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OrionSR

Cheat Code Creation

Recommended Posts

OrionSR

Coordinates for pickups are cars are stored using a less accurate method than objects that use 4 byte floats. The coordinate is multiplied by 8 and stored as a 2 byte signed integer word.

 

For the Monster at: -662.77 963.58 12.13:

Updated: I had my hex2dec and dec2hex functions mixed up so I repaired the examples below.

 

Y=dec2hex(963.58*8)

Y=dec2hex(7708.64)

Y Int=dec2hex(7708)

Y hex = 1E1C

 

X=right(dec2hex(-662.77*8),4)

X Int=right(dex2hex(-4982),4)

X hex=right(FFFFFFFFFFFFEB4A,4)

X hex word=EB4A

 

I use the long format for all calculations; I was trying to break things down a little. I also specify the hex string length as well.

 

Z=right(dec2hex(12.13*8,4),4)

 

Car Generator Format

 

El Corona FBI Rancher#399

Color2, Color1, Model

Ycoord*8, Xcoord*8

Alarm%, Rot, Zcoord*8

Unknown, Flags, Lock%

Unknown, Value (unused)

Timer

Always Generate, Unknown

Align, Control Bytes

 

.

2, 1, 490

-2128.85, 1704.54

0, 0, 13.76

0, 26, 0

0, 10000

0

-1, -1

0, 0, 1, 0

 

* Rot=Degree/360*256

byte, byte, word

word, word

byte, byte, word

word, byte, byte

2 bytes, word

dword

word, word

4 bytes

 

.

207BF950 020101EA

207BF954 BD7A3544

207BF958 0000006E

207BF95C 00001A00

207BF960 00002710

207BF964 00000000

207BF968 FFFFFFFF

207BF96C 00000100

 

Pickup Pool Format

 

Asset Value

Unknown

Ammo/Asset Max

Timer

Ycoord*8, Xcoord*8

Asset Rate, Zcoord*8

Unknown, Model

Type and Flags

 

00000000

00000000

25000

00000000

1017.776, 1946.968

25000, 993

0, 1274

16

 

float

4 bytes

dword

dword

word, word

word, word

word, word

4 bytes

 

20807690 00000000

20807694 00000000

20807698 000061A8

2080769C 00000000

208076A0 1FCE3CD7

208076A4 61A81F08

108076A8 000004FA

008076AC 00000010

 

Edited by OrionSR

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ric-013
Coordinates for pickups are cars are stored using a less accurate method than objects that use 4 byte floats. The coordinate is multiplied by 8 and stored as a 2 byte signed integer word.

 

For the Monster at: -662.77 963.58 12.13:

Updated: I had my hex2dec and dec2hex functions mixed up so I repaired the examples below.

 

Y=dec2hex(963.58*8)

Y=dec2hex(7708.64)

Y Int=dec2hex(7708)

Y hex = 1E1C

 

X=right(dec2hex(-662.77*8),4)

X Int=right(dex2hex(-4982),4)

X hex=right(FFFFFFFFFFFFEB4A,4)

X hex word=EB4A

 

I use the long format for all calculations; I was trying to break things down a little. I also specify the hex string length as well.

 

Z=right(dec2hex(12.13*8,4),4)

 

Car Generator Format

 

El Corona FBI Rancher#399

Color2, Color1, Model

Ycoord*8, Xcoord*8

Alarm%, Rot, Zcoord*8

Unknown, Flags, Lock%

Unknown, Value (unused)

Timer

Always Generate, Unknown

Align, Control Bytes

 

.

2, 1, 490

-2128.85, 1704.54

0, 0, 13.76

0, 26, 0

0, 10000

0

-1, -1

0, 0, 1, 0

 

* Rot=Degree/360*256

byte, byte, word

word, word

byte, byte, word

word, byte, byte

2 bytes, word

dword

word, word

4 bytes

 

.

207BF950 020101EA

207BF954 BD7A3544

207BF958 0000006E

207BF95C 00001A00

207BF960 00002710

207BF964 00000000

207BF968 FFFFFFFF

207BF96C 00000100

 

Pickup Pool Format

 

Asset Value

Unknown

Ammo/Asset Max

Timer

Ycoord*8, Xcoord*8

Asset Rate, Zcoord*8

Unknown, Model

Type and Flags

 

00000000

00000000

25000

00000000

1017.776, 1946.968

25000, 993

0, 1274

16

 

float

4 bytes

dword

dword

word, word

word, word

word, word

4 bytes

 

20807690 00000000

20807694 00000000

20807698 000061A8

2080769C 00000000

208076A0 1FCE3CD7

208076A4 61A81F08

108076A8 000004FA

008076AC 00000010

 

ahhh...i get it,thanks.

 

 

method that use 4 byte floats

 

now im mostly interrested to know more about this one...cuz:

 

 

enex remapping

0x08 float              X1 - X in Coord

0x0C float              Y1 - Y in Coord

0x10 float              adjusted X out

0x14 float              adjusted Y out

0x18 float              Z in Coord + 1.0

 

 

i guess this part of enex use 4 byte floats (dword)...also what does "x1 - x" stand for ???? mercie_blink.gif

 

thanks for your help. icon14.gifcookie.gif

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Pyriel

A couple of things with Omniconvert.

  • It's designed with the broadest user-base in mind, and so doesn't mire itself with the features of one device where doing so would interfere with others.
  • The verifier mode is silently set to "AUTO" whenever the input device is not AR MAX. It's mentioned in the help file, but you'd have to read it somewhat thoroughly to find it. This is because 90% of people will probably not be attempting to manually insert verifiers at all, and even more will never attempt to do so with raw or CodeBreaker codes in the input. I had originally left the functionality as it was with MAXConvert, but even the experienced converters who helped with the beta testing became confused when verifiers were not produced for their raw input even though the setting was "MANUAL".
  • Folder generation can be done automatically in the same way as dividers can be inserted for the other two devices. It's explained on one of the help pages. You just have to have an "empty" code which would be a text string preceded and followed by a blank line. As long as the "Make Organizers" option is active, it will generate folder metadata for the blank code, and place all the codes following into it. Unless it encounters another blank code, in which case it will start placing them into that folder, and so on. The implicit requirement is that you have to make sure the only codes that follow folders are meant to go into them.

     

    It will only do one level of depth. It's meant to be a simple solution, as greater depth or complexity would require either mark-up, or a more complicated, explorer sort of tool.

  • I didn't quite get what was said earlier about Omniconvert vs. MAXConvert with verifiers. All I can tell you is that Omniconvert decrypts them properly, while MAXConvert and MAXCrypt can only decrypt the first line properly. This means Omniconvert will not work with the folder guides, as they address sub-folders with workarounds for the incorrect, but predictable decryption use by the older tools. It's up to you which tool you use, but if you decrypt a couple of existing folder codes with Omniconvert you can see how they're actually put together, and continue using it if you wish.

     

    Verifier metadata is encrypted with only the Triple-DES layer of the encryption. The actual codes are further encrypted with the old AR2 encryption using the 1853E59E key. MAXConvert and Crypt just assume the verifier will always be one line, and apply the AR2 layer to every other line. This screws up the decryption and encryption of multi-line verifiers. Omniconvert decodes the expansion data control bits, and skips the AR2 layer for all verifier lines.

I don't mean to derail your thread. I just thought I'd try to clear up some of the confusion. Edited by Pyriel

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TheFMC

Orion can you search for the other removed from game during beta testing cars?

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OrionSR

Wow, thanks for taking the time to explain these features, Pyriel. I'll need to poke around to make sure I understand correctly but I think I know where I was having problems before.

 

 

i guess this part of enex use 4 byte floats (dword)...also what does "x1 - x" stand for ????

 

Float fields are always 4 bytes, at least in San Andreas.

dword describes a 4 byte integer; may or may not be signed.

0x, or sometimes just x, designates the value as hexadecimal.

 

I don't know how to manually convert between Float values stored as hex and other formats. Excel doesn't have float2??? or ???2float functions so I use a web page hosted by a college math professor to do the conversion for me. Sometimes the numbers don't match exactly, I'm not sure why, but there are also slight inconsistencies between SA-PC and SA-PS2 and I've got no idea why when the initial values are the same.

 

Float in Hex Conversion to Decimal

Decimal Conversion to Hex Encoded Float

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TheFMC

Whats the chain save folder code used for?

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OrionSR

 

Orion can you search for the other removed from game during beta testing cars?

I'm not sure what you are asking. I don't know how to search or add anything that was removed. However, unused models like the FBI Truck can be added easily enough, but the ones I am aware of aren't very interesting.

 

Ranch Lure is basically another Rancher, possibly with some useless proofing. I haven't tried it.

Utility Trailer is boring after it's been towed once. I had one in for a while but it got cut for something else.

Farm Trailers are easier to find near tractors on PS2 than PC.

RC Cam crashed when CJ entered on PS2v1 - I guess the driving animation isn't working or something.

 

What else did you have in mind?

 

 

 

Whats the chain save folder code used for?

 

The Chain Game is a generic title for any modification that is based on the custom starter saves used in the Chain Game - a chain letter style of playing and sharing San Andreas saves. I was/am considering dumping most of my codes in that root folder as a method of separating these code for other sources, but I'm not sure where I'm going with this yet - if anywhere.

 

The folder codes, and just about everything else in this topic are intended as test codes. You are looking at my first experiment with folders. I nested them fairly deep so I could practice moving whole folders full of codes to another folders or subfolders. I haven't really decided on the best format for organizing them yet.

 

BTW, I've got fully developed, but relatively untested, starter saves for PS2 Original Edition and Second Edition in PAL and NTSC format. The modifications are similar, but the saves were created on PC using customized PS2 scripts and then converted to PS2. This process allows adding threads so boat school, bike school, and street races are open early, as well as other changes I can't figure out how to make without getting pointer commands working. The files are in ARMAX format and can be found at my host at filefront; v1 is original edition, and v2 is everything else. As far as I can tell there isn't a PAL v2 so I'm not sure why that file has so many downloads.

 

http://hosted.filefront.com/OrionSR

Edited by OrionSR

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TheFMC

Oh Ok, if you need any testers with those test codes tell me, im working on testing edisons water codes, finding the value for water level 200 on ps2 wink.gif.

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H4milton

OMG, Creating cheat codes is veeerrrryy hard.

What do i need to learn, to do that kind things

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OrionSR

Yes. Basically everything needs testing in one format or another. Which version of SA are you running? I can make sure the appropriate codes are posted - I think only the NTSCv1 vehicle codes have been posted so far due to the confusion with formats, double conversions, and the new folders.

 

I only looked at a few of the 65 cars recently coded. I would be interested in any lag or other problems caused by adding so many vehicles to a single save.

 

Enex changes were tested using a sampling method as well. I checked most of the warps and extra hideout, but barely touched on the burglary hidden interiors. I'd like to organize these better; group the NPC house, put dangerous interiors down south, make sure 8-track and Dirt Track interiors have easy vehicle access - that sort of thing. For most of the other types of changes I just checked a few and moved on to other testing.

 

I'm fairly certain most of the pickup changes work on NTSCv2 since so many end up in a single interior. The conditional tests used with these codes should make sure that only the specified pickups get changed; checking to make sure a specific cane or flower is missing is a difficult task.

 

Also, I've kind of run out of steam for creating new codes, so it's a good time for some new input. If you got any ideas how to organize the codes so they'll be more useful please feel free to offer suggestions.

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TheFMC

I got the AO version, the so-called Rated M for Mature version ^^ The first one.

 

BTW The unlock all clothes isnt working for me.

 

And whats the bypass code used for so I know what to use it with.(I need the codes that code with it.)

 

And whats the Unhide and Unlock code do?

 

 

 

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OrionSR

 

I got the AO version, the so-called Rated M for Mature version ^^ The first one.

 

BTW The unlock all clothes isnt working for me.

 

And whats the bypass code used for so I know what to use it with.(I need the codes that code with it.)

 

And whats the Unhide and Unlock code do?

 

1) Version: Look for the codes specified as NTSCv1 (or PAL is appropriate)

2) All Clothes: It didn't work? Which code did you use? What does work?

3) Bypass Code: Haven't used it, but it should disable the checksum verifier used to detect corrupt (or edited) save files.

4) Unhide and Unlock:

 

Overwrites the bytes in the generator data that control hiding the vehicle. Also overwrites an unknown activity word which I think is why the Freeway fountain occurred when the code was active. The multi-writes require writing all 4 bytes so I don't have much choice but mess with this data. A jokered command would probably be more appropriate. The code only needs to run once.

 

Overwrites the bytes that control locks on generated vehicles, the flags that control force spawn and player owned, and another unknown setting I'd prefer to leave alone but doesn't seem to hurt anything.

 

Overwrites data on the first 255 cars in the generate structure. This should alter all saved vehicles, but not the new vehicles I've been adding at the end of the structure. When the code is active, it will also affect all the streamed vehicles, so the random vehicles in parking lots and along the side of the road will also spawn and respawn more frequently.

 

 

OMG, Creating cheat codes is veeerrrryy hard.

What do i need to learn, to do that kind things

 

You need to understand how numbers are encoded as hexadecimal, and be able to manage the different number formats. The scientific mode in Windows Calculator can do most of the conversion work for you, but it helps to understand how it works. If you've got that part worked out then it isn't too difficult to start poking around with some of these test codes and try to change them into something a little different. Start with something like a working car code, and then change the model, colors, etc. The Car Set folders are sort of setup for that. Pick one of the index numbers I used and change the car model or whatever. Post the new code and people can pick the index number from your code folder or mine depending on their preference at the time.

 

The same strategy can be applied to many of the other raw codes posted in this topic. Often I just touched on a method to create a certain type of code but never developed the potential applications.

Edited by OrionSR

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TheFMC

Im pretty good at finding codes but not making them into raw. How about we work together to finish this, we'll make the gta sa the way it was ment to be.

 

Ok it works now.

 

Whats the joker for the unhide code?

 

Im going to test how Unhide and Unlock Cars works with level 100 of water.

 

Offtopic(sorta) You wouldnt happen to know how to upload your gta sa photos(from the game itself) onto the computer would you?

Edited by TheFMC

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OrionSR

Unhide and Unlock Cars currently doesn't have a joker. I enjoy seeing all the random cars showing up and it didn't seem to cause any problems as an Always On code. When practical, I tried to list the description for each code line in the left-most column. For the most part you can read the description line by line and they will correspond to the code line for each version to the right. If the description doesn't say the Joker and buttons required then there isn't one for that code.

 

Added:

 

Offtopic(sorta) You wouldnt happen to know how to upload your gta sa photos(from the game itself) onto the computer would you?

 

The images are stored in a file called GALLERY. As far as I can tell this is a series of JPGs strung together but I haven't been able to figure out the format well enough to put images into GTA. There are tools available for reading GTA Gallery files and parsing them into single files. The process is to copy the save from memory card to usb using ARMAX or whatever other program. Open the archive with PS2 Save Builder and extract the GALLERY file. Use the tool to parse the images.

 

GTA Gallery Files are giving me trouble. For some reason ARMAX has a difficult time copying the Galleries to the usb device. When I backed up those saves I had to load the game and delete the GALLERY or it wouldn't work. I never figure out what the problem was.

 

Anyway, I don't have the links but if you Google PS2 Save Builder you are likely to find a Gallery program near by.

Edited by OrionSR

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TheFMC

icon14.gif I couldnt notice any difference in the cars due to the fact i have a territory glitch on.... so i just made a new save.

 

Look to see if you can add abilitys to the cop uniform, allowing us to basically not get shot when going into a compound garage.

 

Im going to try and insert all these wonderful codes in my game when Im dont testing.

 

Read my post above too I edited it. suicidal.gif

 

Added In:

 

I got Gameshark Broadband, I cant copy to a usb.

Edited by TheFMC

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OrionSR

Cop Uniform: Nope. Don't know how. My understanding is that this feature can be included in PC mods that alter the impound scripts. Editing the running scripts might be possible under very limited conditions, but this is certainly more than I suspect is possible considering the altered codes would probably need to be exactly the same size as the old code. The impound cops aren't even real cops - shoot a few and note the stars; they're like regular peds or something. The whole thing is controlled by scripts so these cops come after CJ even when the wanted level is disabled. It might be possible to move or alter the cull zones that create the military zones, but it seems like an awful lot of work when the wanted level codes will do the job effectively enough.

 

Unhide and Unlock: The easiest cars to check on a new game would be an unusual Greenwood or BMX parked at the Jefferson Hotel. The Grove Rhino and Hydra should be displayed. The Maverick on top of the tall LS tower should appear when CJ warps upstairs. Denise's car without the custom plates should be unlocked. Both will spawn in the same place until the dating program kicks in and hides them again so move the Homegirl car and check the lock on her below 50% car. Other cars that are sometimes present will appear more reliably. Sweet's car when exiting the house after loading for example, or the Firetruck along side of the highway in LS.

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TheFMC

Ok I only have a hydra on top of sweets house, no rhino.

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OrionSR
Ok I only have a hydra on top of sweets house, no rhino.

It's basically an all or nothing code - all vehicles are unlocked and displayed. However, there are an awful lot of cars in the Grove Street neighborhood; Sweet's, Ryders, a BMX, Hydra, Rhino, Denise's (2), Kart across the bridge, Hotring and Monster at the Stadium. Sometimes these cars simply won't spawn all at once. Try leaving and approaching from a different direction.

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TheFMC

^^ kk I spawned there though.

 

Im going to how some of your codes react with others.

 

And that guy was asking if you could make every car moddable in every shop. It'd be cool to drive around a customized police car(they freeze if modded) So try and find a code for that?

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OrionSR

 

And that guy was asking if you could make every car moddable in every shop. It'd be cool to drive around a customized police car(they freeze if modded) So try and find a code for that?

I've edited my text files on PC and that allowed me to modify more vehicles in the mod shop, but the cop cars still won't be accepted. I'm not sure if the same modification would work or not since the size of the file changes with the extra cars.

 

If you want to mod a cop car I suggest using the Garage Mod codes already published. Put a cop car in the garage and change the color a little, install custom rims, or add nitrous or proofing. However, if you try to add parts that don't belong on that vehicle then I'm not surprised the game crashes. The cop cars are unlikely to have the bones required to hold the custom parts.

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ric-013

 

Wow, thanks for taking the time to explain these features, Pyriel. I'll need to poke around to make sure I understand correctly but I think I know where I was having problems before.

 

 

i guess this part of enex use 4 byte floats (dword)...also what does "x1 - x" stand for ????

 

Float fields are always 4 bytes, at least in San Andreas.

dword describes a 4 byte integer; may or may not be signed.

0x, or sometimes just x, designates the value as hexadecimal.

 

I don't know how to manually convert between Float values stored as hex and other formats. Excel doesn't have float2??? or ???2float functions so I use a web page hosted by a college math professor to do the conversion for me. Sometimes the numbers don't match exactly, I'm not sure why, but there are also slight inconsistencies between SA-PC and SA-PS2 and I've got no idea why when the initial values are the same.

 

Float in Hex Conversion to Decimal

Decimal Conversion to Hex Encoded Float

thanks for thoses links...this should help greatly.

 

omg,pyriel came around...thats great. icon14.gif

 

 

 

 

 

OMG, Creating cheat codes is veeerrrryy hard.

What do i need to learn, to do that kind things 

 

 

You need to understand how numbers are encoded as hexadecimal, and be able to manage the different number formats. The scientific mode in Windows Calculator can do most of the conversion work for you, but it helps to understand how it works. If you've got that part worked out then it isn't too difficult to start poking around with some of these test codes and try to change them into something a little different. Start with something like a working car code, and then change the model, colors, etc. The Car Set folders are sort of setup for that. Pick one of the index numbers I used and change the car model or whatever. Post the new code and people can pick the index number from your code folder or mine depending on their preference at the time.

 

The same strategy can be applied to many of the other raw codes posted in this topic. Often I just touched on a method to create a certain type of code but never developed the potential applications.

 

 

the first step,is to know hexidecimal works...its not often explain in faq & guides,cuz they assume you already know at this point.

 

hex/dec

00=0

01=1

02=2

03=3

04=4

05=5

06=6

07=7

08=8

09=9

0A=10

0B=11

0C=12

0D=13

0E=14

0F=15

10=16

11=17

...etc

 

next step,learn how raw codes works... here's a link:

>>> raw command codes<<<

 

also,look into the many links at my 1st post in this topic.....you should also download a savedump to be able to look at the game raw coding.here's tha link:

>>>orionsr savedumps<<<

 

learning how to do codes is no so hard...how long will it take you to learn it depends on freetime and willingness.keep in mind that there will always be someone to help you out...your not alone.

Edited by ric-013

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TheFMC

Try this jokered Unhide & Unlock code

 

Unhide & Unlock

On-Select + R1

Off-Select + L1

E004F7FE 00700942

407BC788 00FF0008

FFFFFFFF 00000000

407BC77C 00FF0008

00001A00 00000000

E004FBFE 00700942

407BC788 00FF0008

FFFFFFFF 00000000

407BC77C 00FF0008

00001A00 00000000

suicidal.gif Untested.

 

And what does the Homie Police Acess code do?

Edited by TheFMC

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OrionSR

That looks pretty good, except it doesn't need a disable code. The joker is only needed to keep it from running all the time for no reason at all. Once it's done it's thing the mission cars should all be set. However, there are some rather interesting side effects, like having random cars spawn more often, so I'm not sure which is the best configuration.

 

The Homie access, and some of the other enex settings, allow you to bring NPC group members like dates or homies into interiors or through warps. If you bring the homies into the gym they'll take care of the leader for you. Or if you just want to cause some trouble in the police station in order to build some weapon skill then you can bring some friends. Not terribly useful but I laid out the codes anyway.

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TheFMC

Ok, Ill remove the disable from that code, look on how to make all properties buyable, not just save atable.

 

Im at 117% on gta sa sigh.gif

 

I need to add contury side, unused stuff and everything else.

 

Can you tell me what the Unused Interiors do?

 

 

Unhide & Unlock

On-Select + R1

E004F7FE 00700942

407BC788 00FF0008

FFFFFFFF 00000000

407BC77C 00FF0008

00001A00 00000000

Edited by TheFMC

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OrionSR

Unused Interiors don't do anything. They are placed in the game but not implemented.

 

I don't think it's too difficult to make the country houses available for purchase. IIRC, changing the Cities Unlocked stat should kick in the scripts that makes them available. The city houses are a bit more complicated. I've got custom scripts that demonstrate the process but I'm not sure I can make the trick work with cheat device codes. It's possible to change the pickups so a house can be purchased, but this tends to confuse the game a little when the city is finally unlocked; the buy property is placed again but doesn't work properly, and the radar blips never get set correctly. It looks pretty bad in the end so it's not a very good option.

 

Integer Stat 181 controls the cities unlocked.

It looks like Internal Helper Variable $23 set to 1 kicks off the unlocking.

Global Variable $174 set to 1 is supposed to indicate the changes are done, but it looks like two lines must be swapped in the game script or the flag never gets set. Or... It looks like the $174 flag is thrown just after Didier Sachs is unlocked so perhaps a check can be worked in to throw the flag once the door is enabled.

 

Pseudo-code:

 

Preparation;

Write Integer Stat 181 to an unused global variable

Write Global Variable $23 to an unused global variable

 

Open Up:

Change Integer Stat 181 to 4

Set $23 = 1

 

Clean Up:

If Didier Sachs is unlocked then;

Set $174 = 1

Write the unused global back to Integer Stat 181

Write the unused global back to $23

 

Well, these codes seem to be working well enough. The properties are all available for purchase except for Zero's Shop, Wang's, and the Airstrip; which is as it should be to prevent screwing up those scripts later in the game. Also, Zip, Victim, and Didier Sachs are open and their icons are placed. I'm not sure what that $174 variable is all about. It might be required to close the openup thread, or perhaps it was the check so the modified EarlyOpen thread knew when to stop running. Variable $23 doesn't look like it will be used again, but the Cities unlocked Integer Stat 181 should probably be set back to normal or... I'm not sure, but I was warned against making changes to 181 to avoid some of the conflicts discovered by other people experimenting with early open scripts. I think it causes problems with some missions not showing up.

 

 

 Start OpenUp CheatE002FBEF 00700942208023A4 00000004206B204C 00000001Cleanup for OpenUpE003FBBF 00700942206B22A8 00000001208023A4 00000000206B204C 00000000

 

 

 

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TheFMC

Ill test it out, maybe if you tell me what file and program your using to get the codes, ill beable to search for codes too.

 

Lets look to see if you can get grove street gang inside madd doggs mansion so your not alone in there, what about making it so grove street changes into cops?

 

---------------------------------------

You Jokered the codes...

Correct me if im wrong on the buttons for em.

 

Start OpenUp Cheat - L1+Up

E002FBEF 00700942

208023A4 00000004

206B204C 00000001

 

Ill be making a txt file with all the known codes in this thread soon!

 

And when I asked what the unused interiors was i ment the code you made, what it does.

 

What kind of codes are those for? v1 or v2?

Edited by TheFMC

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OrionSR

 

And when I asked what the unused interiors was i ment the code you made, what it does.

 

What kind of codes are those for? v1 or v2?

 

The Unused Interior Codes listed in this topic are listed in columns. The 1st column describes the purpose if each line. The other columns are for NTSCv1, NTSCv2, and PAL.

 

http://www.gtaforums.com/index.php?showtop...st&p=1058195504

 

A conditional check is probably going to be necessary for the OpenUp Cleanup or the codes will undo the changes required before the game can adjust anything. A check to see if Didier Sachs is unlocked would be more appropriate than a Joker for Button presses, but it was effective enough for a test code.

 

 

Ill test it out, maybe if you tell me what file and program your using to get the codes, ill beable to search for codes too.

The memory dumps for each version can be found at my host at Filefront. Grab them while you can as FileFront is anxious to discard the 45MB files. You'll need a hex editor of some sort. I'm using several different resources, most are listed in the 2nd post of this topic. However, many of my codes are based on a great deal of experience editing save files, and to some extent modding scripts on PC. I recommend Sanny Builder 3 if you want to decompile and examine the scripts.

 

http://hosted.filefront.com/OrionSR/

 

 

Lets look to see if you can get grove street gang inside madd doggs mansion so your not alone in there

Be my guest, that's one reason I keep posting raw codes. Change the 00000040 data to 00000041 on those lines. See the example from the mission interiors.

 

 

what about making it so grove street changes into cops?

Knock yourself out. This isn't within my experience.

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TheFMC

I dont think I need to knock myself out.... looking at the codes did it....

 

What does your unused interior code do??? you never told me what it does.

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OrionSR

 

What does your unused interior code do??? you never told me what it does.

Yes, I did. I wrote the description of each code in the left column, but I'll put the NTSCv1 codes first below so the formating is easier to read.

 

 

 Unused Interiors   Unused InteriorsE009FD7F 00700942   Joker R2+Left20C9B76C 00C9CFD0   Dillimore PD to SFPD HQ20C995E8 00C9C3A0   Hashbury Hemlock Tattoos to Unused TATTO200C995B5 00000032   Rename So Vendor Appears (not saved)00C995E1 00000040   Unlock Hashbury Tattoos Hemlock20C9B4D8 00C9D660   Fort Carson Ammu-nation to Unused Ammu-nation00C9B4A5 00000034   Rename So Vendor Appears (not saved)00C9B4D1 00000040   Unlock Fort Carson Ammu-nation00C9D691 00000040   Unlock Unused Ammu-nation Interior006B2140 00000000   Blink Radar

 

 

The end of this post has the current documentation on Enex Flags

 

More information can be learned by reading the text IPL files in the DATA/MAPS folder on the game DVD. Near the end is a section labeled "enex". As far as I can tell, the memory structure of enex connections isn't very well documented. Use one of the addresses provided and take a look in a memory dump. I typed up what I've gleaned so far in a recent post to ric-013. <Enex Structure>

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ric-013

 

As far as I can tell, the memory structure of enex connections isn't very well documented. Use one of the addresses provided and take a look in a memory dump. I typed up what I've gleaned so far in a recent post to ric-013. <Enex Structure>

 

i havnt started to play around enex's connection yet...i was gathering info's on the subject for later use's,however i took a peek at the dump to see the structure,it seems to be as you detailed it.

 

i still dont have alot of time to put into this..and i also have somes stuff to learn before going further in somes projects.for now my focus is back to gang related codes (ill edit my topic soon...almost done)

 

ORION... inlove.gifinlove.gif ...i have a favor to ask.

 

its about gang members AI up-grade...when you do "gray imports" mission,you get an AI upgrade for gang members,if i remember right, you even get a explication of the up-grade after the mission,anyways...can you locate where this data is stored ?? cuz i cant.

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