Opius 9 Posted August 3, 2003 Share Posted August 3, 2003 (edited) Alright, I'm sure many people have found new opcodes for Bartons editor, but didn't make topics for fear of cluttering the boards. So, for now, post any opcodes you find, or incorrect descriptions of opcodes, along with a new or corrected description, and people can use them until Barton releases another version of his editor. Here are mine so far. 057E: clear_radar 1? This makes the radar completely grey. Used during the stadium events. 0507: camera_has_interference 1? Creates static on the screen as an overlay. Used in the elevator cutscene of "G-Spotlight". 04C7: camera_has_scanlines 1? Creates green scanlines and a frame counter on the screen as an overlay. Used at the golf course, and during the "Rub Out" cutscene. Corrections 02D3: boat 10784?? drive_to 171.0578! 942.3843! 6! This opcode is incorrect, I suggest changing it to 02D3: car $stinger drive_to -936.5! -282! 10.5! offroad as the vehicle goes to the place 'as the crow flies' ignoring obstacles. Edited August 3, 2003 by opius Davve95 1 Link to post Share on other sites
Barton Waterduck 0 Posted August 3, 2003 Share Posted August 3, 2003 (edited) Corrections 02D3: boat 10784?? drive_to 171.0578! 942.3843! 6! This opcode is incorrect, I suggest changing it to 02D3: car $stinger drive_to -936.5! -282! 10.5! offroad as the vehicle goes to the place 'as the crow flies' ignoring obstacles. Not in GTA 3. In GTA 3, any car controlled with this opcode would go bonkers with the stearing going right and left 10 times a second, going in a strait line anywhere but where you programmed it to go. I have not tested this in VC. There is another tested way (tested a couple of days ago): 00AF: set_car <car> driver_behaviour_to <code> bits breakdown code0000 = go nowhere0001 = follow roads, go backwards if anything in the way (1)0010 = kill the player (2)0100 = drive against the player, stop when near (4)1000 = drive, ignore road paths (8) Rockstar never used opcode 02D3 with cars in VC or GTA 3. I have not tested these driver behaviour codes with codes that tells the driver to drive to a specific point. They work like this if the driver is instructed to drive around at random. Thanks for the other opcodes. Edited August 3, 2003 by Barton Waterduck Link to post Share on other sites
brokenfish 3 Posted August 3, 2003 Share Posted August 3, 2003 how do i "find" new opcodes? are they those (unknown) ones? Link to post Share on other sites
sleeper777 0 Posted August 3, 2003 Share Posted August 3, 2003 (edited) 053F: unknown_car $CAR_ID flag 0? this one should be changed to 053F: car_tires_invulnerable $CAR_ID flag 0? (true) credit goes to tbm2k's notes in his database i use this with my proofing code so none of my cars get flats even with the tire shredders... Edited August 3, 2003 by sleeper777 Link to post Share on other sites
sleeper777 0 Posted August 3, 2003 Share Posted August 3, 2003 0331: unknown_player $PLAYER_CHAR set_fast_reload 1? i changed to this 0331: toggle player $PLAYER_CHAR fast reload 1? but i have yet still to get this to work early in the game... iwonder if another onknown checks to see if this is set before you do phils mission... oh well back to the research Link to post Share on other sites
brokenfish 3 Posted August 4, 2003 Share Posted August 4, 2003 053F: unknown_car $CAR_ID flag 0? this one should be changed to 053F: car_tires_invulnerable $CAR_ID flag 0? (true) credit goes to tbm2k's notes in his database i use this with my proofing code so none of my cars get flats even with the tire shredders... i just saw that today, was going to post it. guess you beat me but i think you can shorten it to 053F: $CAR_ID tires_invulnerable 0? (true) is the flag part necessary? if it is then sorry, im not experienced yet Link to post Share on other sites
Barton Waterduck 0 Posted August 4, 2003 Share Posted August 4, 2003 how do i "find" new opcodes? are they those (unknown) ones? those unknown ones, the ones without any description and opcodes with description that you have tested yourself and found to be doing stuff different from the description or that have a "misleading" / inaccurate description. There are lots of opcodes with stuff like set_car <car> flag <flag> and set_actor <actor> flag <flag>. These opcodes have no meaning whatsoever, so they need better descriptions. There are also opcodes that has "control codes", like the 00AF: set_car <car> driver_behaviour_to <code> that makes the opcode to lots of different stuff depended on what the control number is. Most of these control numbers are unknown. I have not been searching for or testing unknown opcodes for weeks. Been doing other stuff. There are probably more new opcodes to be found in tbm2k's database. Link to post Share on other sites
spinnie 0 Posted August 5, 2003 Share Posted August 5, 2003 (edited) 0423: unknown_car <car> amount <float> Would be something like : 0423: improve_car_handling <car> by <float> Originally it's used only in "The Driver" and in "Alloy Wheels of Steel". Edited August 5, 2003 by spinnie Link to post Share on other sites
Barton Waterduck 0 Posted August 5, 2003 Share Posted August 5, 2003 0423: unknown_car <car> amount <float> Would be something like : 0423: improve_car_handling <car> by <float> Originally it's used only in "The Driver" and in "Alloy Wheels of Steel". What does it do exactly ? What float values can be used ? Link to post Share on other sites
spinnie 0 Posted August 5, 2003 Share Posted August 5, 2003 It improves handling for a car by a given factor. It's used with The Driver, Hillary's Sabre Turbo gets 1.5! And in Alloy Wheels of Steel the Angles get 2! Link to post Share on other sites
brokenfish 3 Posted August 5, 2003 Share Posted August 5, 2003 04EC is still unknown in vice mission builder 0.21. at tbm2ks database, it says its how much of each class of vehicle is spawned there. not my discovery, but i thought it would be useful. hey spinnie, if the car handling is improved too much, do you think the cars would roll over when cornering? i think hilary flipped over once because i nudged him while he was turning. Link to post Share on other sites
Demarest 24 Posted August 6, 2003 Share Posted August 6, 2003 hey spinnie, if the car handling is improved too much, do you think the cars would roll over when cornering? i think hilary flipped over once because i nudged him while he was turning. OT: I would think that to be a good thing. The Driver is one of the more challenging missions in the game. Link to post Share on other sites
brokenfish 3 Posted August 6, 2003 Share Posted August 6, 2003 ...more challenging... not if youre a good driver Link to post Share on other sites
BodyBumper 0 Posted August 6, 2003 Share Posted August 6, 2003 (edited) 02DB: set_boat XX?? speed_to 6! Should be changed to: 02DB: set_car XX?? speed_to 6! Because in some cases the boat is actually a car. Edited August 6, 2003 by BodyBumper Link to post Share on other sites
brokenfish 3 Posted August 6, 2003 Share Posted August 6, 2003 if its in some cases, then wouldnt vehicle be more appropriate? sorry, just making suggestions... Link to post Share on other sites
Demarest 24 Posted August 6, 2003 Share Posted August 6, 2003 ...more challenging... not if youre a good driver To clarify, the phrase "more challenging" is relative, not absolute. So skill has nothing to do with it because you'd be better at ALL missions that relied on driving skill. Since Hillary drives an special Sabre Turbo while you're stuck with the Admiral, this job is MORE challenging. As for your vehicle comment before, they're discussing codes that VC and Mission Builder understand. You can't just go throwing in whatever words you think sound better. I wasn't going to say it before because I would just be adding to the clutter. But since I can see you're eager to get your name up in this thread you clearly cannot contribute to, I feel I have to share it with you. Opius started a very good thread and posts like ours are only watering down how useful it really is. So anybody who posts on this that isn't about opcodes and what they do shouldn't be posted. So even if you insist on smearing your feces all over this once again, I am hereby pledging to those who will benefit from this thread that I will not post on it again unless I have something to add that is on topic. Link to post Share on other sites
JasonB 0 Posted August 6, 2003 Share Posted August 6, 2003 Since Hillary drives an special Sabre Turbo while you're stuck with the Admiral, this job is MORE challenging. actually you have a sentinel Link to post Share on other sites
spinnie 0 Posted August 6, 2003 Share Posted August 6, 2003 (edited) Demarest, good call, let's not turn this thread into another one filled with chaos. To get back on track : 01EC: unknown_car <car> flag 1? I'm not sure how to name this one, but when one turns it on (1?) and starts driving like a madman, crashing into upcoming cars, then one doesn't lose controll of the wheel. In other words, you keep going straight while the car you crashed into goes of the road like normal. With bikes it makes falling off a bit rarer, but not impossible. Maybe it would something like, make_car_heavier ? dunno (images tell more then words, here's a movie (5.7MB)) Edited August 6, 2003 by spinnie Link to post Share on other sites
Barton Waterduck 0 Posted August 6, 2003 Share Posted August 6, 2003 02DB: set_boat XX?? speed_to 6! Should be changed to: 02DB: set_car XX?? speed_to 6! Because in some cases the boat is actually a car. In what mission ? I did a search for it and I only found boats used with it. Same goes for gta 3. Link to post Share on other sites
BodyBumper 0 Posted August 6, 2003 Share Posted August 6, 2003 (edited) In what mission ? I did a search for it and I only found boats used with it. Same goes for gta 3. That is true that the only "vehicles" that uses that particular code is boat but the same code does work for any car in the game example I did two tests one with the FBIRANCH and I set the speed at 0 and the other at 100 and it worked like it should without any crashes. 1 00A5: 9208?? = create_car #FBIRANCH at XX?? XX?? XX? 0175: set_car 9208?? z_angle_to XX??0224: set_car 9208?? health_to 3500&02DB: set_boat 9208?? speed_to 0! 2 00A5: 9208?? = create_car #FBIRANCH at XX?? XX?? XX? 0175: set_car 9208?? z_angle_to XX??0224: set_car 9208?? health_to 3500&02DB: set_boat 9208?? speed_to 100! Edited August 6, 2003 by BodyBumper Link to post Share on other sites
Barton Waterduck 0 Posted August 6, 2003 Share Posted August 6, 2003 In what mission ? I did a search for it and I only found boats used with it. Same goes for gta 3. That is true that the only "vehicles" that uses that particular code is boat but the same code does work for any car in the game example I did two tests one with the FBIRANCH and I set the speed at 0 and the other at 100 and it worked like it should without any crashes. 1 00A5: 9208?? = create_car #FBIRANCH at XX?? XX?? XX? 0175: set_car 9208?? z_angle_to XX??0224: set_car 9208?? health_to 3500&02DB: set_boat 9208?? speed_to 0! 2 00A5: 9208?? = create_car #FBIRANCH at XX?? XX?? XX? 0175: set_car 9208?? z_angle_to XX??0224: set_car 9208?? health_to 3500&02DB: set_boat 9208?? speed_to 100! As long as Rockstar didn't do that, I don't see any reason why I or anybody else should do that. It doesn't crash the game, true, but it's still not a very good idea. I'm not changing those particular codes without a very good reason. Link to post Share on other sites
brokenfish 3 Posted August 7, 2003 Share Posted August 7, 2003 (edited) As for your vehicle comment before, they're discussing codes that VC and Mission Builder understand. You can't just go throwing in whatever words you think sound better. I wasn't going to say it before because I would just be adding to the clutter. But since I can see you're eager to get your name up in this thread you clearly cannot contribute to, I feel I have to share it with you. Opius started a very good thread and posts like ours are only watering down how useful it really is. So anybody who posts on this that isn't about opcodes and what they do shouldn't be posted. So even if you insist on smearing your feces all over this once again, I am hereby pledging to those who will benefit from this thread that I will not post on it again unless I have something to add that is on topic. ok ok i get it. yeah i am sorry for adding useless things. ill add useful things from now. heres one, i hope... 04BA: unknown_car $car *! $car is the car that is created, and the * indicates the speed of the car. this is used during cutscenes. if you set the speed too high for kens admiral in the intro cutscene, for example, he will crash into the wall rather than turning into the alley and parking. you will still be let go though. i ended up standing on top of the roof of the car. this isnt in the database either, i double-checked to be sure. i hope nobody else found that before, otherwise im going to take another beating from demarest... Edited August 7, 2003 by brokenfish Link to post Share on other sites
Barton Waterduck 0 Posted August 7, 2003 Share Posted August 7, 2003 (edited) As for your vehicle comment before, they're discussing codes that VC and Mission Builder understand. You can't just go throwing in whatever words you think sound better. I wasn't going to say it before because I would just be adding to the clutter. But since I can see you're eager to get your name up in this thread you clearly cannot contribute to, I feel I have to share it with you. Opius started a very good thread and posts like ours are only watering down how useful it really is. So anybody who posts on this that isn't about opcodes and what they do shouldn't be posted. So even if you insist on smearing your feces all over this once again, I am hereby pledging to those who will benefit from this thread that I will not post on it again unless I have something to add that is on topic. ok ok i get it. yeah i am sorry for adding useless things. ill add useful things from now. heres one, i hope... 04BA: unknown_car $car *! $car is the car that is created, and the * indicates the speed of the car. this is used during cutscenes. if you set the speed too high for kens admiral in the intro cutscene, for example, he will crash into the wall rather than turning into the alley and parking. you will still be let go though. i ended up standing on top of the roof of the car. this isnt in the database either, i double-checked to be sure. i hope nobody else found that before, otherwise im going to take another beating from demarest... What you said is very interresting. Any codes that can change the car handlings are very interresting. You should test it more. It doesn't have to be related to the speed of the car. If the car goes faster, it could be related to anything that makes a car go faster, like acceleration, mass, grip or anything else. If it isn't going faster, but crashes into the wall, it could be related to the stearing or the navigation (the car paths). Saying it changes the speed without testing it properly is like jumping to conclusions. EDIT: WOW!!! YOU DID IT!!! YOU FOUND IT!!! It sets the speeds of ANY cars instantly. Even the car the player is driving. It makes lots of stuff possible, like NOS mods, gear change mods, flying cars mods, cruise control mods, bad car engine mods... Edited August 7, 2003 by Barton Waterduck Link to post Share on other sites
TbM2k 0 Posted August 7, 2003 Share Posted August 7, 2003 So thats why i wrote in the comment: "used after 04a2 'fly_to'", it simply sets the speed of the helicopter in some missions (instantly) so the helicopter is already flying at full-speed when the game fades the mission in... (you know, this mission where you have to shoot out of the helicopter) http://vice-city.gibteshier.de/?search=04ba&show=all But i was not very interested in trying this opcode to see what it really does, so i left it at only one comment and nothing else... Link to post Share on other sites
spinnie 0 Posted August 7, 2003 Share Posted August 7, 2003 Wh00h00, that's one mystery solved. Let's all get cracking at those other unknowns. Who knows what's all still possible. Link to post Share on other sites
sanangeles 0 Posted August 7, 2003 Share Posted August 7, 2003 I'd thought jump in and post something. I was messing about with the awesome speed code, it works really well with boats and heli's. Boats just shoot off, even on the land, like some force is pushing it, and fly in the air until it slowly hits the water. And look, I was pulling up on the helicopter, I even manged to leave the invisible helicopter "roof". Screenshot here: http://www.sanangeles.net/heli1.jpg Link to post Share on other sites
Demarest 24 Posted August 7, 2003 Share Posted August 7, 2003 While everyone is rushing to their new VC mods involving brokenfish's discovery, I have but one humble question: do these codes work for GTA3? Link to post Share on other sites
TbM2k 0 Posted August 7, 2003 Share Posted August 7, 2003 (edited) last used opcode in gta3: 0452 so 04ba cant be used because it isnt doing anything in gta3 (like all other opcodes above 0452) i think they simply crash GTA3... Edited August 7, 2003 by TbM2k Link to post Share on other sites
brokenfish 3 Posted August 7, 2003 Share Posted August 7, 2003 (edited) wait. i dont get it. what did i 'discover' thats so important? were you people 'looking' for this code (barton said IT)? could we make it so that once a key is pressed/held down, we could use that one code to speed up the vehicle? (off topic, please dont bash me demarest ) why dont you stay with vc modding? i think its better than gta3 (opinion). Edited August 7, 2003 by brokenfish Link to post Share on other sites
TbM2k 0 Posted August 7, 2003 Share Posted August 7, 2003 Some people needed such an opcode to set the speed of a vehicle by themselves so they can do mods which "affect" the car-speed (not only by decreasing it until the car stops) You can now press a key and simply "boost" your car to maximum-speed or just have an "automated" driver that pushes the speed-button for you (in this modern cars, you press a button and the car stays at this speed) Endless possibilities... (up to now we only could READ how fast a car was) Link to post Share on other sites