Sweet! I'm already tracking size of main to positively IDs script versions. Version differences within a console system don't effect the base template. It'll make more of a difference once I start working in constants for global names. 010 scripts on the other hand, are highly version dependent. An end thread instruction shouldn't be hard to find for PCv2, but my confidence is much lower for Android.
I was using pointers > 0xA0000000 to test for Android saves. iOS saves are within the range of PC pointers but quite a bit higher. For iOS, maybe the pointers are higher because the offsets are actually higher, but I've only one save strand of known iOS saves so I can't draw any conclusions.
I have failed to install my custom main.scm so that it loads as I'd hoped. I'm pretty sure I'm doing it right as .dat files are loading as expect. I can probably use custom maps. at least I could before. But for some reason the new main isn't working. Maybe they patched it out. So... I'll try another shortcut. Fire up a mission and run a cleo script that loads up a task sequence that is never applied, then trigger whatever activates the checkpoint save. And then work up a checkpoint 1 script so I don't need to do anything for the mission. And if that doesn't work, I'll try pasting my modified mission into the retry save created for that mission.
And it looks like I'm going to need to go back and work in your updates or I won't know if there's anything new. Yeah, Seemann's right. We need a github page.
TaskTest - Task sequence is loaded but not applied by cleo immediately after starting Nines and AKs. Then it waits for a few seconds before triggering this checkpoint 1 save.
0615: define_AS_pack_begin 2@ 078F: task_climb -1 flag 1 07CD: task_char_slide_to_coord -1 coord 2440.58 -1979.89 14.2 angle 270.0 radius 4.0 07C9: task_complex_pickup_object -1 object $3140 0850: task_follow_footsteps -1 char $PLAYER_ACTOR 0859: task_walk_alongside_char -1 char $PLAYER_ACTOR 085B: task_set_kinda_stay_in_same_place -1 to 1 0A1D: task_hand_gesture -1 char $PLAYER_ACTOR 0616: define_AS_pack_end 2@
tVehicle instead of PlayerCars
add local int IsMissionSave = 0;
And... broke on too many objects. This was a drive-by save so I was expecting it to parse if I did it right. Wonder what went wrong.
Oh wait. It's IsMissionSave for isCheckpointSave. Still broken though. Fixed! I think.
Woah. This save has 418 enex entries so I had to tweak the enex max loops a little. Currently at 500. I wonder what the max entries is for Android. I suppose I should check it out and verify my IPL mods still work on Android.
for(i, EnexFlag = 0; i < 500; i++)