Cheat Code Creation
Posted 03 May 2013 - 04:33 AM
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.
Posted 03 May 2013 - 04:52 AM
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.
Posted 03 May 2013 - 06:39 AM Edited by OrionSR, 03 May 2013 - 06:46 AM.
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.
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
These are the address lines that need adjusting. (RATE is the value increase rate, currently 25000, or 0x61A8.)
This line has the same value rate and the new Z coordinate.
Repeat these steps for X and Y. Good luck.
Posted 03 May 2013 - 08:14 AM Edited by GTASAddict, 04 May 2013 - 03:43 AM.
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
Blackfield Chapel Asset #549
NTSC V1 Action Replay Max format
Posted 03 May 2013 - 08:47 AM
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.
Posted 03 May 2013 - 09:51 AM Edited by GTASAddict, 05 May 2013 - 06:26 AM.
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
Blackfield Chapel Asset #551
NTSC V2 Raw format
Blackfield Chapel Asset #552
PAL V1 Format
These two below are for games with the Restart Game Index:
Blackfield Chapel Asset #553
NTSC V2 Format
Blackfield Chapel Asset #554
PAL V1 Format
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?
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).
Posted 06 May 2013 - 02:09 AM
Posted 06 May 2013 - 02:36 AM
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.
Posted 06 May 2013 - 02:57 AM
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
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.
Posted 06 May 2013 - 06:45 AM Edited by OrionSR, 06 May 2013 - 06:47 AM.
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.
Posted 06 May 2013 - 07:58 AM Edited by GTASAddict, 16 May 2013 - 10:33 AM.
I notice you discard a currently existing pickup (example: LS studio nightstick) when you create new ones. Why do you do that?
Posted 06 May 2013 - 08:00 AM
All modifications to the game belong to Rockstar, et al. It's in the EUL.
Posted 06 May 2013 - 03:27 PM
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.
Posted 06 May 2013 - 10:34 PM
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.
Posted 07 May 2013 - 12:31 AM Edited by OrionSR, 07 May 2013 - 07:51 AM.
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.
| $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.
|$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.
Posted 16 May 2013 - 09:53 AM
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.
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.
Posted 16 May 2013 - 10:48 AM
Posted 16 May 2013 - 06:46 PM Edited by OrionSR, 16 May 2013 - 06:48 PM.
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.
Posted 16 May 2013 - 07:31 PM Edited by GTASAddict, 16 May 2013 - 09:51 PM.
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.
Posted 18 May 2013 - 12:48 AM Edited by skills, 23 March 2014 - 02:28 AM.
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
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.
Posted 18 May 2013 - 02:23 AM Edited by OrionSR, 18 May 2013 - 02:41 AM.
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.
Posted 18 May 2013 - 01:39 PM
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.
Posted 19 May 2013 - 07:22 AM
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.
Posted 20 May 2013 - 12:27 AM
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.
Posted 20 May 2013 - 01:42 AM
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.
Posted 20 May 2013 - 07:15 AM Edited by OrionSR, 21 May 2013 - 02:17 AM.
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
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.
- King Andreas likes this
Posted 20 May 2013 - 09:36 PM Edited by GTASAddict, 20 May 2013 - 09:38 PM.
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.
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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