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SA Save File Glitch Detection and Repair


OrionSR

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Hey I have quite an extraordinary glitch. I duped the mission 'Interdiction' using OM0 strategy to obtain DP leviathan. It quite messed up the map, adding 2 extra leviathans there, but no red helis. I obtained one leviathan freely and commited suicide and this way failed the mission. The leviathan is in garage like normal, and other helis disappeared from map like they should, but a destination near the hill (yellow blip) reminds there and now I cannot load a save due to that blip glitch. And what is more, I cannot normally pass this mission either because now all the time no enemy helis spawn. Help plz, if even possible!

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This topic has become a mess. People keep asking questions that clutter my record of solutions. And it should probably be moved to the Documentation sub-forum with the other save and glitch topics.

 

Post your questions in another topic and I might come take a look. The missing heli thing sounds sort of interesting but as far as this topic is concerned, this is a natural consequence of experimenting with OM0 exploits. Revert to a previous save and try another strategy.

 

Point taken on the stray blip though. hmvartak's site should be able to fix it, but his free host tends to get restricted by some av/firewall software and services. I think I finally had to white list his site - I'm sure it's safe, but not every site on this host is as reputable, hence the issues with blockage. But player's haven't been having much luck with duplicate blips created by bad mods either, so another solution is needed. Recent research has documented the complete blip structure, so everything needed for an editing tool is known. Maybe someday someone will create something that can manage the blip pool properly.

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  • 9 months later...
  • 2 months later...

thank you, I've been looking for this for a long time.

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  • 8 months later...
On 5/18/2008 at 5:07 PM, OrionSR said:

Pickups: The pickup pool is limited to 620 items. Add more items to IPL and many SCM objects simply won't be added to the save (check the studio weapons). However, the pickup pool needs quite a bit of blank space for random drops and new pickups. If you add many more than 24 pickups to a standard game then temporary drops like money or weapons will disappear quickly or not spawn at all. This is most noticeable during the early gang wars if CJ hasn't collect many horseshoes, oysters, or snapshots to free up some room in the pool. The health and armor frequently disappear when CJ opens fire on the first group of targets and they start dropping more money and weapons.

 

Does this affected when I apply the no gore/head pop setting, or a CLEO mod similar to that when I using the save editor. Any possible fixes?

Edited by George Cross
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  • 3 months later...

One quick question, what are the global variables related to played time? I want to try to modify some of these to test different behaviours. Recently I reached 597 hours on a save (more than 596:30 (or 80000000 I supose), which is half of the maximum ammount: 1193 hours (or FFFFFFFF)), and the glitch reached  the next level. Now no car behave normally and are insanely fast. also First Date, New Model Army, N.O.E. and possibly other missions are not completable. Cinematic camera as well riding Trains and Flights between cities are also very glitched.

 

If with 597 is already this bad, I cant even imagine what is going to be like with 1193, but I dont know what gobal variables need to be modified for me to test that.

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The global timer isn't stored as a Global Variable. It's saved with the Simple Variables in block 0 with a bunch of other miscellaneous information that isn't associated with a specific block of information.

 

If you adjust the global timer then you'll also want to adjust the weather timer to the same value or the weather goes crazy trying to catch up.

 

If you are using my binary template to make changes, the global timer (TimeInMilliseconds) and weather timer (LastClockTick) have updated names.

 

Good news. Our save wiki is working again. 

https://gtamods.com/wiki/Saves_(GTA_SA)

 

Offsets from start of block 0:

Weather Timer 0x80

Global Timer 0x94

 

And since these are located in block 0 you can add 5 to account for the first BLOCK to get the absolute offset from the start of the file.

 

The GTASA Save Game Tool is a simple app that should allow you to edit these fields directly. I haven't tested this tool much at all. It was too basic to be of much use but fits this purpose well.

 

I'm curious to see what happens when time runs out, but "technically" the glitch can't escalate to the next level since there's nothing beyond 0xFFFFFFFF. Game play may actually improve if the global timer rolls over to 0. It'd be like resetting the timers with the traffic fix except threads will stop - no missions, can't save, etc. And pickups, parked cars and all the other stuff that depends on timers will be messed up. (The traffic fix has two parts, resetting the global and weather timer to fix the traffic, and then resetting everything that records the timer so the game works normally again.)

 

Edited by OrionSR
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Ok, Orion I have to say thank you for once again helping me out with doubts and random issues I have. So you were right, it seems the game once it reaches *EXACTLY* 1150 hours (which translates to 4140000000 miliseconds, if you instead input 4140000001 miliseconds it will be already glitched), the game will behave like it has been, erratic trafic, weird cinematic camera, glitched sniper rifle. If you save and load a game  that has been save after reaching 1150 hours, your time is set back again to 0 with those glitches I mentioned above all fixed, but with those issues you that had mentined all happening (not being able to save, start missions, find parked vehicles). I am really surprised as to why we got this result much earlier than we expected.

 

But I was still curioius what happens when you reach 1193 hours (4294967295 miliseconds) to see what happens. So I used the tool you provided me and created a save with 1150 hours, which is the limit you seem to be able to create and still load without those issues you mentined, and waited those 43 hours remaining (I used fast gameplay cheat twice to divide those 43 hours remaining by 4). The last time I checked I had 1192:15, which meant I had to wait just about 11 or 12 minutes to reach the maximum. I came back 20 minutes later and the game was frozen, not responding. It might have been a coincidence, I am not sure, but I think that this is what happens when you reach 0xFFFFFFFF,or 4294967295 miliseconds.

Edited by rhans
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Wow. That is an interesting result. For reference, 1150 hours = 4140000000 = 0xF6C36300, which doesn't look at all significant. I'm not sure what to think about this. I doubt we'll make much more progress. A while back we had several reverse engineers trying to figure out how this glitch works but they didn't make much progress.

 

Saving after 1150 hours the timers were reset to 0 - you verified this in the save?

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Yes. In this save there is 1150 hours exactly:

https://gtasnp.com/lolnuD

And now this is the save above, which has been loaded and saved just a few seconds later:

https://gtasnp.com/lolnuD

The first save when loaded it shows 1150 hours and has traffic glitch, while the second shows 0 hours and has those problems (saving, missions, parked cars), but it has the traffic glitch solved

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  • 9 months later...
21 hours ago, Anon Cyph3r said:


I've got a PS2 V2 save file with the Basketball glitch. Think you can help me out?

NTSC or PAL? If PALv2, I have an active conversation on this subject in this topic.
Cheat device codes for AR-Max and similar software are available for NTSC v1/v2 and PALv1.

 

Most the the time, replaying the game and avoiding glitches is the fastest, cheapest, easiest and most fun way to eliminate glitches.

The software and hardware required for manipulating memory and managing save files is rare, costly and poorly documented.

If you can manage PS2 saves on PC, GTASnP.com can apply repairs to PS2 save files.

 

There's an in-game strategy for delaying the gym glitch for the rest of the in-game calendar year. Save the game or watch the clock roll over past midnight to advance the date and check the gym equipment again. If it works, then exceed the daily workout limit. The glitch is likely to return next year but usually by the 3rd year too much game time has accumulated and traffic becomes unmanageable. You shouldn't need to save more than 30 to 60 times, probably much less, unless you were unfortunate to exceed the workout limit on the 31st of the month (stats you can't see in-game). 

Edited by OrionSR
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  • 1 year later...
On 5/18/2008 at 5:07 PM, OrionSR said:

Objects: This applies specifically to SCM objects added to the save through mission coding. If you add more than 60 objects for a total of 134 object to the save, then there is a serious risk that the game will crash during the boat school lesson which temporarily adds a lot of new objects during the mission. The actual test was to start, quit, and restart the last boat school lesson and see if things crashed.

I actually had this problem. Can someone help me? Idk if it's really because of the objects or it's because I use a V1.05 save in GTA SA V2.00

  • Bruh 1
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  • 4 months later...

 Forgive me for my poor English.

My gtasa have Traffic Glitch,Android .

 

Can someone tell me what shuold I do?Thank you very much

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GTASnP.com has a modifications tool that can fix the traffic glitch on most save formats, PC, Android/iOS, and PS2.

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yangsijue

Once I use it, my save will be broken and unable to enter the game

6 hours ago, OrionSR said:

GTASnP.com具有修改工具,可以修复大多数保存格式,PC,Android / iOS和PS2上的流量故障。

 

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yangsijue
6 minutes ago, yangsijue said:

Once I use it, my save will be broken and unable to enter the game

 

But if I fix the basketball glitch, there won't be a problem with my save

 
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8 minutes ago, yangsijue said:

Once I use it, my save will be broken and unable to enter the game

Very strange. This tool has been well tested over many years. Please post the SnP link for your save. I'd like to take a closer look at the data.

 

Glad to hear you got it working though.

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yangsijue
3 hours ago, OrionSR said:

很奇怪。该工具已经过多年的测试。请发布SnP链接进行保存。我想仔细看一下数据。

 

很高兴听到您的安装成功了。

https://gtasnp.com/c5ZXX6

3 hours ago, OrionSR said:

Very strange. This tool has been well tested over many years. Please post the SnP link for your save. I'd like to take a closer look at the data.

 

Glad to hear you got it working though.

 

 

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1 hour ago, yangsijue said:

Thanks. I can confirm that this save loads properly on my old tablet, and when the Traffic Fix only is applied then the modified save crashes my game. Something broke, but I'm not sure what. I tried using the Basketball Fix too but it still crashed.

 

Please confirm that you have a fixed save you can play.

What did you do to fix the save?

Please link to a copy of the working save, if available.

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yangsijue
2 hours ago, OrionSR said:

Thanks. I can confirm that this save loads properly on my old tablet, and when the Traffic Fix only is applied then the modified save crashes my game. Something broke, but I'm not sure what. I tried using the Basketball Fix too but it still crashed.

 

Please confirm that you have a fixed save you can play.

What did you do to fix the save?

Please link to a copy of the working save, if available.

Emm …I don't understand what you mean.

What is working save?

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2 hours ago, yangsijue said:

What is working save?

I think I misunderstood. Now I think your save still has the traffic glitch.

 

I will examine the save in more detail tomorrow. The traffic fix is very complex. Hundreds of variables need to be adjusted for this fix to work properly. It might take a while to figure out what has gone wrong.

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yangsijue
52 minutes ago, OrionSR said:

I think I misunderstood. Now I think your save still has the traffic glitch.

 

Yes.

53 minutes ago, OrionSR said:

 

 

I will examine the save in more detail tomorrow. The traffic fix is very complex. Hundreds of variables need to be adjusted for this fix to work properly. It might take a while to figure out what has gone wrong.

Thank you very much.

 

 

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22 hours ago, yangsijue said:

Once I use it, my save will be broken and unable to enter the game

Try again using the same link. Samutz has updated the Traffic Fix for mobile saves on GTASnP.com. The repaired data looks good and a repaired save loaded properly on my old tablet, but the tablet doesn't work well enough to test anything. Please test the new fix and report if there are any problems.

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yangsijue
2 hours ago, OrionSR said:

Try again using the same link. Samutz has updated the Traffic Fix for mobile saves on GTASnP.com. The repaired data looks good and a repaired save loaded properly on my old tablet, but the tablet doesn't work well enough to test anything. Please test the new fix and report if there are any problems.

My save is fixed by GTAnp.com.

Everything is very normal .Thank you again.

 

 

 

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  • 3 months later...
MrGTAmodsgerman

Is this the right thread for it? I messed up my save games by mods that causes the game time to freeze. Only starting a new game makes my game run with the time passing. They all stuck at the time when they are safed. So no weather changes happening.

Is there a solution for it? I tried changeing the game time with mod menu, but doesn't help. I am looking for something to unfreeze the time.

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1 hour ago, MrGTAmodsgerman said:

s there a solution for it?

Please upload your save to GTASnP.com and post the link here.

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5 hours ago, MrGTAmodsgerman said:

I messed up my save games by mods that causes the game time to freeze.

Not quite. Time isn't frozen, it's progressing much more slowly than normal. It looks like you have, or had, a real-time mod installed. The normal 1000 setting for Milliseconds Per Game Minute has been changed to 60000. This value is saved so simply removing the mod won't restore normal time progression. Resetting this value to 1000 seems to fix the problem. Please test this manually edited save and provide a report about this solution:

https://gtasnp.com/nQEBt8

 

Issue: Game clock does not advance normally. May appear frozen, advance too slowly or too quickly.

 

Possible Solutions: Change Milliseconds Per Game Minute to default value of 1000.

 

GTA SA Savegame Editor v3.0 by Paul Breeuwsma: http://www.paulinternet.nl/sa

This tool can change "Minute length" on the General tab.

 

San Andreas Control Center has an option for changing game speed and clock speed. I'd be surprised if modern trainers didn't have the same functionality.

 

Save File Details - MillisecondsPerGameMinute,  integer, global offset 0x81, block 0 offset +0x7C

Memory Info: PC Offset 0xB7015C

Mobile Label "_ZN6CClock29ms_nMillisecondsPerGameMinuteE"

 

Note: When changing the minute length with memory writes, the clock would speed up until it caught up with what it expected the in-game time to be, then resume normal time keeping. IIRC, this issue can be avoided by reading and then setting the in-game clock hours and minutes using standard opcodes.

Edited by OrionSR
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MrGTAmodsgerman
On 8/15/2021 at 5:10 AM, OrionSR said:

Not quite. Time isn't frozen, it's progressing much more slowly than normal. It looks like you have, or had, a real-time mod installed. The normal 1000 setting for Milliseconds Per Game Minute has been changed to 60000. This value is saved so simply removing the mod won't restore normal time progression. Resetting this value to 1000 seems to fix the problem. Please test this manually edited save and provide a report about this solution:

https://gtasnp.com/nQEBt8

 

Issue: Game clock does not advance normally. May appear frozen, advance too slowly or too quickly.

 

Possible Solutions: Change Milliseconds Per Game Minute to default value of 1000.

 

GTA SA Savegame Editor v3.0 by Paul Breeuwsma: http://www.paulinternet.nl/sa

This tool can change "Minute length" on the General tab.

 

San Andreas Control Center has an option for changing game speed and clock speed. I'd be surprised if modern trainers didn't have the same functionality.

 

Save File Details - MillisecondsPerGameMinute,  integer, global offset 0x81, block 0 offset +0x7C

Memory Info: PC Offset 0xB7015C

Mobile Label "_ZN6CClock29ms_nMillisecondsPerGameMinuteE"

 

Note: When changing the minute length with memory writes, the clock would speed up until it caught up with what it expected the in-game time to be, then resume normal time keeping. IIRC, this issue can be avoided by reading and then setting the in-game clock hours and minutes using standard opcodes.

Yea, you must be right! Thanks. I remember that i had such as mod installed. And the save game edit works! The save is marked with red text in the menu, no idea why. But time works now again.

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