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Territory Glitch Cheat-Device Code: PS2


ric-013
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This seems like a slippery slope. Every time you enter a new code to correct a previous code, a new glitch arises. I think you're fighting fire with fire, figuratively speaking. Ric's codes never gave me any problems. Hopefully if anyone else had any problems similar to yours (God forbid) they'll point it out.

GTASAddict A few years ago I used the territory glitch codes and other codes on V1 with no problems. So if anybody using V2 codes with issues perhaps they should buy the original version and be happy. What is your opinion on this.

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I see your point, Hall90. The special edition (V2) doesn't seem so "special" with certain codes. Perhaps when V1 codes are ported to V2 errors arise during the translation, thus it causes glitches. People will surely be happy if they can enter codes in peace without worrying about glitches and if they need V1 to do so, I advise so. I would switch versions if I had to. But at the same time, when you have so much accomplished, it can be a spirit breaker having to start over. Though I agree with your point.

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I'm progressing. I took over the huge LV territory, blackfield, and am going for ls, but idk where to get it started

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When I 1st started using these codes, I only wanted specific territories (in addition to the default ones), not the entire map, but it got addicting so I eventually used the 380 code. You feel so accomplished gaining them after many hours of conquesting.

 

Personally with this code, I began in Fierro toward the top (Battery point) region.

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They only add territory, they don't change the map colors, but they do put the desired gang there despite it all. I don't know how map colors are altered.

Edited by GTASAddict
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I wish I could erase all these territories and just put in the city territories code..

 

cry.gif

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It is possible to edit the PS2 save files with the zone tool included with GTA SA Savegame Editor v3.0 by Paul Breeuwsma (linked below). Use the AR-Max utility to copy the save data to and from a USB device. I can't remember the exact procedure anymore. I think I could copy the save info directly to the USB device, but then had to repackage it with PS2 Save Builder to copy it back to the memory card.

 

http://www.paulinternet.nl/sa

 

And btw, as soon as my codes started getting more than a few lines long I started using the code.bin list (or whatever they are called) generated by OmniConvert to import my codes to AR-Max without having to type in the complicated encrypted codes.

 

Oh, and Green Sabre and... Home Coming (?) don't change any zones other than the default Grove, Balla, and Vago zones. These missions completely ignore non-standard gang zones.

Edited by OrionSR
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Orion often gives good advice, but it tends to be confusing having to reread it multiple times to understand it. You can edit save files, but you cannot totally erase without starting a new game.

 

Green Sabre & Home Coming only influence default territories (Grove, Ballas, & Vagos) when doing the story lines. If you replay them after completion using AR-MAX, Gameshark, Codebreaker they won't influence even the default ones. Like I said, everything reverts back to previously.

Edited by GTASAddict
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On second thought, after reading skills' comments in the other topic, and taking a closer look at some of the problems reported, I suspect the entire zone file might be corrupt. If you can figure out how to copy your save (saves on PS2 are named after the last mission completed and have a .b extension) to PC and upload it to http://gtasnp.com then I'll replace the entire zone block with a good one and you can start over with your turf code experiments.

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I'll do that, but how do I upload it?

 

Don't I put the san andreas disc in my computer?

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Uploading the save file to gtasnp.com is easy enough once you have the save isolated on your computer. There's a browse button that will let you search for it with the windows file explorer; then click upload. The tricky part is getting the save from the PS2 memory card to the computer.

 

It's been years since I've done this so I can't remember the details, but...

 

There's another mode to the main AR-Max software that usually boots up that will allow you to manage memory cards and has options to copy data to and from a USB memory device. The problem here is that newer or complex USB drives won't work with this old software. It uses an older file format, FAT32 maybe? Or perhaps something even older. Fortunately this format will work just fine in a computer if it works in the PS2.

 

I'm pretty sure I couldn't compress (crunch?) the San Andreas folder and copy it to the USB key for some reason. But I could copy all of the uncompressed files to the USB drive. Try to get this far and then upload the save.

 

Copying the save back to the PS2 requires putting the save into a compressed folder and uncrunching (?) it back to the memory card using the AR-Max utility. My strategy was to download an AR-Max compressed folder from the internet , remove the existing save, and insert my own saves with PS2 Save Builder. I could do this part but...

 

The process of copying the saves back to the memory card requires removing any existing San Andreas data, so any other saves you want to keep will need to be added to the compressed archive. If worse comes to worse you could upload each of your saves to gtasnp and I could put them in a compressed folder for NTSCv2, but it would be a lot easier, and provide you with the skills necessary to backup your saves or play with custom saves, if you could manage your saves with PS2 Save Builder.

 

BTW, once you get a USB device working with AR-Max then you can use the code list generated by OmniConvert to enter those insanely huge cheat codes.

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I don't know which USB to use, since I don't really have any.

 

 

 

 

But That's some nice info, and I just entered a MONSTER code, the no gangland to gangland code. this didn't really do anything except remove all the countryside territories, and gsf spawn in blue hell now for some reason.

 

 

Does this code enable groups of them to spawn in airport runways?

Middle of the forest? Area 69?

Edited by That Grove street Homie
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Gangs don't spawn in Area69. They don't spawn in countryside either.

 

But.... If you use thr gangs 9/10 codes, to implant the territories in the country side then they will appear.

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If you use gang 9 & 10 codes and want gangs war possible, use the ones on page 1; if you use gang 9 & 10 codes and want gang wars impossible, use the codes on page 10.

 

I'm looking to put gang 9 in Fort Carson & gang 10 in Caligula area, but I have a problem. Aztecas, gang 9 & gang 10 all use the same ped skin models (they look identical) so what're some good models to change 9 & 10 to? Don't want 3 gangs running around that look alike. Don't suggest the unused mafia skins because I'm using those for Grove.

Edited by GTASAddict
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Should I just restart my whole San Andreas?

I take it you didn't look/pay attention to the first page. There is a code for REMOVE HUGE OVERLAPPING AREAS/TERRITORY.

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It's suppose to.

 

It removes the SF/LS/LV territories. Which version do you have? And did you kill yourself to see the results??

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The problem appears to be that the NTSCv2 380 Turfs code he used wasn't ported properly and has corrupt a lot of his zone data - like the zone coordinates, so everything is seriously screwed up.

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Just a little heads up, Grove Street Homie

 

If you plan on using the territory code, or if you already did expect to take at least 2 out of the 3 major big cities before doing EOTL. It will no longer be 21% gangland needed you'll need much more.

 

Of course I know a way around it wink.gif

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I actually might just use the city territory codes. and if that screws up, I'll make a separate file in case. or just not save

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I just noticed that this topic was started on April fools day. Fascinating!

Edited by GTASAddict
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I actually might just use the city territory codes. and if that screws up, I'll make a separate file in case. or just not save

It will only screw up how many territories, you need to take.

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You will also encounter weird looking peds. And you will probably see cars/trucks in areas you don't usually see them. Drug dealers will also appear in SF/LS.

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Only one strange thing, when I finished end of the line some of the territories in SF had been taken back by ballas/vagos. but this seems to be fixed now, it's not doing that. Also, a hood near el corona made by the satchel method was gone after end of the line too.

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