Demarest Posted August 9, 2005 Share Posted August 9, 2005 (edited) Demarest's Code Tools What are Code Tools? - Code mods that are made to work on or with your existing save game.How do I use them? - Save your current game. Backup your /data/main.scm by renaming it to something like mainORIGINAL.scm. Now put the SCM file from the Tool's ZIP into your data folder and rename it to main.scm like the original was. Load up your game. Most code tools will alter your save automatically and prompt you to save. Save your game (preferably into a different slot than it was loaded from). Now rename the SCM to whatever tool it is (or delete it) and rename your backup back to main.scm like it originally was. Load your save you just made and continue playing as you would.What makes Code Tools so special? - First and foremost, because they are designed to work with your existing game, something previously thought next to impossible and/or worthless. Also, there are SOME things that trainers aren't made to do that some of the tools can.The Current Collection of Code Tools Uniquecall - One-stop deluxe Code Tool for all things Unique Jump. Find out which ones you're missing, study how each one works, etc. For more details on all the features, view the readme here, complete with a mini-pictorial of Uniquecall in action.Ancestral Recall - MANY people get stuck on 99% and wonder what they have left. It doesn't matter if you're at 99% or started a new game. This mod will take your existing save game and tell you what all else you need to complete to get 100%.Time Vault - Replaces Save N Play. Simply play your original game until you can't go any further, load up Time Vault, use it to pass the ones you can't, go back to the original game and play on. No more searching for host or waiting for your game back. Updated 3rd September 2005: Updated to credit you for the 3 Unique Jumps during G-Spotlight. Updated 4th September 2005: Updated to remove car list completer into a separate mod that's far more flexible. (2nd pic is now of Solarbond) Updated 20th September 2005: Updated so that Time Vault will now INSTANTLY pass any Rampage you start with it as well as credit you with any Unique Jump you start with it, whether you meet the pass criteria or not. Updated 22nd February 2006: Updated so that Time Vault will also increment your Rampage stat if used to pass a Rampage. Solarbond - This is the car list completing tool. It used to be part of Time Vault which was bad becuase you had to purchase Sunshine Autos with it. Now you can use it anytime after you own SSA. It will spawn all the cars to the current list and continue to do so until you complete them all or opt out of it. Dieing or getting arrested will start it over again.Brass City - This unlocks all buyable assets and gives you the $400g you need to buy them. Note: TWO SCMs are included. One to unlock the assets with and one you need to play Shakedown with later on so that the game doesn't try to unlcok them twice.Shatterstorm - This warps you around, collecting all the packages for you.Wanderlust - This completes all Unique Jumps for you.Oriflamme - This unlocks all shop weapons and gives you $200g to use.Fastbond - This unlocks all parked vehicles in the game.No Army - As the unimaginative title implies, the military will no longer spawn around Fort Baxter. Not a big change, but can be useful.Additional Information and Download Links to many of the code tools listed above can be found in the Downloads Database topic. The download links for the code tools "Solarbond" and "No Army" were unable to be recovered. If anyone has either of these tools, please contact Spuds725 or GTAKid667 to have the files rehosted and added to the topic. Edited August 27, 2015 by GTAKid667 Link to comment Share on other sites More sharing options...
THAGTADON Posted August 9, 2005 Share Posted August 9, 2005 Damn I been looking for this for ages Thanxs. Link to comment Share on other sites More sharing options...
Spuds725 Posted August 9, 2005 Share Posted August 9, 2005 Not another one How about a screenie of how it displays what you have left?? Spuds' GTA V 100% Checklist // My IV & Vice City Videos "I want to design a video game where you take care of all the people shot in all the other video games.... It's called Busy Hospital II" -- Demetri Martin RIP BDP Link to comment Share on other sites More sharing options...
Demarest Posted August 9, 2005 Author Share Posted August 9, 2005 (edited) Shatterstorm v1 added. Shatterstorm collects all hidden packages for you. The text for Ancestral is just like you'd see during cutscenes and such. Nothing fancy. Each item stays up for about 2 seconds and continues to cycle through all you have left to do. Also, links now point to my tools page, which has instructions as well. [EDIT] Fastbond v1 added. Fastbond unlocks all parked cars for you. [EDIT2] Oriflamme v1 added. Oriflamme unlocks all shop weapons for you and give you $200g to use on them. Edited August 9, 2005 by Demarest Link to comment Share on other sites More sharing options...
Bigun Posted August 9, 2005 Share Posted August 9, 2005 Oh goody You sure you working on that big TC/project fer GTA3 of yours? Link to comment Share on other sites More sharing options...
Wolf68k Posted August 9, 2005 Share Posted August 9, 2005 Silly thought; shouldn't this be in the Cheats forum? I mean that's basicly what this is, a way to cheat. You've got a mod that shows you what is missing to get 100%, another collects the hidden packages for you (for the one just about as lazy as those that can't take the short time to do taxi missions on their own), and 2 others that unlock various items. Link to comment Share on other sites More sharing options...
Spuds725 Posted August 10, 2005 Share Posted August 10, 2005 I talked to Dem about this-- I think it is a best fit in PC section-- its kind of in a grey area and could go in one of several places.... Gameplay-- helps people complete games. Modding-- they install like mods I think(not that I know about such things). Cheats-- some do things for you. PC-- only applies to PC version of the game I'm leaving it in gameplay for now (for visibility) but I think it will best fit in the PC section eventually Spuds' GTA V 100% Checklist // My IV & Vice City Videos "I want to design a video game where you take care of all the people shot in all the other video games.... It's called Busy Hospital II" -- Demetri Martin RIP BDP Link to comment Share on other sites More sharing options...
Demarest Posted August 10, 2005 Author Share Posted August 10, 2005 wolf is right. I originally put it in gameplay because that's where people ask such questions that Ancestral would answer. The others are in fact cheats. I was originally planning on making them just point out which jumps were missing for example and thought I might get heckled for not just passing them. So I had intended on making both and started with the completer because frankly, it's easier. I'll have the universal Mission Passer released soon enough. At that time, I'll have all such cheats mods in one thread in cheats and the gameplay ones in gameplay. For now, if nobody objects, I'd prefer it left in gameplay as Ancestral is the show stealer here IMO because it does what trainers can't. Link to comment Share on other sites More sharing options...
Bigun Posted August 11, 2005 Share Posted August 11, 2005 I figured you'll come up with something like that. Now that you got SA, why not mod it? >_> It's kinda weird how you're always coming up with 'quirky' names such as Timetwister, Doppleganger, Time Vault et cetera. Everyone just uses lame names for their mods, eg: Time Vault ULTIMATE Mission Passer Well uh im tired from 'teasing' you. Good job, as always. Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Well uh im tired from 'teasing' you. Yeah, I know. Hint: This was intended to be a prequel for Time Vault SA so that the SNP can finally get a rest Thanks for the compliment; but do you recognize WHERE these names come from? Link to comment Share on other sites More sharing options...
random_download Posted August 11, 2005 Share Posted August 11, 2005 Did you code all of this using a hex editor? Or did you count the number of bytes for each opcode in MB? Great work Link to comment Share on other sites More sharing options...
pacotens Posted August 11, 2005 Share Posted August 11, 2005 you are simply the best Demarest. how do you come to the idea of making them? anyway congratulations PS wouldn't you go to Rockstar to start working. Perhaps we will see you in 5 years on the cover of GTA nr ? Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Did you code all of this using a hex editor? Or did you count the number of bytes for each opcode in MB? Great work There was some byte counting, but that was mostly to disable all the fade/freeze Tommy/camera type stuff that preceeded each mission. Most of it was just a Timetwister-like knowledge of the benefits/effects of each mission and sticking to only that. The real incredible part is that original SCM is 1.2 MB while Time Vault zipped is 80 KB. LOT of power there. If you think this breaks the rules, wait until I release Darkpact Link to comment Share on other sites More sharing options...
random_download Posted August 11, 2005 Share Posted August 11, 2005 Ah, you wrote over all the code in each mission, and the byte counting is because the fades etc. are in the sniffer threads? random_download wants to know what Darkpact is Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Yes. The sniffers are in main and must preserve addressing. Mission however are called by number, not address. Since the actual addresses of the mission numbers are stored in a different section, where they point isn't saved. So as long as that section with all the mission addresses remains the same size, the section after main only needs to actually contains the labels. Nothing more. After that, it's mostly just making sure each mission pass contains all the necessary environment changes to make the game play as intended. Darkpact is a modding process that allows you to add whatever script mod you want to whatever SCM you want without having to start a new game. In fact, it's done. I'm just applying the process to my other Code Tools and repackaging them to be consistent with each other. Then I'm releasing them all. Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Okay, I've just moved all the cheat tools over here. They've been changed from their original release version. For one, you no longer need to start a misison. They now use Darkpact's injection process to autocomplete the task and prompt you to save. They also no longer require you to save at Ocean View. Instead, you will be made to save from wherever you loaded from for maximum user-friendliness. Last but not least, they've been repackages with batch files to make them consistent with the entire Code Tools collection. Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Okay. Tools now sorted into their rightful categories. For those following along from the beginning, they've changed a bit. For one, you no longer need to start a misison. They now use Darkpact's injection process to autocomplete the task and prompt you to save. They also no longer require you to save at Ocean View. Instead, you will be made to save from wherever you loaded from for maximum user-friendliness. Last but not least, they've been repackages with batch files to make them consistent with the entire Code Tools collection. This does not apply to this topic right this second because these tools will likely not let you save as they're meant to be windows into your savegame status. I mention it for the sake of information. @Spuds: Please change the topic description to "including Ancestral Recall, the 100% game inspector". If that doesn't fit, you can drop the Recall. Link to comment Share on other sites More sharing options...
Bigun Posted August 11, 2005 Share Posted August 11, 2005 Darkpact is a modding process that allows you to add whatever script mod you want to whatever SCM you want without having to start a new game. In fact, it's done. doesnt it overwrite missions? make one for SA no i dont know where these names are from i suck i guess sorry for the bitchish post Link to comment Share on other sites More sharing options...
Demarest Posted August 11, 2005 Author Share Posted August 11, 2005 Now that Darkpact is released, let's talk about it there. I STILL plan on implimenting these things for SA. It takes time and if you haven't noticed, my time's being invested in kicking out one thing after another. This is new stuff and I'm trying my hardest. Just got SA, never coded for it, and don't remember much about it. Give me time. Sound good? I'd really rather not say it again. Link to comment Share on other sites More sharing options...
Bigun Posted August 12, 2005 Share Posted August 12, 2005 Hey, I wasn't commanding you or anything in that other post..I just wasn't in the mood for typhing. You share your talent with us for free, I have no right to tell you to work on it more, faster or anything. Sorry if you took it the other way.. Take your time and give us more good stuff 0;) Link to comment Share on other sites More sharing options...
Demarest Posted August 19, 2005 Author Share Posted August 19, 2005 My apologies to anybody who used Wanderlust prior to now. The original release version not only did not update the stats properly (at all), but you were also not awarded mission points, effectively making 100% impossible. I NEVER make mistakes that large and my sincerest apology for it. It has since been fixed and the revised version uploaded. Thanks to katiekat007 for pointing this out to me. Link to comment Share on other sites More sharing options...
Demarest Posted August 19, 2005 Author Share Posted August 19, 2005 Bump. Ancestral Recall VC has been updated to now also account for non-asset properties not yet purchased. Not sure why I excluded that originally or why it took me this long to fix, but it has been updated and should now scan for everything Link to comment Share on other sites More sharing options...
pacotens Posted August 24, 2005 Share Posted August 24, 2005 em i have a small problem i just can't find my original Vice City.bat do you guys know where that thing belongs in normally Link to comment Share on other sites More sharing options...
Demarest Posted August 24, 2005 Author Share Posted August 24, 2005 The original game doesn't have any .BATs. The .BATs from Code Tools will be in the /VC CODE TOOLS/ folder in your Vice City folder. Link to comment Share on other sites More sharing options...
pacotens Posted August 24, 2005 Share Posted August 24, 2005 Load your game and do whatever you needed the tool for. Save that game, then double click on original Vice City.bat. This will put your VC back to the release version. Then load your game again and continue playing as you would. the original vice city.bat does it show op when you already have activated the time vault.bat? sorry to bother you, but i do not understand the prog Link to comment Share on other sites More sharing options...
Demarest Posted August 24, 2005 Author Share Posted August 24, 2005 You didn't download the link in the first post called the original with batch. You have to do what you read if you'd like it to work Link to comment Share on other sites More sharing options...
pacotens Posted August 27, 2005 Share Posted August 27, 2005 em in the mission G-spotlight, are the unique jumps that you normally would have done, calculated in your stats? Link to comment Share on other sites More sharing options...
Demarest Posted August 27, 2005 Author Share Posted August 27, 2005 This is the VC Code Tools thread. For Gameplay advice, ask in the appropriate place please. Link to comment Share on other sites More sharing options...
Spuds725 Posted August 27, 2005 Share Posted August 27, 2005 (edited) Maybe he is asking if Time Vault completes them?? I'm guessing no. In the mission when you do them-- yes they do-- unlike the ones in PCJ playground which are not triggered.... I'll split this off if he was asking about it as a mission. Edited August 28, 2005 by Spuds725 Spuds' GTA V 100% Checklist // My IV & Vice City Videos "I want to design a video game where you take care of all the people shot in all the other video games.... It's called Busy Hospital II" -- Demetri Martin RIP BDP Link to comment Share on other sites More sharing options...
Akuma. Posted August 28, 2005 Share Posted August 28, 2005 My useless post..... but do you recognize WHERE these names come from Magic the Gathering, the card game. I just tested the time vault, and shatterstorm and the shatterstorm (hate that card) screwed up my game, and the vault (broken card) worked fine..... it ended. Link to comment Share on other sites More sharing options...
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