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Opius

Opcodes for Bartons Editor (GTA3 + VC)

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Y_Less

 

0366: object $object destroyed

 

 

Only works, as far as I've tested, for run over or shot with the 9mm things, which would make sense as its used in the shootist in the gun range and on gun runner when you have to run over the crates and in Cone crazy to see if you hit a cone.

 

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Barton Waterduck

 

0366: object $object destroyed

 

 

Only works, as far as I've tested, for run over or shot with the 9mm things, which would make sense as its used in the shootist in the gun range and on gun runner when you have to run over the crates and in Cone crazy to see if you hit a cone.

I named it

0366: object $object blown up

because if an object is destroyed it doesn't exist anymore. I posted my latest findings here.

 

And I guess "blown up" wouldn't be accurate anyway if it's used in cone crazy.

Edited by Barton Waterduck

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Y_Less

Hmm, I thought I checked that list before I posted, I usually check that and the database before postin to see if its been found confused.gif

 

True about the destroyed thing, its not a very good name, what about:

 

 

0366: object $object demolished

 

 

0366: object $object smashed

 

 

(I had to use a thesarus for that!).

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Capushon

New ORP -

 

056A:   is_passed_intro

 

 

 

047A:   in_pizza_car $PLAYER_ACTOR847A:   NO in_pizza_car $actor

 

 

 

044A:   is_car_door_open $PLAYER_CHAR844A:   NOT car_door_open $PLAYER_CHAR044B:   is_car_door_open $PLAYER_ACTOR844B:   NOT car_door_open $PLAYER_ACTOR

 

 

for OPR 0469:

; 1 0 0 0 0 - #COP

; 0 1 0 0 0 - #SWAT

; 0 0 1 0 0 - #FBI

; 0 0 0 1 0 - #ARMY

; 0 0 0 0 1 - unknown

 

 

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PatrickW

great finds capushon cookie.gifcookie.gif

 

And thanx for the confirmation and clarification on 0469:

I'll edit the initial report on it.....

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Y_Less

Based on that list, could ; 0 0 0 0 1 be the undercover cops? Im not at home atm so I can't check.

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Barton Waterduck
New ORP -

 

056A:   is_passed_intro

 

 

 

047A:   in_pizza_car $PLAYER_ACTOR847A:   NO in_pizza_car $actor

 

 

 

044A:   is_car_door_open $PLAYER_CHAR844A:   NOT car_door_open $PLAYER_CHAR044B:   is_car_door_open $PLAYER_ACTOR844B:   NOT car_door_open $PLAYER_ACTOR

 

 

for OPR 0469:

; 1 0 0 0 0 - #COP

; 0 1 0 0 0 - #SWAT

; 0 0 1 0 0 - #FBI

; 0 0 0 1 0 - #ARMY

; 0 0 0 0 1 - unknown

056A and 856A is used all over the script, not just in the intro.

 

047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'.

 

044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so.

 

nice try (I guess)

 

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Capushon
056A and 856A is used all over the script, not just in the intro.

 

047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'.

 

044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so.

 

Test this itself!

 

:MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ЈЈMyTest_UnknownORP:Test_0100D6: if 0 047A:   in_pazza_car $PLAYER_ACTOR004D: jump_if_false ЈЈTest_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B:   car_door_open $PLAYER_ACTOR004D: jump_if_false ЈЈTest_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A:   is_passed_intro004D: jump_if_false ЈЈMyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ЈЈMyTest_UnknownORP

 

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Barton Waterduck
056A and 856A is used all over the script, not just in the intro.

 

047A and 847A is not used in the pizza mission. It's used in 'Rub Out' and 'The Party'.

 

044A, 844A, 044B and 844B have no references to any car and your suggestion about a car door may be true but I just don't think so.

 

Test this itself!

 

:MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££MyTest_UnknownORP:Test_0100D6: if 0 047A:   in_pazza_car $PLAYER_ACTOR004D: jump_if_false ££Test_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B:   car_door_open $PLAYER_ACTOR004D: jump_if_false ££Test_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A:   is_passed_intro004D: jump_if_false ££MyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ££MyTest_UnknownORP

 

Interesting. Pizza got turned into Pazza. Seriously, that code may return the values what you want but it doesn't proove what those opcodes do. They could return anything. This fake code here doesn't proove anything either:

:MyTest_UnknownORP0001: wait 250 ms00D6: if 0 0256:   player $PLAYER_CHAR defined 004D: jump_if_false ££MyTest_UnknownORP:Test_0100D6: if 0 047A:   in_supra_bogus_car $PLAYER_ACTOR004D: jump_if_false ££Test_0203E5: text_box "WANT_F";; Any text:Test_0200D6: if 0 044B:   car_backdoor_open $PLAYER_ACTOR004D: jump_if_false ££Test_0303E5: text_box "WANT_A";; Any text:Test_0300D6: if 0 056A:   is_passed_jailtime004D: jump_if_false ££MyTest_UnknownORP03E5: text_box "WANT_G"0002: jump ££MyTest_UnknownORP

 

 

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Capushon

for OPR 0469:

; 0 0 0 0 1 - no arrest in cube???

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Demarest

I just tested this

:LabelMAIN30001: wait 250& ms00D6: if 0?047A:   in_pizza_car $PLAYER_ACTOR004D: jump_if_false ££LabelMAIN3018C: play_sound  1? at  0!  0!  0!0002: jump ££LabelMAIN3

...along with Car Spaw v3 and ANY 2-wheeled vehicle was chiming. On the surface, this looks just like 047E, although R* used both so A difference is implied. If you'll look at its context in The Party, you'll know from playing the game that if you're escorting Mercedes on a motorbike, she never asks about putting her hand in your lap. Pretty straight forward.

 

[EDIT]

Just tested 044B. It was constantly chiming unless Tommy was actively pursuing entering or exiting a vehicle. As in "is_on_foot_and_free_from_commitment" or what have you. NOT like is player controllable because it continues to chime while diving out of the way of oncoming traffic, uncontrollable falls, flying off of a motorbike, etc. I have to assume that 044A is the same, except for players not actors.

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Opius

04C1

 

Very strange this opcode. Only used once in the game, during "Cop Land".

 

 

04C1: unknown  0 $1248  3  0 $124B  1

 

It seems to set the variables to the integer numbers following. However, $124B at this point in the mission is already set to 1. I have no idea what the 0's could do either.

 

It might be a broken opcode, or bug in the decompiler, which is why I bring it up.

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PatrickW

yeah, I ran in that one also. Figured it's an opcode that has the wrong number of parameters listed and therefore "consumes" the following two opcodes, which seem like two regular assignments.

 

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Barton Waterduck
04C1

 

Very strange this opcode. Only used once in the game, during "Cop Land".

 

 

04C1: unknown  0 $1248  3  0 $124B  1

 

It seems to set the variables to the integer numbers following. However, $124B at this point in the mission is already set to 1. I have no idea what the 0's could do either.

 

It might be a broken opcode, or bug in the decompiler, which is why I bring it up.

I don't know. My opcodes finder can test different amount of parameters to see if the code gets readable with more or less parameters. Maby I could test it again. I don't think it's a bug in the decompiler.

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Y_Less

What happens if you change the 0's?

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Barton Waterduck

I tested opcode 04C1 with my opcodes finder. The result:

 

1 parameter failed because next opcode would be 4902 which is out of range.

2 parameters makes the next opcode 0304. That doesn't work because opcode 0304

takes a string as data for the first parameter and there is no string data in

this area of the script.

3 parameters makes the next opcode 0004. The parameters following match up to

the parameters used by opcode 0004 so it is possible to have 3 parameters on

this opcode.

4 parameters makes the next opcode 4902. That is out of range.

5 parameters makes the next opcode 0104. That makes the parameter specifier invalid.

 

New MB code with 3 parameters on opcode 04C1:

 

 

:Label0B1D920004: $124C =  1;; integer values00BC: text_highpriority "PRO3_08"  5000 ms  1;; ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.018A: $1246 = create_checkpoint_at -378.2 -549.8  17.604C1: unknown  0 $1248  30004: $124B =  1;; integer values:Label0B1DCC00D6: if  00038:   $1248 ==  3;; integer values004D: jump_if_false £Label0B21CE

 

 

Doing this for GTA SA would take some time. suicidal.gif

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Un3462
1 parameter failed because next opcode would be 4902 which is out of range.

2 parameters makes the next opcode 0304. That doesn't work because opcode 0304

takes a string as data for the first parameter and there is no string data in

this area of the script.

3 parameters makes the next opcode 0004. The parameters following match up to

the parameters used by opcode 0004 so it is possible to have 3 parameters on

this opcode.

4 parameters makes the next opcode 4902. That is out of range.

5 parameters makes the next opcode 0104. That makes the parameter specifier invalid.

that's pretty funny. it actually has 0 parameters.

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Barton Waterduck
1 parameter failed because next opcode would be 4902 which is out of range.

2 parameters makes the next opcode 0304. That doesn't work because opcode 0304

  takes a string as data for the first parameter and there is no string data in

  this area of the script.

3 parameters makes the next opcode 0004. The parameters following match up to

  the parameters used by opcode 0004 so it is possible to have 3 parameters on

  this opcode.

4 parameters makes the next opcode 4902. That is out of range.

5 parameters makes the next opcode 0104. That makes the parameter specifier invalid.

that's pretty funny. it actually has 0 parameters.

ye, lol, this is what I've been trying to say all the time, somebody else should do this. lol.gif

 

anyway, the code should look like this

:Label0B1D920004: $124C =  1 ;; integer values00BC: text_highpriority "PRO3_08"  5000 ms  1 ;; ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~.018A: $1246 = create_checkpoint_at -378.2 -549.8  17.604C1: (unknown)0004: $1248 =  3 ;; integer values0004: $124B =  1 ;; integer values:Label0B1DCC00D6: if  00038:   $1248 ==  3 ;; integer values004D: jump_if_false £Label0B21CE

 

vicescm.ini file

 

04C1=0,

 

 

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sleeper777

just thought i would add some thoughts on opcdes 049c, 049d, and 049e ... 04a1

 

all of these opcodes affect one object in the script and i believe that this object is or is related to the colonel's boat...... the only time the opcode 049e actually gives speed is during ...All Hands On Deck... and something is done to this obect at the end of the mission with opcode 04a1 the only place this opcode used in the original scm

 

just thought this might help in determining these few opcode's descriptions.

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PatrickW

Sleeper777,

 

I already found those opcodes when researching how to operate the train in GTA:LC. They are essential for the train smile.gif

 

Opius reported put them in this topic (date: 28 aug). He also figured out how to

use these opcodes with various data-files.

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sleeper777

oops sorry about that i must have missed that page entirely.... and i call myself being observent suicidal.gif

 

gonna try some other's then after i read this entire topic again and change my notes.

 

ph34r.gif

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sleeper777

Just another one i hope i didn't miss in my reread of this thread

 

 

84AD:   NOT $480004AD: [email protected]

 

 

I believe this should be something like

 

 

84AD:   NOT actor $4800 sunk04AD: actor [email protected] sunk

 

 

the only reason i think this is it is used with the actors who are carrying something important and when it equates true it jumps to a text code that tells you these objects are at the bottom of the sea. it is used also in a couple of other places as 04ad: 'Alloy Wheels of Steel' and i think the firetruck missions.

Edited by sleeper777

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Barton Waterduck

Should be easy to test, just use player_actor and jump off a bridge.

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Hammer83
0425: meters %1d to_feet %2d ;; both parameters float

 

Edited by Hammer83

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trx

 

0366=1, is_object_broken %1d%

 

works with breakable objects like: tar_top, glassfx_composh, newstandnew1

Hope I got the MB syntax right though blush.gif

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Barton Waterduck
0366=1, is_object_broken %1d%

 

works with breakable objects like: tar_top, glassfx_composh, newstandnew1

Hope I got the MB syntax right though blush.gif

ye, and much better than

 

0366=1, is_object_blown_up %1d%

 

 

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Y_Less

We discussed that OpCode on the last page, you had called it that, but I pointed out it was used in 'Cone Crazy', so we decided that was not the best name for it, but never decided on a good name.

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trx

Ah, you had already found the opcode then bored.gif (Didn't go through all the pages)

Sorry about that. Maybe I'll find a real new opcode someday biggrin.gif

 

Edit: A mod may delete my posts if they're in the way.

Edited by trx

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Y_Less

Well we never really named it satisfactorily, you'rs is probably the best suggestion.

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Squiddy

 

0464: put_actor $player_actor into_turret_on_car $your_car at_car_offset  $x $y $z facing 0 (forward)  rotation  180.0 with_weapon  27

 

 

Y_Less told me it wasn't known completely so I post here. smile.gif

Facing means the direction you're looking at and rotation limits the amount of degrees you can rotate around this direction.

 

Facing (0-forward/1-left/2-backwards/3-right)

 

Edit:

Ah finally, rotation defines the degrees you can turn left, and turn right. So rotation 90 gives you a turn angle of 180.

 

Sorry for my english.

Edited by _Squiddy_

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