ceedj Posted November 16, 2006 Share Posted November 16, 2006 (edited) I'm having a problem where a number of users are reporting random crashes with the SA Studios mod that I can't seem to replicate, so I'm wondering if this might be a script issue, since the hook I use (op9080's) injects itself into the SCM at runtime. Just curious if anyone else here thinks this might be the problem; I'm gathering the v2 SCM is only different in the size (removed HC) and the number of global vars used. What I'm thinking, since Ped1 on certain systems isn't working, but Ped2 and Ped3 are, that the variable I'm using for Ped1 might already be in use by the new script. Any thoughts? While I'm at it, is there any easy way to get a list of variables used by the game, in a varibales.ini format? For example, we know that 2 is PLAYER_CHAR and 3 is PLAYER_ACTOR, and there are a number of others known. Just want to find out what the rest are, since I have to assign my globals like so: G PLAYER_CHAR(2), PLAYER_ACTOR(3), Ped1(4), Ped2(5), etc... Any thoughts on this? Thankie. Edited November 16, 2006 by ceedj I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
Demarest Posted November 17, 2006 Share Posted November 17, 2006 Sadly, even the variables for $PLAYER_CHAR and more are different from v1 to v2. As for the differences in main.scm's, there are quite a few. It MAY define a different amount of space for global vars. I don't actually know because I've only just found out that my copy of the v2 files are inaccurate. (Anybody got a working link to these files?) The second section defines two more objects: the 2 different 2 player pickups. The third section defines more missions. Six I THINK (again, cannot verify specifics). The sixth section in v1 code says DEFINE UNKNOWN3 574 whereas v2 says 569. v2 never uses 03B7 whereas v1 uses it twice just before the end loop of the MAIN thread. This is the largest disruptor in terms of compatibility as the difference it makes in offsets WILL effect global addressing found in script.img. Beyond that, the differences will be in script.img. Which normally wouldn't be important since externals are called by name and not offset. However, they have global addresses in them too, which will now be shifted. I don't know if this answers your question at all, but that's the best I can do without the files in front of me Link to comment Share on other sites More sharing options...
ceedj Posted November 17, 2006 Author Share Posted November 17, 2006 No, it's rather helpful in that my hypothesis makes even more sense now; I'll have to ask my users if they are using a downgrader - it certainly explains why "I'm" not getting any crashes, having a complete v1.0 game and all. So thanks for the info. If anyone else has any tech data on the scm differences they'd like to share, please feel free to post it here. I'd like to keep this topic open for a while as I troubleshoot this. I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
Seemann Posted November 17, 2006 Share Posted November 17, 2006 Something about variables. v2 doesn't use four variables that v1 do. These are: $1213, $1214, $1215, $1216 In v1 they are used here: :GFSEX_113280494: get_joystick 0 data_X1_Y1_X2_Y2_to $1213 $1214 $1215 $1216 //integer 008F: [email protected] = integer_to_float $1214 [email protected] /= 128.0 // floating-point values Another global variables are used same. Highest variable for both games is $10947, so the var space is same too. 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...
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