Z = 11.325

I'll do the Z coordinate for an example. You may need to adapt these instruction for different OS versions. I'm using XP x64.

Select the coordinate value above and copy it into the clipboard (or write it down and type it).
Load the Windows Calculator usually found on the Start>All Programs>Accessories menu.
Choose Scientific (or Programmer on Win7) from the View menu.
Make sure the Dec radio button is selected.
Edit, Paste the coordinate (or type it in).
Multiply by 8 (press "*" then "8" them "=", you got this part, right?)
Select the Hex radio button (the Calculator will drop the decimal portion automatically).
Record the value displayed as a 2 byte "word" (5A becomes 005A).

IIRC, you are playing on a v1 restart save so the original Four Dragon's code is:

Four Dragons Asset #549
E0080225 006B71C8
20807610 00000000
20807614 00000000
20807618 000061A8
2080761C 00000000
20807620 1FCE3CD7
20807624 61A81F08
10807628 000004FA
0080762C 00000010

These are the address lines that need adjusting. (RATE is the value increase rate, currently 25000, or 0x61A8.)
20807620 YYYYXXXX
20807624 RATEZZZZ

This line has the same value rate and the new Z coordinate.
20807624 61A8005A

Repeat these steps for X and Y. Good luck.

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#214

Posted 03 May 2013 - 08:14 AM Edited by GTASAddict, 04 May 2013 - 03:43 AM.

Success! However, my methods were different than what you instructed. There is no Windows Calculator on my computer; only Windows Calender, Defender, Contacts, DVD Maker, Installs Cleanup, Mail, Media Center, Media Player, Meeting Space, Movie Gallery, Movie maker, Photo Gallery, Update & Live are all the Windows documents on my computer.

My method was to multiply 1544.5 by 8 thus amounting to 12356. Once then, I divided 12356 by hex thus amounting to 0X3044. Next, I multiplied 676.25 by 8 thus amounting to 5410. Once then, I divided 5410 by hex thus amounting to 0X1522. With this, I altered the code and it was functional. I went to the area, the spinning dollar sign was there, but it would entail no dollar quantity, so I got wasted, went back and the game froze. Subsequently, I reloaded the code, saved, shut the game off, went back to the area and it functioned like any other asset.

The below codes are for games with the Restart Game Index. Don't use them with the 4 Dragons asset because they'll either overwrite each other or cancel each other out. Additionally, the LS Studio Nightstick will cease to exist

Blackfield Chapel Asset #549
NTSC V1 Raw Format
E0080225 006B71C8
20807610 00000000
20807614 00000000
20807618 000061A8
2080761C 00000000
20807620 15223044
20807624 61A8005A
10807628 000004FA
0080762C 00000010

Blackfield Chapel Asset #549
NTSC V1 Action Replay Max format
RDR3-4U03-4Z95N
7TH1-7656-R0JV3
AUMK-PD2U-9XBQU
BVT6-90ER-26FJ0
C43P-C8H5-4YKZR
PFWY-40NV-AMCMA
4MBC-RMMZ-8X9Y6
EH1K-0WCG-DMYRR
UMRM-883D-M7323
XDKV-M454-UVGY5
03AH-5PBC-9K2T7

OrionSR
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#215

Posted 03 May 2013 - 08:47 AM

Qapla! Nicely done.

Which version of Windows doesn't include a calculator? That seems ridiculous. Oh well, adapting the instructions is probably more informative anyway. The calculator method is not really my preferred strategy anyway. I'd much rather use a spreadsheet, but it would certainly help to have a semi-manual way to make the calculations so you have something to compare with spreadsheet results. If you don't have Excel available then you may want to consider downloading a version of OpenOffice that includes Calc. It's free, safe, and the spreadsheet I've been using for the last several years.

You should label your code something like Blackfield Chapel Asset #549. Keep the index identifier (#549) as this should allow people to distinguish which of my codes was altered since one will overwrite the other. Also note that the original pickup was the LS Studio Nightstick so nobody should be surprised when it goes missing. You are probably thinking this is just for you but there it is published right up there.

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#216

Posted 03 May 2013 - 09:51 AM Edited by GTASAddict, 05 May 2013 - 06:26 AM.

Come to think of it, it's probable (if not definite) that I have a Windows Calculator and just don't know how to pull it up. Also, I'll make proper revisions to my last post.

It appears these codes are to be activated, saved, and then the game is to be reset without the code in effect for them to function properly. Otherwise, the game might crash. As you said, the code tries to reset the dollar value to zero while the effects try to increase it, thus crashing the game. Also, do not use with the 4 Dragons asset or they'll either overwrite each other or cancel each other out. Additionally, the LS Studio Nightstick will cease to exist.

Some test codes I formulated & ported through mixing & matching:

These three below are for games with the Fresh Game Index:

Blackfield Chapel Asset #550
NTSC V1 Raw format
E0080229 006B71C8
20807690 00000000
20807694 00000000
20807698 000061A8
2080769C 00000000
208076A0 1FCE3CD7
208076A4 15223044
108076A8 000004FA
008076AC 00000010

Blackfield Chapel Asset #551
NTSC V2 Raw format
E0080229 006B795C
20808220 00000000
20808224 00000000
20808228 000061A8
2080822C 00000000
20808230 1FCE3CD7
20808234 15223044
10808238 000004FA
0080823C 00000010

Blackfield Chapel Asset #552
PAL V1 Format
E0080229 006B72C8
20807790 00000000
20807794 00000000
20807798 000061A8
2080779C 00000000
208077A0 1FCE3CD7
208077A4 15223044
108077A8 000004FA
008077AC 00000010

These two below are for games with the Restart Game Index:

Blackfield Chapel Asset #553
NTSC V2 Format
E0080225 006B795C
208081A0 00000000
208081A4 00000000
208081A8 000061A8
208081AC 00000000
208081B0 1FCE3CD7
208081B4 15223044
108081B8 000004FA
008081BC 00000010

Blackfield Chapel Asset #554
PAL V1 Format
E0080225 006B72C8
20807710 00000000
20807714 00000000
20807718 000061A8
2080771C 00000000
20807720 1FCE3CD7
20807724 15223044
10807728 000004FA
0080772C 00000010

I can't test the above codes (I lack the essentials) so I hope someone else might.

By the way, do you think it would be possible to design your own missions for PS2?

OrionSR
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#217

Posted 05 May 2013 - 08:40 AM Edited by OrionSR, 05 May 2013 - 08:42 AM.

QUOTE (GTASAddict @ Friday, May 3 2013, 02:51)
By the way, do you think it would be possible to design your own missions for PS2?

It's probably not possible to make a mission with cheat device codes due to the limited memory available for cheats. If it was possible, the mission would be little more than a cut-scene. Custom car models or skins isn't a practical idea for the same reason.

Custom missions are possible on PS2, but it's not a practical idea. Last I heard the standard method involves burning a new DVD with custom scripts installed, and to run the non-PS2 disk you near a dev model PS2 or a PS2 with a mod chip... and IIRC the mod chips are illegal so... that a pretty solid dead end; on GTAForums at least.

But even with the dev model it's still a pain to burn a new disk for every test so you end up using a PS2 emulator, and you need a really good computer to run a PS2 emulator. The mission would need to be written on PC anyway, so you may as well do most of the testing on PC, and if you've got a working mission on PC then why go through all the hassle of converting it to PS2 if no one will ever try it but you, just to prove it's possible.

Occasionally PS2 modders come through the modding forums (hint, they only sort-of put up with cheat device codes in this sub-forum).

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#218

Posted 06 May 2013 - 02:09 AM

What about altering the gang recruitment weapon? When I recruit an unarmed Grove member, he receives a weak 9mm pistol. Skiller has a recruit anyone with AK's and a recruit anyone with rocket launchers code, but I don't want to recruit anyone, I'm Grove 4 life. Not to mention Grove has poor aiming with Ak's and commits friendly fire with rocket launchers.

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#219

Posted 06 May 2013 - 02:36 AM

It should be possible to alter which weapon the peds get from a recruit anyone cheat, but it sounds more like you just want different gang weapons.

If you spray all the tags then grove members should get an SMG or Desert Eagle (also carry knifes) instead of the 9mm or Micro-SMG. I've never really paid attention of what they pull out when recruited. I usually look for someone holding the weapon I want them to have before recruiting.

Changing the gang weapons should be pretty easy. So easy I'll bet it's been done before. Gang weapons are right up ric-013s alley. I'll bet he's published cheats for this if it wasn't already in the Skiller database.

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#220

Posted 06 May 2013 - 02:57 AM

Wow, BabeRuth told me you made the default gang weapons slot codes, not Ric. Maybe Ric knows how to change the recruitment slot.

The problem with Desert Eagles & MP5s is Grove often misses with them; the problem with Knives is as they say: "Don't bring a knife to a gunfight". With all the shotguns (regular shotgun, sawed-off shotgun, & spaz12/combat shotgun) Grove has perfect aiming always, so I changed all 3 weapon slots to the shotguns. I just find it annoying having to drive around to find a wielder, so I wanted to change the recruitment weapon slot too.

Grove wields regular shotgun, sawed-off shotgun, & spaz12/combat shotgun
2081B294 0000001B
2081B298 0000001A
2081B29C 00000019

Another question: could it be possible to joker 6 gang weapons instead of 3? Example: Save the code above, make a new code with different weapons; this time with a joker, save it and while the joker is active, you get the 2nd set of 3 weapons and while the joker is deactivated you get the 1st set of 3 weapons.

OrionSR
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#221

Posted 06 May 2013 - 06:45 AM Edited by OrionSR, 06 May 2013 - 06:47 AM.

My memory on these codes is pretty fuzzy. I found the base address in my documentation and a comment from ric hinting he was going to post gang weapon codes but I didn't dig any deeper to see what got published. It just seems like the kind of thing that I'd find in memory, work out formula to make changes, and pass on to ric to work into his gang war codes. Also, ric and skills used to have a tendency to give me full credit for codes they wrote based on my initial documentation, which often seems overly generous in my opinion.

Yeah, sort of. Create 3 different jokers with 3 different weapon sets. Which ever one was used last would leave it's settings in the save file.

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#222

Posted 06 May 2013 - 07:58 AM Edited by GTASAddict, 16 May 2013 - 10:33 AM.

By not giving you whole credit, wouldn't that be considered as bad as copyright infringement?

I notice you discard a currently existing pickup (example: LS studio nightstick) when you create new ones. Why do you do that?

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#223

Posted 06 May 2013 - 08:00 AM

there's a limit to the number of items.
All modifications to the game belong to Rockstar, et al. It's in the EUL.

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#224

Posted 06 May 2013 - 03:27 PM

It's not so much an issue of copyright or even plagiarism as how to get along with everyone else. On several occasions ric-013 and skills have asked permission to post modified versions of my codes. I consider this a courtesy. They often offer me full credit for the codes, but I feel the modified versions to be their codes. It's a matter of perspective. I'd be happy with "these codes are based on original codes by..." and a link to the originals. These strategies of giving credit where credit it due leads to greater cooperation and a sense of accomplishment for everyone as the knowledge and code base is expanded.

The limited room available for new pickups is indeed a concern, especially for new games when all the horseshoes, snapshots, and oysters are in place, but more of a concern is knowing exactly which pickup record can be modified. On PS2 it is difficult to tell where any pickups are except the default ones that are always available at the beginning of the game. The save disks and two-player pickups are regularly destroyed and recreated, and may end up in a different pickup slot. New pickups are added from Helena, collections, assets, and missions. Players would not be happy if the pickup codes messed up these pickups so specific and less useful pickups are targeted for replacement.

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#225

Posted 06 May 2013 - 10:34 PM

When I formulate codes here with your pointers, it's common sense (by reading our posts) that you were the muscle behind the production. However, I do cite you the credit on other topics where I reference your codes. I've seen variants of your codes allover the internet with no citation and little to no advice on the codes. That thievery can't be condonable.

Do you have a list of all currently existing pickup code values (such as the Bayside dildo or Ryders backyard shovel) because I want to create random pickups (such as an asset at the Big Spread Ranch and a heat seeking rocket launcher at Verdant Meadows) and it seems you must sacrifice a currently existing pickup first.

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#226

Posted 07 May 2013 - 12:31 AM Edited by OrionSR, 07 May 2013 - 07:51 AM.

Yeah well... that's bound to happen. Shame on them and I hope you and other gtaf members will continue to set a better example. If someone tries that crap around here I suspect someone will make our expectations clear. And if they refuse I suspect I might be able illicit an intervention by the moderators. But as far as the whole internet is concerned there isn't much anyone can do, and there are more pressing concerns than obscure codes for a zillion year old game.

No, I do not have a list of all the pickups. An brand new PS2 game with CJ standing in the alley has 565 pickups in a pool that can hold 620. I could re-upload my super-fresh starter save for reference. The Japanese save editor will list the indexes for this fresh save, but it's easy enough to subtract 4 to get the indexes required for your restart save. It would be difficult to find the global variable for each pickup to use for a fresh vs restart conditional check, but you should be able to reuse any of the conditional checks for other pickups to get the same results (if pickup A matches a restart save then so will pickup Z).

I could also make suggestions for likely candidates for replacement, although many of the ones I have in mind are probably already included in my pickup code list. I think I posted codes for almost 50 altered pickups. Do you really need more than that? If not then it will be a lot easier to modify the existing codes than calculate a new series of addresses.

Pickup Changes post

Super-Fresh In the Beginning Save for PS2v1
*a fresh save with no dropped pickups from peds

Added because my Xbox keeps overheating...

Reviewing the list of changed pickups. It looks like I used the trim list we used to squeeze more of our favorite pickups into the custom CG saves. Mostly flowers, canes, and cameras. Notes on the existing pickup change codes:

Big House Parachute #385 - RS Haul Trucking Cane: I hate this pickup. It's always in the way.
SF Firehouse Bribe #526 - Doherty Wall Bribe: this one actually belongs over the Palomino Creek Broken Bridge.
Disco Toy #228 - LV Ball Park Shovel: I regret this one. There should be a shovel in the dugout.
Disco Toy #276 - SF Stadium Rifle: This is inside the stadium object where CJ can't get at it.

SFPD Interior: Don't let your eye bleed when I post script codes, the extra info may be useful (the global variables are correct for PS2v1). If you aren't using the SFPD interior then these 5 pickups are available for reuse. Our strategy was to connect the Dillimore PD to the SFPD interior, so we added a health pickup and left all these in.

CODE
$3179 = Pickup.Create(#NITESTICK, 15, 223.8347, 120.4458, 1010.212) //SFPD                      
032B: $3180 = create_weapon_pickup #COLT45 group 15 ammo 35 at 263.2531 109.7859 1004.625  //SFPD
032B: $3181 = create_weapon_pickup #CHROMEGUN group 15 ammo 30 at 228.3176 114.433 999.0215  //SFPD
$3338 = Pickup.Create(#BODYARMOUR, 15, 264.2632, 117.0737, 1008.813)  //SFPD
$3340 = Pickup.Create(#BODYARMOUR, 15, 215.8489, 126.0831, 1003.226)  //SFPD

Using the Japanese save editor, you can get the index of the pickup from the value of the global variable (script tab), but for pickups a conversion is necessary. Example: the index of the SFPD nightstick is stored in $3179. The value in hex of $3179 is 0x0002015A. The 0002 part is... extra, I'm really not sure what it does but ignore it at take just last 4 digits, 0x015A, and convert to decimal (346). Scroll through the pickup list to ID 346 and you'll find the nightstick. The coordinates almost match, but the pickup coordinates will have been rounded down to the nearest 1/8th.

CODE
$3031 = create_weapon_pickup #MOLOTOV group 15 ammo 10 at 2832.0 2405.0 18.0 // Creek Mall Roof

This was probably the last new-to-me pickup I came across. I made note of it because it's a pain to access without a jetpack or aircraft so I thought it was fairly useless.

Some of the sniper rifles are in pretty useless positions (top of Jefferson Hospital, top of Four Dragons Casino). You basically need a jetpack to get to them, but if you spend any time sniping the jetpack disappears and then you need a parachute to get down.

The pickup map in the Japanese save editor is too small to be very useful. I usually use the SAM Java Map with weapons and gifts enabled. This web app gives me a security warning but I trust the authors and run the map anyway (this is The Map for GTA Network, the parent network of GTAForums). What I like about SAM is it provides the coordinates for the pickups, which can be used to identify the pickup in the scripts or save file. And it zooms, which is the main drawback of the map in the save editor. Note that there are no molotovs at 0,0,0 but otherwise the pickup map is pretty accurate. Um... I guess it doesn't show interior pickups.

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#227

Posted 16 May 2013 - 09:53 AM

I'm trying to locate the code values for beta/deleted missions (The Truth Is Out There, Roadside Assistance, Impounded, etc) and am having no luck. I located (thanks to Skiller) the mission select code addresses ( http://www.codemaste.....sion Mods.htm ) and the digits ( http://www.codemaste...ionMdDigits.htm ), but not the code digits for the erased missions. Is there an alternative way to reintroduce these missions or am I pipe-dreaming?




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#228

Posted 16 May 2013 - 10:33 AM

QUOTE (GTASAddict @ Thursday, May 16 2013, 09:53)
I'm trying to locate the code values for beta/deleted missions (The Truth Is Out There, Roadside Assistance, Impounded, etc) and am having no luck. I located (thanks to Skiller) the mission select code addresses ( http://www.codemaste.....sion Mods.htm ) and the digits ( http://www.codemaste...ionMdDigits.htm ), but not the code digits for the erased missions. Is there an alternative way to reintroduce these missions or am I pipe-dreaming?

I only know the TTDISA mod (Things To DO IN SAN ANDREAS) and even so it's an adaptation of the missions, but pretty fun anyways.
But I only could make it work with an original copy on windows xp. Actually it was the reason I bought my second copy of San Andreas for since my first one I played it so much the CD became unreadable. suicidal.gif cry.gif devil.gif tounge2.gif biggrin.gif
I tried following the instruction for windows 7 but no luck, good thing though it works on virtual PCs like vmware and virtualbox.
Plus you will need to start a new game, although I think there are saved games already for it.

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#229

Posted 16 May 2013 - 10:48 AM

I appreciate you responding, the only problem is I play on the PS2 because I dislike PC controls.

OrionSR
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#230

Posted 16 May 2013 - 06:46 PM Edited by OrionSR, 16 May 2013 - 06:48 PM.

Pipe-Dream, sorry. The codes for these missions don't exist in the script. As I understand it, the codes for these missions were created from scratch using unused audio, text strings, and possibly animations -- although from what I've seen the author often had to borrow cut-scene animations from other missions and they never quite worked right with the dialog.

If you are really curious about what is included in the standard game scripts for PS2 you could copy the script files from the DVD to a computer and decompile them with Sanny Builder.

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#231

Posted 16 May 2013 - 07:31 PM Edited by GTASAddict, 16 May 2013 - 09:51 PM.

I have my sights set on another project; replacing the Los Santos police with Tenpennys ped model and the Las Venturas Police with Pulaskis ped model. Most interestingly, I don't think Hernandez has a ped model (otherwise, I'd include him in San Fierro) because he only appears in cut scenes. Any pointers?

As for your Sanny Builder suggestion, I'll try to decipher how to achieve it on my own. If I can't, I'll solicit your assistance; if you don't mind.

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#232

Posted 16 May 2013 - 10:18 PM

It looks like the Hernandez is model #267 (0x010B).
http://wiki.sa-mp.com/wiki/Skins:New

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#233

Posted 18 May 2013 - 12:48 AM Edited by skills, 3 weeks ago.

Note: Its best to use these codes after all 3 cities are open and you own the property the codes are replacing.
Its best to only use one code per save file


Safe house to burglary or unused interior warp/move safe house interior. After testing a few of the burglary house addresses from the enex source and destination table. I finally found the 3 Los santos burglary interiors I've always wanted access to outside of doing the burglary missions. I connected them to 3 of the safe houses. No save disk are in these interiors: its best not to try moving a save disk in these interiors that being that cops, peds and gangs can spawn in them.

When they are connected to safe houses the burglary exits go on a timer appearing at 23:00 to 5:59, some of the exits appear at all hours.In order to not completely loose the safe house interior/save point. I moved the save interiors to other locations, and you can save at these new locations. Sweet!

 

edit: I removed all of the burglary house interiors except one. 
Special warning: Being that these codes are replacing safe house interiors and the save disk for those houses, unforeseen problems might happen. Like mixing these with other warp codes, other cheat device codes, playing story missions, burglary and other R3 sub missions, using button cheat codes, etc. After testing all of that I haven't come across any problems so far. As with all saves it's best to copy your saves to another memory card and add save able codes to that copied version, this way if you come across any problems with these or any codes. You'll still have your original saves to go back to. That's what I do with my ntsc v1 and ntsc v2 saves. 

ntsc v2 special edition, greatest hits, trilogy. below

 

R1+down. camel toe house is
LA big house
starfish casino big green/white 24-7 store
is camel toe house
09KU-E082-42TED
729R-G6X6-K0D9K
5ZZ5-XEXJ-RT27V
62UV-Q8A6-54WMT
 
R1+left. jefferson is
LAHSB3 greenish house
east mulholland 24-7 store
is jefferson house
20HD-5NX7-CF5WN
BBBZ-8W1H-1X2E0
Y20C-PY9W-PG6TH
Y2AF-4ZPW-K9V30
 
R2+up. prickle pine house
is LA Big house
LS Betting shop is prickle pine
7KXD-Z36E-P4RKV
K3N6-6CEE-18MEP
N87D-M06N-QBPAB
PQM2-8DJ4-93PJ9
 
L2+right. Hashbury house is
wu zi mu house
Jiniper hill binco is hashbury house
T54V-NX5X-8RHNK
MCV7-N2V8-DMTB1
HRN0-BT9E-ME3EM
DP8H-DC3P-T8RE0
 
R2+down. white wood estates
is LA big house
Redsands east 24-7 store is
white wood estates
ACAH-P1F1-9W7HP
XV9H-JD80-W2XHJ
VEW5-WZ7A-8DJFT
4E06-FR1N-300C0
 
R1+right. prickle pine is
LA big house
Atrium north is prickle pine
Atrium west is wu zi house
J393-6YEB-6ZJEX
K4NM-RBUU-RCFJ0
N87D-M06N-QBPAB
NFDX-UMJ1-9KAHE
C008-A33E-7QMXT
03AH-5PBC-9K2T7
 
R1+up. queens house is
woozie mu house
SF Garcia burgershot is queens
44TJ-P98Z-4Z42X
WG3R-H9JX-E8FNT
3PN1-7GPE-95WH0
XGQB-F7UC-3UEKZ
 
R2+left.calton heights house
is LA big house, calton house is
colonel fuhuberger's east beach house
F3A1-N1K4-75KZ9
T1YF-GMNK-MJ5QN
972E-CFR1-75UZT
639P-EXMB-RDUZM
 

credit: OrionSR for the enex source and destination chart. Big props dude, I wanted access to these LS interiors for a long time. Don't quote this reply, too long for quotes.


OrionSR
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#234

Posted 18 May 2013 - 02:23 AM Edited by OrionSR, 18 May 2013 - 02:41 AM.

Nicely done, but I can't take credit for your codes. I'll take thanks for the source and destination table but these are your codes. If they cause problems you'll have to answer for them.

Sorry, my enex notes are very old and incomplete. This area was one of my first save investigations and I didn't really have much of a clue what was going on at the time.

Burglary interiors are odd creatures, and in my opinion, not appropriate for save houses. Any pickup in a burglary interior is destroyed when CJ exits. So if you moved a save disk to a burglary house it would get deleted when he leaves, which might trigger a save screen that exits to the interior that wouldn't be visible or solid so CJ would be left falling 1000 meters to the ground below. Kind of funny really. It might be worth a shot just for the massive base jump. It might be manageable since the disks get recreated after each save or mission, but you couldn't use the same disk twice in a row, maybe. Either way it can't be good to have a disk missing. So yeah, be careful with the burglary interiors.

Added: Nice tables. icon14.gif

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#235

Posted 18 May 2013 - 01:39 PM

Out of El Corona, Verona Beach & Santa Mario Beach, Verona Beach yields the most worthless safe house (because it lacks a garage), thus making it expendable (in my opinion), so I implemented your LAHSB2 code to make it worth something.

The only weapon that spawned inside was a baseball bat and it only spawns once, then never again. I also tested this during Burglary missions and shockingly, police can enter the interior unlike other burglary interiors.

A little off subject (though not really), but I never understood what spurs the whole replacement line thing. Other devices (Codebreaker - all versions & Gameshark - all versions) don't give replacement lines no matter how many times you run them through Omniconvert. Action Replay Max seems to be the only device that entails them. Another thing I notice: When you save too many codes to your database and try adding a new one, it often says "it already exists" (even though it doesn't), so I try to combine as many similar codes into one as possible. I wonder if the other devices (I don't own any of them so I can't test them) have this problem.

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#236

Posted 19 May 2013 - 07:22 AM

A "replacement line" is simply an alternate version of the 1st line of an AR-Max code. I'm a bit confused about why replacement lines might be needed. I'm guessing that if enough codes are entered then sometimes AR-Max will think a code has already been entered. Something like; this is code ID 12 but ID 12 is already being used, so generate a new 1st line and try again. Maybe.

I'm not really sure what's included in the 1st line. Converting just the 1st line will yield the game ID and region, and an error regarding directory codes (folders?). But decrypting the codes without the 1st line will still produce the game ID and region, and partial decryption of the lines, so it's not strictly an encryption key. So, um... I guess it's a Meta Line that contains any information AR-Max needs to sort and organize the code in it's database.

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#237

Posted 20 May 2013 - 12:27 AM

Regarding the game ID's, I found it fascinating how the official AR-Max site speaks of the game ID's whereas the official Gameshark website does not. Codebreaker was discontinued before I involved myself in this industry, so I can't comment on them. Anyway, this leads me to believe AR-Max replacement lines are related to the game ID's and that the other devices don't use them. Many a times, I felt "deja vu" when first entering a new code. The lines get recycled, obviously. And what all you said too.

As for Skills's code, I decided not to save it after typing my previous post having thought back to the gang code I mentioned on another topic. I saved that code (to all my backup memory cards not realizing the impending doom - next time will uses Skills professionally made code) and what's done is done, so I thought this time.

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#238

Posted 20 May 2013 - 01:42 AM

"Replacement lines" is not a good description. What is offered are replacement 1st Lines, in case there is a conflict with the line included in the full code. Meta line might be more descriptive, but... I wonder if someone else has already given these a decent name. The game ID and region are part of the 1st line, but they are also part of all other lines.

Don't let my warning about skills be responsible for problems with the codes he wrote put you off. I was mostly trying to draw a distinction of who gets credit for the code. People often offer me far too much credit when they use information or code examples I publish to create new codes. These new codes are theirs, and they deserve the credit, as well as the responsibility.

The codes look good however. The alternate interior doesn't include a save disk so those warnings don't apply. If there is a problem, or you decide you want the original back, it shouldn't be too much trouble to put the destination back to the original using data from the source and destination chart.

BTW, in order to reset the items in a burglary interior CJ must enter a different burglary interior. You mention that a bat only appeared once. Another bat, or something else might spawn.

You really should figure out how to use AR-Max to copy your saves to a USB device. Then you can backup your saves, as well enter large codes without typing them in.

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#239

Posted 20 May 2013 - 07:15 AM Edited by OrionSR, 21 May 2013 - 02:17 AM.

Determining In-Game Coordinates using the Jetpack cheat and a save editor

Jetpack Cheat: Left, Right, L1, L2, R1, R2, Up, Down, Left, Right
GTA:SA Save Game Editor v1.0 by Ryosuke: http://gtasamod.web....sase/index.html

PS2 players don't have an easy method to determine coordinates to use when modifying car generators, pickups, or other coordinate data. This method isn't terribly precise but should be reasonably effective. Some experimentation might be needed to get things exactly right.

Notes: I was looking into a bunch of calculations to determine the coordinates of the map marker, but the game does not record the Z coordinate, which makes that method impractical. It's also possible to learn in-game coordinates based on the player's location during a 3rd kill against ballas or vagos (gang war trigger) but that method isn't terribly practical for interiors. A big advantage to the jetpack/SASE method is that no calculations are needed.

If you have cheat device software that can copy bytes from one address to another (not AR-Max) then the code listed below should be easier to use.

QUOTE (Edison Carter)
X,Y,Z Coordinates

Weapon, Fashion, Property Budget Stats = X,Y,Z Coordinates
506FE7EC 0000000C
00802194 00000000
from http://www.cheatdevi...htm#coordinates
__________________________________________________________

Go to the location you want to mark and enter the jetpack cheat.
Drop the jetpack as close as possible to the correct position (it might take several tries to get it fairly close).
Leave the area as quickly as possible (if the jetpack doesn't disappear it will remain in memory until CJ returns to the area).
Save the game and export the save to your computer (more on that later).
Load the save with SASE, identify the dropped jetpack on the Pickup tab, and record the coordinates.

You can ignore the jetpack at the airstrip and underground base because the blip on the map will be highlighted at those locations, and they won't have the Dropped Jetpack flag checked. Other dropped jetpacks may also remain in the save, so a previous save to use for comparison might be helpful. Jetpacks dropped outside can be identified by clicking on the blip at that location on the map, but interior locations are seldom near where CJ enters.

Hopefully I have posted instructions for exporting a save using AR-Max somewhere in this topic, but the process is fairly straight forward. The tricky part is usually getting a USB memory device to be recognized by AR-Max. The multi-gig USB memory devices currently available may not work, or may need to be formatted for FAT32, or the even older FAT format before they can be used.

__________________________________________________________

Exporting Game Saves Using the AR-Max Max Memory Tool

Boot up the AR-Max disk and select the Max Memory utility. This option may not be available on all versions. For me it's displayed as an icon on the bottom row of the Action Relay Max Home screen between Expert Mode and DVD Region X.

Select My Devices from the MAX Memory Home screen.
Choose your memory card as the primary device.
Check the SanAndreas folder on the left panel.
Insert your USB memory into the USB port of the PS2. If it is recognized it will be blue and not grey.
Select Copy to MaxDrive on the right panel.
Answer Yes, to the "Are you sure...?" question.
Wait, and wait some more. It takes a while. The progress bar may not move while writing.
(If there is a problem you may need to delete all photos from your in-game gallery.)
When the screen is no longer blurry remove the USB memory device and stick it in a computer.
NTSCv1 players will find a folder called BASLUS-20946GTA50000.
Copy this folder to your hard disk for save keeping. If you repeat this process the folder may be overwritten.
Open the folder to find your saves. The saves will be named with a number for the slot, 2 spaces, the last mission name, and a .b extension.
__________________________________________________________

If the memory device is not recognized then you may need to reformat the drive as FAT (aka FAT16). Some people report FAT32 will work, this may be a version difference. Large capacity devices may not be able to use all available space. It might be possible to make a small FAT partition to use with AR-Max and have the other space available as another drive. I haven't tested this idea on a USB memory device though.

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#240

Posted 20 May 2013 - 09:36 PM Edited by GTASAddict, 20 May 2013 - 09:38 PM.

Okay, "Replacement first lines" is what I'll call them as to not confuse newcomers.

I misread your comment (and Skills' own as well) about Skills' codes being an advisory that disaster was foreseen, and I guess I took it out of context. Basically, I thought both of you were forecasting problems. Regardless, I temporarily forgot these codes can be overwritten shall that occur. In this case, I'll reload the code and save. I'd like to structure the codes aspects.

NTSC v1
L1+right.verona beach is
LAHSB2 mansion 2/unlock
E002F7EF 00700942<- Joker command, obviously.
Verona beach safe house code value. ->20C98F58 00C9C5F8<- Burglary interior code value.
00C9C629 00000040<- What are these values for?

I notice with conventional burglary that weapons vary when entering new houses and returning to the previous, thus this should be no exception. When I enter a new code, I copy (overwrite) my AR-Max file to my spare memory cards. As for the faster typing route, entering them manually with a controller is a hassle. I saw it mentioned to buy a USB cord, connect it to the PS2 & computer hard drive and that could enable entering them with a keyboard. Do you know of this "method" and if it works?

Regarding your second post on your second post, I understand everything except how to upload the save to my computer.




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