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[REL] Sanny Builder


Seemann
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Uchiha Batuhan
11 hours ago, J16D said:

@Seemann
I have a dobt about the new way of calling subroutines (GOSUB)

 

Mode: GTA SA V1.0
Can compile and Decompile scripts without problems  
76c3d81367269741.JPG

Mode: GTA SA (V1.0 - SCR)
Can decompile scripts, but it can't compile the new calling subroutines, this error appears:
3acc541367269742.JPG

 

 
this is intentional? or will be fixed?  if the "GOSUB" is used, it compiles fine.

I Have No Such Problem, It's Weird. Why Is @Seemann Happening Like This?

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On 1/19/2021 at 6:34 AM, Uchiha Batuhan said:

I Have No Such Problem, It's Weird. Why Is @Seemann Happening Like This?

 

I can't answer to that question. You might have a different version, not 3.6.2

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Uchiha Batuhan
22 hours ago, Seemann said:

 

I can't answer to that question. You might have a different version, not 3.6.2

My Version 3.6.2

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  • 2 weeks later...

Sanny Builder 3.7.0 is available to download
https://sannybuilder.com/downloads.html

 

Version Changes: https://docs.sannybuilder.com/version-history#v-3-7-0-30-01-2021

 

Release Highlights:

  • The major highlight is that now Sanny Builder is able to (sic!) highlight constants declared in the source code. Sounds quite simple, but nonetheless it required a lot of engineering work to implement. You can read more details here: https://docs.sannybuilder.com/language-service

101269467-36642e80-373d-11eb-823a-a7f55f

  • each editor tab now supports its own edit mode selection. If you need to try things in different games there no need to switch the mode back and forth.
  • new VC Mobile mode with CLEO Android opcodes
  • VC mode got opcodes from spaceeinstein's Opcode Restoration Project
  • CLEO+ plugin updated to version 1.0.7

 

Complete list of changes

 

Thanks to @XMDS for contributions to this release.

 

You can follow me on Twitter: https://twitter.com/SannyBuilderDev and watch the GitHub repo https://github.com/sannybuilder/dev to get the latest news and updates.

If you're looking for ways to help with Sanny Builder, check out the Contribution guide.

Edited by Seemann
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  • 1 month later...
  • 2 weeks later...
  • 3 weeks later...

I apologize if this is the wrong place to ask but where can I get the coordinates of tags? I am playing GTA: San Andreas :) Thanks

 

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  • 1 month later...
CarlJohnson92

Hi guys, I found out that the program has no virus because of the icons added in creation the installer and antivirus detects the malware I recommend disabling antivirus and installing it easy, nowadays antivirus is horrible it has nothing to do with sanny builder.

 

Spoiler

I saved it on wayback machine because it has a very abused moderator that deletes the comments unfairly.

 

Edited by GTAKid667
Hey gtakid. Hi.
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  • 1 month later...

On August 4th, 2021 Sanny Builder turns 16!

 

New version 3.8.0 is available for download!
https://sannybuilder.com/index.html

 

Release Notes:

  • Sanny Builder IDE got integration with Sanny Builder Library - a new portal documenting all known opcodes. In this version you can see brief description for all opcodes when the option "Show Opcode Info" is enabled. Also Sanny Builder can monitor library updates and automatically download new versions.
  • 16 new color themes for every taste including Dark themes. You can preview them in this GitHub repo. Thanks to those who implemented and shared their wonderful color themes with me!
  • All known issues with LCS/VCS compilation have been fixed.
  • Many more changes and fixes, see the changelog.

Thanks to all who contributed and helped with this release: forms55, MatiDragon, Vital, wmysterio, XMDS.

 

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  • 1 month later...

In Sunny Builder 3 when I decompile Vice City SCM file (original and my own edited one) vehicles begun not to show up at all. When I enter car name in search (for example Admiral) it says "Match not found". And the same goes even for unrared main.txt from Updated SCM mod.

 

It worked flawlessly until today and I even tried installing Sunny Builder 3 on other PC but the same thing happened.

 

My goal was to make Vice City and its missions more diverse, I have changed some of the vehicles locations and in some cases replaced which vehicles appear on map and in some missions (for example instead of Admiral white Sentinel XS would be driven by Diaz in "Guardian Angels" and random colored one would appear instead of Admiral parked in front of mansion, set the exact color combination for Squalo to look the same in "The fastest boat" and "Supply and demand", I enabled helicopters and boats from the start of the game etc... and firstly it all worked well, I tested all the edited missions and there were no unhandled exceptions.

 

Than suddenly the problem came which I cannot resolve yet.

 

I first realized when I started a new game that the vehicles that had new locations (which I edited myself) did not appear and when I decompiled main.scm I saw 

that both vehicle and weapon names have been changed to IDs and even reverted to original coded locations. I had made a several backups of the main.scm too and it also happened when I imported each one into the data folder.  

 

For example:

 

014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

was changed into:  

 

014B: $1992 = init_car_generator 175 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

and what is even worse is what happened to my custom SCM in which I replaced Admiral with Sentinel XS and the line (and it worked well previously)

 

014B: $1992 = init_car_generator #SENTXS -1 -1  force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -408.372 -525.684 11.776 angle 270.0
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

was also changed into original 

 

014B: $1992 = init_car_generator 175 8 8 force_spawn 0 alarm 25 door_lock 0 min_delay 0 max_delay 10000 at -406.5043 -536.2903 12.508 angle 267.8336 
014C: set_parked_car_generator $1992 cars_to_generate_to 101 

 

The game reverted the whole scm to original lines and now I don't know where to fix the problem... Does anyone know solution to this? 

 

Please if anyone could help  :((

Edited by nick323f
Updated info
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  • 4 weeks later...

The CLEO Redux repo mentions OG 3 & vc. Does that mean there could be a JS support for SA aswell?

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  • 2 months later...

Is there a way to set an origin address for external scripts using SannyBuilder? I want to compile a script with a non-zero base address for injecting into save files. For now, I've either been writing raw SCM bytecode and calculating jump addresses manually, or compiling CLEO scripts with SannyBuilder and parsing the bytecode and adjusting all the jump addresses using a program I wrote. Both methods can be tedious and error-prone, so I'd like to know if there's a way to use SannyBuilder to define an origin address for external scripts. Thanks!

Edited by thehambone

San Andreas Countryside
Meet the GTA 3 players who've spent a decade playing pass-the-pad to 100% the game - GamesRadar

GTA:LCS Save Editor - Supports Android, iOS, PS2, and PSP saves!

GTA3 Save Editor  - Big update in the works!

 

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@Seemann - Hi there, HG here, I've noticed two minor errors in Sanny Builder's GTA3 and SA v1.0 editing modes and thought about reporting them:

 

1. SA v1.0 mode's "enums.txt" file mis-defines pedtype #22 as Special and pedtype #23 as Prostitute when in reality, #22 is for Special and #23 is for Prostitute.
This breaks the vanilla main.scm when you decompile it because the tool mis-labels all mission-created special actors as "prostitutes" and the actual "prostitutes" as the special actors.

 

2. GTA3 mode misnames Bomb Da Base: Act I's mission passed flag, it's "flag_frankie_mission2.1_passed" but the "." makes the tool interpret it as a floating-point value and ruins it.
This, too, breaks the vanilla main.scm when editing and recompiling it because the flag is broken and as a result, the storyline will get stuck midway through Salvatore's mission strand.
I suggest replacing "2.1" with something like "2a". I know you guys took R*'s variable names from the 10th anniversary sources, it's cool, but that "." is breaking the SCM scripts.

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