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GTA Liberty City Stories Mobile Modding

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MAJEST1C_R3
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#61

Posted 20 December 2015 - 08:36 PM

 After removing multiple objects in indust.ipl, the game crashes

 

EDIT: It's definitly using the IPL and IDE's

mMTfBpb.jpg

 

In consoles classic IPL system was used for placing all collisions (and dynamic models like lampposts) so this game crash does not mean anything. Try to change coords of static object like road or building. If after that you got only collision moved away - we certainly got WRLD map system

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gamerzworld
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#62

Posted 20 December 2015 - 08:57 PM Edited by gamerzworld, 20 December 2015 - 09:00 PM.

 

After removing multiple objects in indust.ipl, the game crashes
 
EDIT: It's definitly using the IPL and IDE's

 
In consoles classic IPL system was used for placing all collisions (and dynamic models like lampposts) so this game crash does not mean anything. Try to change coords of static object like road or building. If after that you got only collision moved away - we certainly got WRLD map system

 

Then I have some bad news. Moved the hospital down Z, the model didn't move but the collision is now under the model.

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MAJEST1C_R3
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#63

Posted 20 December 2015 - 09:04 PM

 

 

After removing multiple objects in indust.ipl, the game crashes
 
EDIT: It's definitly using the IPL and IDE's

 
In consoles classic IPL system was used for placing all collisions (and dynamic models like lampposts) so this game crash does not mean anything. Try to change coords of static object like road or building. If after that you got only collision moved away - we certainly got WRLD map system

 

Then I have some bad news. Moved the hospital down Z, the model didn't move but the collision is now under the model.

 

Sorry but ...... f*ck!!!! :devil:

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thehambone
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#64

Posted 20 December 2015 - 09:27 PM

Is anybody willing to share a few savefiles with me? I want to do some research on the data stored in those files and I don't have the game yet (I have an Android device).


Sorry for asking again -- I didn't get much of a response when I asked a few pages back.

sharpie_eastern
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#65

Posted 20 December 2015 - 09:49 PM

LCS save file: (After home sweet home)

http://www.mediafire...b26new/SAVE.rar

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HM128
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#66

Posted 20 December 2015 - 09:56 PM Edited by HM128, 20 December 2015 - 10:11 PM.

 

screen

 

In consoles classic IPL system was used for placing all collisions (and dynamic models like lampposts) so this game crash does not mean anything. Try to change coords of static object like road or building. If after that you got only collision moved away - we certainly got WRLD map system

 

But who cares, maybe standard objects in gta3.img and IPL are leftovers?

Some can make batch file based on IDE's, convert by The Hero dff thing and run, maybe it will work.

 

Problem could be, when some want to mod the mobile LCS if the World system is used.

 

 

Worlds looks similar to 3D captures, when people wants to get models from some game.


MAJEST1C_R3
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#67

Posted 20 December 2015 - 10:50 PM

Problem could be, when some want to mod the mobile LCS if the World system is used.

 

Yeah. Seems to be VCS mobile will use WRLD map system too


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#68

Posted 20 December 2015 - 11:00 PM

Hopefully the android versions will have symbols. That should be helpful.


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#69

Posted 20 December 2015 - 11:06 PM

Android. In a few weeks... or so.

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#70

Posted 20 December 2015 - 11:08 PM

At least we figured out and wrote tools for TXDs and DFFs in a matter of 2-3 days. We've done pretty good work already I'd say, we can allow ourselves a short rest ;)


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#71

Posted 21 December 2015 - 02:00 AM Edited by CartmanKusanagi, 21 December 2015 - 08:30 AM.

Until we figure out the values of gtalcs.set, I found a way to bump the FPS cap from 30 to 60 for older iPhones. It will essentially fool LCS into thinking it is being played on an iPhone 6S (Plus).

The only catch is that this involves using Cydia, so you'll have to jailbreak your device to get it to work. Tested with my iPhone 6 Plus; it should work fine on older devices, but I can't 100% guarantee anything.

1) Download "Anywhere!" from Cydia and open the app once your device resprings.

2) Open the "Virtual machine" tab and select "Modify the iPhone series model". There is an iPad option, but it won't help since the app doesn't have an option for the Pro yet (which also has the 60FPS cap).

3) Select iPhone 6S (or 6S Plus). It will give you a list of apps to choose from. Select GTA LCS.

4) The game should be capped at 60FPS now. However, since all iPhones below the 6S have weaker hardware in comparison, the performance won't be consistent; you may not even notice it at first. Try going to a less populated area (i.e the beach at Salvatore's mansion) or make the camera face downwards to see the effects more clearly.

gamerzworld
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#72

Posted 21 December 2015 - 02:06 AM Edited by gamerzworld, 21 December 2015 - 02:13 AM.

The set file is in the same location as the saved games (var/mobile/Containers/Data/Application/5D664900-41EB-B6C9-B9A0977F4976/Library/Application Support). Structure is similar to VC's set file. Here's what I've documented so far:

3478853956.png

 

I have attempted to change some of the graphics controls that look similar to the locations in the VC set file. Unfortunately as I'm running this on an old iPhone 4s, I can't really tell if the  draw distance, frame limiter, etc. controls have any effect.

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thehambone
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#73

Posted 21 December 2015 - 03:52 AM

I've begun some basic documentation of the GTA LCS save format using the file that sharpie_eastern provided. Its structure appears to be much simpler than files created by its predecessors, only writing a fraction of the data that III/VC/SA write to their save files. Here's what I could gather by just looking at the file (no testing or comparison with other files):

The file is broken into the following sections:
SIMP - SimpleVars
Contains general information about the state of the game, such as the save name, game time, current island/safehouse, etc.
 
SRPT - Scripts
Stores information pertaining to main.scm, including the global variables and current state of the running threads.

GRGE - Garages
Garage data. Vehicles and their colors, special properties, position, etc. Though it's hard to say exactly what is stored here without testing.

PLYR - Player Info
Player properties such as health, armor, money, etc.

STAT - Stats
Game statistics.

The Hero
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#74

Posted 21 December 2015 - 02:40 PM Edited by The Hero, 21 December 2015 - 03:13 PM.

Concerning the engine...I've been looking at the PS2 mdl format today and I can pretty safely say that these files and the iOS dffs were created/are to be used by the same engine, which is *very* similar to RW but not RW. The mdl contents are extremely similar to RW structs in memory so mdl files are nothing more than a (clever) memory dump of internal dff data. R* Leeds probably slimmed down RW 3.1, implemented some things themselves for the PSP and later ported it to PS2. For some reason they went away from the mdl format with the iOS release, but I'm pretty sure the PS2 game should be able to read the dffs (although maybe the code is removed from the release build due to not having been used).

Similarly the chk files seem to be a dump of the TXDs we now have.

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ShadowRageEX
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#75

Posted 21 December 2015 - 04:00 PM

The shelby and spider are Hellenbach GT and Deimos SP, respectively. They are still ingame.

 

The shelby and spider are Hellenbach GT and Deimos SP, respectively. They are still ingame.

It might be their BETA name's :p

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The Hero
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#76

Posted 22 December 2015 - 12:00 AM Edited by The Hero, 22 December 2015 - 12:03 AM.

I just took a look at the code that reads DFFs and found super cute what I saw there: it looks like a slimmed down mini RW engine (based on RW 3.3 it seems). Most noticeably there are no plugins, all plugin data (or rather what is normally stored in plugins) is contained in the base structs. The structs however are not the same ones used in PS2 mdl files. Either the mdl files are more complicated than I had thought or they simply used even smaller structs on the PS2. Assuming the android version will have symbols we'll soon know more about this.

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mancl692
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#77

Posted 22 December 2015 - 12:52 AM

Man you guys are awesome keep up the great work. But if the game comes to windows wont most work go to waste?


gamerzworld
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#78

Posted 22 December 2015 - 03:58 AM

Man you guys are awesome keep up the great work. But if the game comes to windows wont most work go to waste?

...what gives you that idea?

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#79

Posted 22 December 2015 - 07:49 AM Edited by mancl692, 22 December 2015 - 07:50 AM.

Man you guys are awesome keep up the great work. But if the game comes to windows wont most work go to waste?

...what gives you that idea?

True my mistake if the game ever does come to PC we can get mods right from the get go

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#80

Posted 22 December 2015 - 06:00 PM

The new android HUD is just ugly. Like paint job.


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#81

Posted 22 December 2015 - 09:17 PM Edited by XEPOMAHT007, 22 December 2015 - 09:36 PM.

Read/Edit mobile textures LCS are support in TXDF***er + HEX Editor (i'm not testet - no IOS devises)

579577cee071.jpg

0833a9324903.jpg
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HM128
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#82

Posted 23 December 2015 - 01:39 AM Edited by HM128, 23 December 2015 - 01:41 AM.

Nice Xepomaht nice... the girl was original file or it's your addon?


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#83

Posted 23 December 2015 - 02:20 AM

Nice Xepomaht nice... the girl was original file or it's your addon?

xJBJgwX.png
I'm pretty sure that's the vanilla remake of the Fun Bags poster. Although I'm not completely sure...


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#84

Posted 27 December 2015 - 05:41 PM Edited by The Hero, 27 December 2015 - 09:21 PM.

A few people have looked at the TXD files now (I did too now) and I think we can say pretty safely that they are broken (and unused anyway). There is no swizzle bitmask like in the PS2 game. Otherwise the iOS TXDs are pretty much the same as the PS2 chk-TXDs.
 
EDIT: I wrote a converter now: http://aap.papnet.eu.../lcstxdconv.exe.
But see the main thread: http://gtaforums.com/topic/752450-rel-renderware-file-converter/
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Ss4gogeta0
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#85

Posted 01 January 2016 - 09:20 PM Edited by Ss4gogeta0, 01 January 2016 - 10:12 PM.

so while browsing the IOS textures (thanks to a little blue hedgehog) I found an HQ version of the GTA SA cutscene (Beta) Glock 9mm

hxGca6V.png

wonder what other goodies they have ;)

[edit]

here is another updated thing... the default GTA Colt :p

WjwLuGw.png

[Edit2]

Now... where have I seen this before?

i4QHKCJ.png

Spoiler
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Lacrix84
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#86

Posted 02 January 2016 - 08:46 AM

Is it possible to convert all the textures from Textures_PVR to PNG automaticly?


Ivan1997GTA
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#87

Posted 02 January 2016 - 10:17 AM Edited by Ivan1997GTA, 02 January 2016 - 11:47 AM.

Is it possible to replace audio files (i.e. radio stations)? I know the station files are MP3s, but has anyone tried replacing a radio station with some other MP3 file?


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#88

Posted 02 January 2016 - 02:50 PM Edited by GtaFanatik, 02 January 2016 - 02:50 PM.

Is it possible to replace audio files (i.e. radio stations)? I know the station files are MP3s, but has anyone tried replacing a radio station with some other MP3 file?

I've did it in VC android and worked perfectly. If the file structure is the same then it should work. Make a backup of the original MP3 (just in case), rename your MP3 to the same as the radio station (respect the upper and lowercase letters, otherwise it may not work) and replace it.
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Ss4gogeta0
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#89

Posted 02 January 2016 - 05:18 PM

Is it possible to convert all the textures from Textures_PVR to PNG automaticly?

dunno, ive been doin each by hand

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#90

Posted 03 January 2016 - 01:41 AM Edited by thehambone, 03 January 2016 - 01:47 AM.

The iOS version contains 3 more global variables than the PS2 version. The first new global variable in iOS is inserted at $7. I'm not sure what $7 is used for on iOS, nor am I sure where the other two have been inserted, but they're probably pretty far down the line. Most of the iOS variable numbers are offset by 1 when compared to the PS2 version's. For instance: $PLAYER_CHAR = $536 on PS2, but $PLAYER_CHAR = $537 on iOS.

For iOS:
$8 = Player X coord
$9 = Player Y coord
$10 = Player Z coord
$125 - $157 = weapon ammo
$159 = current weapon
$160 = wanted level
$161 = armor
$162 = money
$534 = current outfit
$537 = player character handle




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