Seemann Posted November 10, 2005 Author Share Posted November 10, 2005 Also, whats wrong with this code? I use following syntax for defining the scripts: define script at so, write DEFINE SCRIPT PLAYER_PARACHUTE at @label And never ever define the script AAA. It is compiled internally, don't mention it. I have another request, something I thought of a long time ago but forgot about until I was browsing old LC topics earlier and found this one Anyway, basically could you do as they did in that so when you compile and run the game, it goes straight into the game, no menus etc as they are very annoying. Don't know how it was done there but the source is available, and I don't know what the addresses are either, but meh. hmm, it looks like all links are broken. Can you give me another ones? Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Y_Less Posted November 10, 2005 Share Posted November 10, 2005 I'm not surprised, its a very old topic. I don't know of another version unfortunately, try PMing Luke, he made it so may still have the data. Link to comment Share on other sites More sharing options...
Xieîn Posted November 28, 2005 Share Posted November 28, 2005 The new version of SB has released - Sanny Builder 2.9 You can download it in same place as usually http://freewebs.com/sannybuilder New features: - now supporting high-level constructions, like WHILE, REPEAT, IF, IF-ELSE - full supporting of enclosed loops - added IN operator, for checking variable value in special interval - added function alloc(), allowing to specify for a variable the specific address in memory - various additional functions added (Inc, Dec, Mul and others) - new comment style: // - positions of markers and the cursor are remembered for the closed files For more information see ReadMe.txt. Link to comment Share on other sites More sharing options...
Djorn Posted November 28, 2005 Share Posted November 28, 2005 Hi! I my AV says your "Sanny Builder" is infected with "Win32/Hidrag" "Win32/Hidrag It`s parasitic Win32 infector that infects files with exe extension. When the worm is launched it copies itself as svchost.exe in to Windows directory and registers as PowerManager in RunServices key in Windows Registry. Then it searches and infects .EXE files on all accessible drives." What AV do you run?? ... I was going to try it .... but!! Djorn Link to comment Share on other sites More sharing options...
Y_Less Posted November 28, 2005 Share Posted November 28, 2005 I can assure you that is not their fault, if your copy has a virus it got there off your system, the download is clean. Link to comment Share on other sites More sharing options...
Djorn Posted November 28, 2005 Share Posted November 28, 2005 Rotflmfao!! I didn't sugest that it was maliciously put there! .... But that dosen't change the fact it is there!! I downloaded it from there home site (not mirror), and the only instance of this virous on my PC is in their "SannyBuilder29.rar" I never run an executalbe without scanning it first. And don't you think it is better to let them know about it than not to?? Djorn Link to comment Share on other sites More sharing options...
Xieîn Posted November 28, 2005 Share Posted November 28, 2005 I my AV says your "Sanny Builder" is infected with "Win32/Hidrag" 0_0 Dawn, WHAT? Oh, wtf, what else virus??? I assure you that did not think at all to thrust there any virus anyway, so i immediately I shall check up archive, excuse for any inconveniences... Probably a problem of that at me at itself the computer is infected with this sh*t, AV's at me are not installed.... damn, wtf... Link to comment Share on other sites More sharing options...
Djorn Posted November 28, 2005 Share Posted November 28, 2005 No problems man! I was looking forward to trying the editor, i just thought i would let you know so that you can check it out. i will download your next version Djorn Link to comment Share on other sites More sharing options...
Xieîn Posted November 28, 2005 Share Posted November 28, 2005 Well, huh, i'm redownloaded the archive, try again. I have checked up new archive and all files of the program with the freshest AV, and any viruses it was not found out. Once again I remind, that to me even in a head would not come to fill in archive a virus anyway. On my computer it was really found Win32/Hidrag, now all ok, thank you for report. I assure, that in SB is not present, was not and will be never contain any viruses anyway, do not worry and safely download. Link to comment Share on other sites More sharing options...
Djorn Posted December 5, 2005 Share Posted December 5, 2005 Hi Xiein! when i load a main.scm i downloaded , it works fine in my game ... but says that the .scm is bigger tahn it should be and Sanny Builder corrupts it? because it can't rebuild it , even without modifyin' it!! Main size 209947 b. Max: 200000 b. Largest Mission: 68439 b. Largest script: 35122b. do you want a copy of the .scm so you can see it? as i can not see anywhere to change these settings in the program!? Thanxs Djorn Link to comment Share on other sites More sharing options...
Xieîn Posted December 6, 2005 Share Posted December 6, 2005 when i load a main.scm i downloaded Hmm, what the main.scm file you use and where you downloaded it? At compilation of an original GTASA main.scm file SB says that MAIN size is the 194123 bytes. In general, the MAIN limit in 200000 bytes is easily overcome by means of removal of a part of a code in separate threads, as fair as i know... Link to comment Share on other sites More sharing options...
Djorn Posted December 6, 2005 Share Posted December 6, 2005 Hi Xiein! The .scm file is "SACS_+_SANGA_by_Opius" which is bigger than 200000 without editing it. it works great in the game, .. but when i try to recompile .... even withou editing it it dosen't work, as far as i can see it is because Sanny Builder has that set as a limit (as it works fine in game) . So i was wondering it there was a way of changing that? as i want to have Opius's SACS (car spawner) in my own custom .scm! Everything else i tried to do with other custom .scm's worked in Sanny Builder, ... but they where still within the 200000 size range! I would be greatful i you could help me with this!? Thanxs Djorn Link to comment Share on other sites More sharing options...
Seemann Posted December 7, 2005 Author Share Posted December 7, 2005 when i try to recompile .... even withou editing it it dosen't work What really happens? Game crashes? Anyway, there are no any limits of the source file, and SB should work just fine with any file sizes. And it does not set any limits in SCM. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Djorn Posted December 7, 2005 Share Posted December 7, 2005 (edited) What really happens? Game crashes? Always comes up with "Error (31)" label not found. but each time it says that a different label is missing?? it is confusing ... but all other .SCM scripts i have edited thus far do work!! here's a link to it http://www.gtagarage.com/mods/show.php?id=39 i'm just wonderin' why it won't recompile this .SCM after it decompiles it. Note: SAMB 0.33 => can't recompile it either, i jsut tried it!. it gives an erro about the labels too. Anyway .. it's not a big issue. But i was wonderin why? If i find any others that do it i'll let ya know. Djorn Edited December 7, 2005 by Djorn Link to comment Share on other sites More sharing options...
Y_Less Posted December 7, 2005 Share Posted December 7, 2005 That SCM has always caused problems with people, I'm not sure why, not had a chance to look at it, but I wouldn't be surprised if it was something like he's using variable jumps or something else advanced. Link to comment Share on other sites More sharing options...
Djorn Posted December 9, 2005 Share Posted December 9, 2005 That SCM has always caused problems with people, I'm not sure why, not had a chance to look at it, but I wouldn't be surprised if it was something like he's using variable jumps or something else advanced. Hey Y? Is there a way to manualy compile .SCM file (& what tool dose Rockstar use) If that's the only way to have some of these thing s to work i am willing to try to do it all manually! Djorn Link to comment Share on other sites More sharing options...
random_download Posted December 9, 2005 Share Posted December 9, 2005 Umm... OK, but compiling it manually will take a while SCM is like this: TParameter = { ParameterType: Byte; Parameter: Varies, read below } TOpcode = { opcode: Word; array of TParameter; } Then parameter types go like: 01: 32-bit int 02: global var 03: local var 04: 8-bit int 05: 16-bit int 06: 4-byte float SA: 07: int/float global array 08: int/float local array 09: 8-byte string 0a: global var 8-byte string 0b: local var 8-byte string 0c: 8-byte string global array 0d: 8-byte string local array 0e: variable-length string 10: global var variable-length string 11: local var variable-length string 12: variable-length string global array 13: variable-length string local array The array parameter is like: Word: the variable Word: Index Byte: Array size Byte: DataType DataTypes: 00 = any/local, int 01 = any/local, float 02 = any/local, 8-byte string 03 = any/local, variable-length string 80 = any/global, int 81 = any/global, float 82 = any/global, 8-byte string 83 = any/global, variable-length string Phew Link to comment Share on other sites More sharing options...
Y_Less Posted December 9, 2005 Share Posted December 9, 2005 Now from memory, if that wasn't. Link to comment Share on other sites More sharing options...
Seemann Posted December 10, 2005 Author Share Posted December 10, 2005 then parameter types go like:01: 32-bit int 02: global var 03: local var 04: 8-bit int 05: 16-bit int 06: 4-byte float Also there is parameter type 0, that is used in opcodes with various number of parameters (like 004f: create_thread). this means the end of opcode. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Djorn Posted December 12, 2005 Share Posted December 12, 2005 (edited) @Random_Download => thanks for that man, i have tried to write the .scm i hex but i am having trouble (i will keep trying) my Hex edititing to date has been editing save states, no cd cracks and some trainers . I obviouly need to learn more to completely write the .SCM in hex! @Xiein => if there is anyway you know of to get past the 200,000 bye restriction please let me know!?!? I was talking to Craig yesterday about it but he said he didn't think it was possible :-( hey Seemann! could you tell me please whats wrong with this code? (i changed it to suite Sann Builder, and also opened an .scm wich is an original .scm except for this code) =============================================================================== 004F: create_thread ££SNKCHP_1 CODE :SNKCHP_1 03A4: name_thread 'SNKCHP' 0247: request_model #WMYMECH 0518: $BUY_ASSET_CHPSHP = create_available_asset_pickup 'PROP_3' at 1643.525 -1525.051 13.55889 price 10000; Press ~k~~PED_ANSWER_PHONE~ to buy this property. 0570: $ASSET_CHPSHP_RDR = create_asset_radar_marker_with_icon 31 at 1643.525 -1525.051 13.55889 018B: show_on_radar $ASSET_CHPSHP_RDR 2 0038: @11 == 0;; integer values 038B: load_requested_models :SNKCHP_7 0001: wait 5000 ms 00D6: if 0 0214: pickup $BUY_ASSET_CHPSHP picked_up 004D: jump_if_false ££SNKCHP_7 0164: disable_marker $ASSET_CHPSHP_RDR 0215: destroy_pickup $BUY_ASSET_CHPSHP 01B4: set_player $PLAYER_CHAR frozen_state 0 02A3: toggle_widescreen 1 04CE: $10948 = create_icon_marker_without_sphere 55 at 1643.52 -1525.051 13.55889 015F: set_camera_position 1643.03 -1537.819 13.57026 0.0 0.0 0.0 0160: point_camera 1643.525 -1525.051 13.55889 2 0394: play_music 2 00BA: text_styled 'BUYPRO' 5000 ms 2; Property bought! 0001: wait 4000 ms 02A3: toggle_widescreen 0 (off) 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) :SNKCHP_21 00D6: if 1 8248: NOT model #WMYMECH available 004D: jump_if_false ££SNKCHP_26 0001: wait 0 ms 0002: jump ££SNKCHP_21 :SNKCHP_26 0001: wait 100 ms 009A: @37 = create_actor 24 #WMYMECH at 1637.585 -1521.857 13.49873 0173: set_actor @37 z_angle_to 180.0 02A9: set_actor @37 immune_to_nonplayer 1 0001: wait 300 ms 04D7: lock_actor @37 in_current_position 1 0249: release_model @37 014B: $1988 = init_parked_car_generator #TOWTRUCK -1 -1 1 alarm 0 door_lock 0 0 10000 at 1627.333 -1526.865 13.61872 angle 229.3771 014C: set_parked_car_generator $1988 cars_to_generate_to 101 :SNKCHP_35 00D6: if 1 0101: actor $PLAYER_ACTOR stopped_near_point 1637.605 -1523.018 13.45889 radius 1.2 1.2 2.0 sphere 1 004D: jump_if_false ££SNKCHP_39 01E3: text_1number_styled 'NUMBER' $carcount 5000 ms 2; ~1~ :SNKCHP_39 00D6: if 0 80FE: NOT actor $PLAYER_ACTOR 0 ()near_point 1643.525 -1525.051 13.55889 radius 250.0 250.0 250.0 004D: jump_if_false ££SNKCHP_44 0004: @10 = 1;; integer values 004D: jump_if_false ££SNKCHP_44 :SNKCHP_44 0038: $carcount == 0;; integer values 0001: wait 0 ms 00D6: if 1 0038: $ON_MISSION == 0;; integer values 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false ££SNKCHP_35 00D6: if 0 0038: @11 == 0;; integer values 004D: jump_if_false ££SNKCHP_53 :SNKCHP_53 0004: @11 = 1;; integer values 00D6: if 2 0103: actor $PLAYER_ACTOR stopped_near_point_in_car 1643.525 -1525.051 13.55889 radius 4.0 4.0 4.0 sphere 1 83B0: NOT garage 'MUL_LAN' door_open 0038: @11 == 1;; integer values 004D: jump_if_false ££SNKCHP_35 0360: open_garage 'MUL_LAN' 0811: @0 = actor $PLAYER_ACTOR car 00AB: put_car @0 at 1643.525 -1528.051 13.55889 0175: set_car @0 z_angle_to 0.0 01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 015F: set_camera_position 1643.03 -1537.819 13.57026 0.0 0.0 0.0 0158: camera_on_vehicle @0 15 2 0001: wait 2000 ms 0615: @114 05B9: unknown_action_sequence -1 1000 05D1: unknown_action_sequence -1 @0 1643.425 -1512.051 13.55889 7.0 0 0 3 0633: unknown_action_sequence -1 0616: @114 0618: $PLAYER_ACTOR @114 061B: @114 062E: $PLAYER_ACTOR 1560 @105 0001: wait 3000 ms 0361: close_garage 'MUL_LAN' 0001: wait 500 ms 016A: fade 0 () 500 ms 0001: wait 500 ms 03E6: remove_text_box 016A: fade 1 (back) 500 ms 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1643.525 -1525.051 13.49873 0441: @1 = car @0 model 0227: @3 = car @0 health 00A6: destroy_car @0 01C3: remove_references_to_car @0;; Like turning a car into any random car 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen) 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 00D6: if 0 0028: $carcount >= 49;; integer values 004D: jump_if_false ££SNKCHP_94 0002: jump ££SNKCHP_101 :SNKCHP_94 0109: player $PLAYER_CHAR money += 100 01E3: text_1number_styled 'IE30' 100 5000 ms 1; Earnings~N~~w~$~1~ 010D: set_player $PLAYER_CHAR wanted_level_to @10 0008: @10 += 1;; integer values 0008: $carcount += 1;; integer values 0004: @11 = 0;; integer values 0002: jump ££SNKCHP_35 :SNKCHP_101 09E1: @1 @2 0016: @3 /= 100;; integer values 0068: @2 *= @3;; integer values 0016: @2 /= 10;; integer values 0016: @2 /= 10;; integer values 0109: player $PLAYER_CHAR money += @2 01E3: text_1number_styled 'IE30' @2 5000 ms 1; Earnings~N~~w~$~1~ 0008: $carcount += 1;; integer values 0008: @10 += 1;; integer values 0002: jump ££SNKCHP_35 =============================================================================== After getting it in .SCM format and Decompiling with Sanny Builder (wich is way faster than SMB) it gives me this when i try to Recompile Unedited?!?!? "Error (21) Local variable 37 is out of range. In threads max variable is [email protected]" Edited December 12, 2005 by Djorn Link to comment Share on other sites More sharing options...
Y_Less Posted December 12, 2005 Share Posted December 12, 2005 You can only use local variables up to @33 (@32 and @33 are timers btw), it was fairly obvious from the error. Link to comment Share on other sites More sharing options...
Djorn Posted December 12, 2005 Share Posted December 12, 2005 You can only use local variables up to @33 (@32 and @33 are timers btw), it was fairly obvious from the error. Thanks Y-Less!! I tought that about the "[email protected]" error ... but was wondering why [email protected] & [email protected] actully worked in the game? must be the editor only supports upto "[email protected]" but the games dose , bummer. Thanks for the info about [email protected] & [email protected] being timers, as i originaly replaced [email protected] & [email protected] with [email protected] & [email protected] to try and get Sanny Builder to compile it! Chop shop works like a charm now lol Thanks :-) Link to comment Share on other sites More sharing options...
Y_Less Posted December 12, 2005 Share Posted December 12, 2005 The game shouldn't support them. Link to comment Share on other sites More sharing options...
Seemann Posted December 12, 2005 Author Share Posted December 12, 2005 You can disable 'ranges check' in SB options and this error will disappear. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
BBumper Posted December 27, 2005 Share Posted December 27, 2005 (edited) Seeman next time you release can you make the builder automaticly copy each coord to text because its really difficult to exit and paste the coords each time especially if you're trying to get multiple coords. Edited December 27, 2005 by BBumper Link to comment Share on other sites More sharing options...
spaceeinstein Posted March 7, 2006 Share Posted March 7, 2006 (edited) ...Nevermind. I was using version 2.9.... Edited March 8, 2006 by spaceeinstein Link to comment Share on other sites More sharing options...
Xieîn Posted March 8, 2006 Share Posted March 8, 2006 (edited) Which version of SB you using? I'm tried to decompile your 1.6 mod's scm and it seems that all ok... Probably, you using old version, try fresh release 2.9f at here Edited March 8, 2006 by Xieîn Link to comment Share on other sites More sharing options...
Y_Less Posted May 9, 2006 Share Posted May 9, 2006 Just a minor thing I noticed, in the readme in the data types part you missed the '@' symbols from the list. I also only just found out VC is supported, I am definately going to be using this now. Cheers for this guys. Link to comment Share on other sites More sharing options...
Xieîn Posted May 9, 2006 Share Posted May 9, 2006 Just a minor thing I noticed, in the readme in the data types part you missed the '@' symbols from the list. Oh.. Really) Thx. Btw VC and GTA3 are supported since version 2.6 I also want to inform all that Sanny Builder 3.0 is in active development now. Here is list of main planning features: - new compiler written from ground became faster and allows to use multiline, full complex expressions with anything and also true high-level constructions - class system has been improved and classes now are cover almost all opcodes - it is still possible to combine among themselves high-level syntax and simple BW's syntax or write missions entirely like in MBs - numerous changes in IDE of program, making coding process more pleasantly and easier - various useful build-in tools, browsers and editors - huge CHM help which in addition have big mission tutorials and full classes/oprs reference - and many many other Possible time of release: June 2006 I shall try to keep you informed Link to comment Share on other sites More sharing options...
Y_Less Posted May 9, 2006 Share Posted May 9, 2006 Could you add support for integer jumps? I currently have to define a local as an integer then jump to the local to get round the compiler. Do you also think you could add support for #define style constants so you could do: #define MY_CONSTANT 4 + 3 then do: 0004: $my_var = MY_CONSTANT and have it compile as 7 (like normal constants) and if so do you think you could also add label support in as well, I'm working on something using ASM and I want to be able to place it anywhere in the file, using the HEX construct, while still maintaining relative jumps. The position will obviously be set at compile but I don't know where it is, so basically I want to be able to do something like: E8 0A 00 00 00 Which is a relative call, jumping 10 bytes, but like this: #define REL_JUMP (jump_pos - call_pos):call_posE8 REL_JUMP// some stuff:jump_pos I know this is a bit beyond the standard scope of SCM modding and will likely be used by very few people, but it could be very useful for certain mods in the future, cheers, although #defines could be useful for other people. Or will this tool be open source ever so I could try add it? Cheers. Link to comment Share on other sites More sharing options...