Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. GTANet.com

    1. GTA Online

      1. Los Santos Summer Special
      2. The Diamond Casino Heist
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Red Dead Online

      1. Frontier Pursuits
      2. Find Lobbies & Outlaws
      3. Help & Support
    3. Crews

    1. Red Dead Redemption 2

      1. PC
      2. Help & Support
    2. Red Dead Redemption

    1. Grand Theft Auto Series

    2. GTA VI

      1. St. Andrews Cathedral
    3. GTA V

      1. Guides & Strategies
      2. Help & Support
    4. GTA IV

      1. The Lost and Damned
      2. The Ballad of Gay Tony
      3. Guides & Strategies
      4. Help & Support
    5. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
    6. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
    7. GTA III

      1. Guides & Strategies
      2. Help & Support
    8. Portable Games

      1. GTA Chinatown Wars
      2. GTA Vice City Stories
      3. GTA Liberty City Stories
    9. Top-Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    1. GTA Mods

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Red Dead Mods

      1. Documentation
    3. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    4. Featured Mods

      1. Design Your Own Mission
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Rockstar Games

    2. Rockstar Collectors

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Movies & TV
      5. Music
      6. Sports
      7. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    3. Gangs

    1. Announcements

    2. Support

    3. Suggestions

Seemann

[REL] Sanny Builder

Recommended Posts

-Anti-

How about adding the possibility to fold up/down loops? like in eg. Notepad++

Share this post


Link to post
Share on other sites
Seemann
Posted (edited)

I would love to have code folding in the editor but unfortunately SynEdit doesn't support this natively and I can't invest too much time in improving an outdated component.

 

I have some ideas on migrating onto another platform (namely VS Code) so it could resolve many outstanding legacy issues (UTF-8 support, ability to open folders, dropping dependency on Delphi 7 etc). 

Edited by Seemann
  • Like 4

Share this post


Link to post
Share on other sites
OrionSR
On 7/18/2020 at 2:31 PM, Seemann said:

In the long term I probably should revert and bring back PLAYER_ACTOR into GTA III's CustomVariables.ini. Same goes to 207=flag_player_on_mission which was previously known as ONMISSION. Thanks for bringing my attention to this issue.

If the new customvariables.ini is appended to the older file then Sanny should compile either version correctly. And always decompile to the newer format. Personally, I'd be tempted to list familiar names like PLAYER_ACTOR and ONMISSION to have priority anyway.

  • Like 1

Share this post


Link to post
Share on other sites
Silent

Any plans to introduce an option to skip emitting if 0 for high level constructs? It's the oldest trick in the book when it comes to reclaiming some (sometimes much needed) SCM space, but high level constructs make it impossible.

Share this post


Link to post
Share on other sites
OrionSR
Posted (edited)
2 hours ago, Silent said:

Any plans to introduce an option to skip emitting if 0 for high level constructs?

Or maybe add script optimization as a post-processing option on compiled scripts.


I've been seeing a lot of jump +0 statements posted in help topics recently. I thought these were artifacts of high-level constructs but I'm not getting similar results from my scripts. There's probably a lot of other low hanging fruit available if text scripts and constructs were removed from the analysis.

Edited by OrionSR

Share this post


Link to post
Share on other sites
Seemann
On 7/27/2020 at 1:36 AM, OrionSR said:

If the new customvariables.ini is appended to the older file then Sanny should compile either version correctly. And always decompile to the newer format. Personally, I'd be tempted to list familiar names like PLAYER_ACTOR and ONMISSION to have priority anyway.

currently the order of variables with the same id is not guaranteed. it depends on the list sorting result and may vary when the list size changes (e.g. variables getting added or removed). I'm going to just rename those variables back to their original meaning, to avoid any possible confusions. It is a breaking change so was the introduction of the new names and I haven't heard any complaints.

 

On 7/27/2020 at 1:03 PM, Silent said:

Any plans to introduce an option to skip emitting if 0 for high level constructs? It's the oldest trick in the book when it comes to reclaiming some (sometimes much needed) SCM space, but high level constructs make it impossible.

mind filing a ticket in https://github.com/sannybuilder/dev/issues ? Definitely possible to add as a debug option. Could include other optimization tricks, such as replacing 0.0 with 0 (saves 3 bytes each)

  • Like 1

Share this post


Link to post
Share on other sites
Strs

i have suggestion if it can be done man you are genius 

 

1: add in cleo that possibility to check each cleo scripts process and can show in screen when you call it that how much memory or cpu it using or cause for lagging your game 

2: Eliminate Cleo before that causing game crash why have to crash whole game ? just because of 1 script...just get rid of of it and it should show in screen that this cleo have problem ..

3: ability that if some opcode missing or wrong that can be download to sanny builder direct from internet..

4: possibility to lock with password script to open it need owner password if possible that way its more secured and no need to messed around with 3rd party software which makes game crash sometimes i saw that.. 

Share this post


Link to post
Share on other sites
Seemann

Today is the 15th Anniversary since the first Sanny Builder's release and the new version 3.4.0 is available now !

https://sannybuilder.com/index.html

 

Release Highlights:

  • added compiler support for the SCM format of GTA: Vice City Stories

As a continuation effort to finish the long-awaited expectation the compiler got the initial support for the GTA VCS SCM format. Mostly similar to the GTA Liberty City (see v3.3.0 Release notes) but many common opcodes got different IDs not matching with the previous games. The produced output was only verified to match the only known specification and was never tested on a real game. Any feedback would be highly appreciated.

  • added a simpler form of calling subroutines using labels: a label name followed by a pair of parentheses () substitutes a gosub command. I.e. the following two statements are equivalent:
gosub @label
label()

The decompiler also prefers the new form when "Write opcodes" is off.

  • added syntax for declaring local variables with custom names. Now you're able to declare a local variable using the syntax:
 <type> <name> [= <value>]

 Example:

int x

Optionally you may assign an initial value:

int x = 1

More information: https://docs.sannybuilder.com/coding/variables#shorter-form-of-declaration and https://github.com/sannybuilder/dev/issues/32

  • added more customization points for edit modes

It is now possible to customize the opcodes.txt path and the GXT file used for each edit mode. Also each mode can define exclusive code templates.

  • integration with the new documentation portal

New website https://docs.sannybuilder.com/ is up and running with the updated documentation on Sanny Builder features. Sanny Builder got links leading to this website from the main menu and error messages. Contributions are very welcome at https://github.com/sannybuilder/docs

 

Existing CHM files won't be getting any updates anymore. They will be removed with one of the future releases.

 

Full list of the changes in this release

  • Like 16

Share this post


Link to post
Share on other sites
marcelo_20xx
Posted (edited)

Thank you very much for the recent VCS recompiler support, I am excited to be able to tweak some things on this game, unfortunately both Liberty City and Vice City Stories main.scm hangs when recompiled even if they have no changes made to them. Tested on real hardware and using the PPSSPP emulator for Windows

Edited by marcelo_20xx
  • Like 1

Share this post


Link to post
Share on other sites
Seemann
18 minutes ago, marcelo_20xx said:

Thank you very much for the recent VCS recompiler support, I am excited to be able to tweak some things on this game, unfortunately both Liberty City and Vice City Stories main.scm hangs when recompiled even if they have no changes made to them. Tested on real hardware and using the PPSSPP emulator for Windows

That's what I expected, unfortunately. Would you be able to test different SCMs to help me identify the issue? Please shoot me a PM if yes.

 

Share this post


Link to post
Share on other sites
Seemann
Posted (edited)

Good news, everyone! The issue with LCS/VCS compilation has been identified and resolved. Tested with VCS PSP version, the game now works with the custom scm file. Kudos to @marcelo_20xx for the help with testing 👍

 

 

Expect the fix with the next release.

Edited by Seemann
  • Like 1

Share this post


Link to post
Share on other sites
Seemann
Posted (edited)

Sanny Builder v3.5.0

https://sannybuilder.com/index.html

 

Release Highlights:

This release brings updates and enhancements to the command-line interface and edit modes. Also it fixes the long-standing bug with LCS/VCS compilation so a custom main.scm made for those games should work now.

  • improved edit modes
    • games.xml has been renamed to modes.xml, and its inner structure updated to better reflect the purpose of this file. Modes can now extend other modes (i.e. one could make a mode only with a few properties while using the remaining ones from the base mode, see the GTA SA v2.00 edit mode as an example)
    • the new mode for GTA SA v2.0, the GTA VCS mode has been replaced with two separate modes: GTA VCS PSP and GTA VCS PS2
    • IDE files can be customized per mode (previously they were hardcoded for different games). Sanny uses those files to display a list of models in the editor's autocomplete list or during decompilation to replace a raw model ID with its name.
  • updated command-line interface
    • CLI options have been updated to Unix-style with the hyphen-minus character as a prefix instead of \
    • CLI got the new options to run Sanny with a pre-selected edit mode (-m) or a different modes.xml (-x)
    • Starting Sanny the -x parameter while having another instance of Sanny running leads to the "hot reload" of the modes list (See #15).

Full list of changes

 

Sanny Builder v3.5.1

 

  • fixed a bug with LCS and VCS compilation (#56)

  • arrays in LCS and VCS now get custom names from CustomVariables.ini and CustomArrays.ini (#53)

     

 

Kudos to @darkdraggy for reporting the first bug and helping to test the fix.

Edited by Seemann
3.5.1
  • Like 6

Share this post


Link to post
Share on other sites
Jennawright

@Seemann will we ever get the ability to move tabs around?

Share this post


Link to post
Share on other sites
Glovenfun21

thought it would be interesting to note but on VCS if you replace a gang with the Mendez cartel models MENGGA and MENGGB they actually have unique dialogue like all the other gangs do, leading me to believe that perhaps at one point in development the Mendez gang were suppose to actually spawn outside of missions? or maybe have been featured in the Empire system.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.