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Cheat Code Creation


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The label SVLABIG is used to identify the "LA Big House", an unused savehouse interior, which presumably was originally planned for the hills of Los Santons. It has a wardrobe, and unlike burglary interiors, pickups will not be deleted when CJ leaves the house so it's a great place to use for an armory with lots of weapons with decent ammo supply.

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Okay, so what are the code values to replace the interior of the safe house adjacent to Madd Doggs mansion with this unused interior?

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The format for changing the destination of an enex is 20ssssss 00ddddd, where ssssss is the source address, and dddddd is the destination address.


Start of enex data is 0xC986B0.

Each record is 60 bytes long.

Mulholland safehouse index is 47.

Big House index is 350.

Offset to destination record is 56 bytes.


ssssss = 47 * 60 + 0xC986B0 + 56

dddddd = 350 * 60 + 0xC986B0



Enex documentation is available at http://www.gtaforums.com/index.php?showtopic=331835


It looks like my strategy for the existing codes was to connect several doors to the Queens interior, and then link the Queens wardrobe to the Big House interior. This would avoid having to move a save disk to the Big House to be able to save, and the Big House wardrobe could still be used for changing clothes.

Edited by OrionSR
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Another question: How do I create my own pickups? Say for example; I want grenades to spawn near the Rock shore West safe house.

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Creating new pickups with a cheat device code is problematic. The pickup pool is a very full and dynamic place with pickups coming and going all the time. Without the ability to examine your pickup pool for a safe place to edit creating a brand new pickup just isn't practical. Instead of making new pickups I altered some of the less used pickups (some hidden inside of buildings or in unused interiors) to create the extra pickups I wanted.


See my Pickup Changes post for examples of how I altered pickups.


GTA:SA Save Game Editor v1.0 by Ryosuke can be used to find the index of the pickup you want. It can also provide weapon model numbers and pickup Type if you can't find better reference. You can use a PC save. The initial pickups are the same, and the 2 player pickups are added last. It would help a lot to have an unaltered beginning save that hasn't been scrambled by use. You'll also need to determine if the save you intend to edit is a fresh start save (has fire extinguishers in two of the three fast food interiors) or was created after loading a previous save (frequently has the girlfriend bonus glitch).


The start and size of the pickup structure for PS2 is listed in the first post of this topic.


Pickup Pool Format (this one creates an asset in the Four Dragons Casino)


Asset Value


Ammo/Asset Max


Ycoord*8, Xcoord*8

Asset Rate, Zcoord*8

Unknown, Model

Type and Flags






1017.776, 1946.968

25000, 993.0

0, 1274




4 bytes



word, word

word, word

word, word

4 bytes


20807690 00000000

20807694 00000000

20807698 000061A8

2080769C 00000000

208076A0 1FCE3CD7

208076A4 61A81F08

108076A8 000004FA

008076AC 00000010


More details on the pickup format in the save and memory can be found in the SA Save Wiki

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I am having difficulty deciphering how to swap the Tec9 on Sweets rooftop with an M4. My expertise in this is still rookie level.


Just to clarify, I seek PS2 (NTSC V1) data.

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Super Fresh In The Beginning Save


Above is a link to the "super fresh" beginning PS2v1 save (v1 on NTSC or PAL) that I used as a template for patching up my Chain Game saves for PS2. I modified the location of the door for the Jefferson safehouse so CJ could enter the interior directly from the alley where the game starts and avoided any chance of dropped weapons or money from dealers, cops, gangsters, etc. The only pickup modified from the original configuration is the one save disk pickup that was "used" to save the game.


When I load this save in the Japanese editor linked in the previous post and click on the pickups near the Johnson house I eventually find a Tec-9 pickup with ID (index) 408, model 372. Then I clicked on the blip of the M4 in the LS airport to get the model number for the M4 (or search for a weapon model ID list for SA). This value will need to be converted to hex for the code to work correctly.


Restart Tweak: At the top of the pickup pool is a sniper rifle and 3 fire extinguishers. These pickups are only present in a save when they are created without first loading another save -- so on PS2 using a memory card with no saves, or no memory card inserted when the game is first started. If you don't have an extinguisher in the pizza and burger interiors then you have a restart save and need to tweak the pickup index accordingly. The "restart tweak" will be -4 if the extinguishers are missing, or 0 if present.


(FYI, the 3rd extinguisher is in the unused donut shop interior, the chicken joint doesn't have one, and the sniper rifle is near the SF cropduster. These are type 2 pickups, so they respawn in about 45 seconds if CJ isn't too close or looking right at it. This is a fun mod for most pickups but don't use it for uzi, shotguns, or assault weapons because there's a good chance you'll pickup the ammo and leave a respawning weapon with no ammo in it.)



Pickup structure: 0x00    float          current asset value 0x04    dword          pointer to CObject 0x08    dword          ammo (or max asset value) 0x0C    dword          timer 0x10    word[3]        x,y,z, all multiplied by 8 0x16    word           asset rate 0x18    word           model 0x1A    word           index 0x1C    byte           type 0x1D    byte           flags 0x1E    byte[2]        (Align?)



You only want to change the 2 bytes for the model's word so the code will start with 10 instead of 20 like the other codes that write 4 bytes. The model word is located at offset 0x18.


The code format will be 10aaaaaa 0000dddd where aaaaaa is the address for the model field of the desired pickup and dddd is the data (weapon model) in hex. Add leading zeros as required. See the first page for the start of the pickup pool address and record length.


0xaaaaaa = (index + restart tweak) * record size + start of pickup pool + model offset



Are you having any success with creating your own codes? I keep providing explanations for how to calculate the codes you have asked about but have not received any feedback on your progress. Am I wasting my time on these replies?

Edited by OrionSR
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After several minutes of trying to understand everything, I formulated a test code to generate Desert Eagles in wardrobes, but to no avail.




LV PD Night stick to wardrobe Desert Eagle

E00500DE 006B4FB8

20805E78 000001F4

20805760 DC1848D0

20805544 00001F50

10805548 000004DA

0080554C 00000002


Here is how I structured it:


E00500DE 006B4FB8 = Night stick that spawns in LV PD address


20805E78 000001F4 = Desert Eagle generator


20805760 DC1848D0 = 1,000 ammo rounds generator


20805544 00001F50 = spawning clock


10805548 000004DA = index "model" thing


0080554C 00000002 = index "flag" thing


My test code was a failure and I do not comprehend what I did wrong. Just to point out, my save is a "restart" save seeing as no extinguishers exist in any interior. Can you analyze my test code and tell me where I blundered? No, I don't think you're "wasting" your time, but I don't know if you agree.

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I suspect that you feel like you are exploring a dark cave without a lamp. Are you interested in viewing what the data looks like with a hex editor? A save file would provide fairly accurate information on the pickup pool, but to get data that aligns directly with the in-game memory addresses would require me to find a place I can host a 44MB memory dump. Some people are really good at exploring dark caves using a map (ric-013, skills), but I found it very helpful to see what is going on.



[code]Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F00804CF0  00 00 00 00 00 00 00 00 0A 00 00 00 58 01 00 00  ............X...00804D00  70 4D F0 24 B0 00 00 00 58 01 02 00 0F 00 00 00  pMð$°...X.......00804D10  00 00 00 00 00 00 00 00 00 00 00 00 58 01 00 00  ............X...00804D20  30 59 80 1D 58 00 00 00 52 01 02 00 0F 00 00 00  0Y€.X...R.......00804D30  00 00 00 00 00 00 00 00 00 00 00 00 58 01 00 00  ............X...00804D40  08 46 C8 4B 58 00 00 00 4E 01 02 00 0F 00 00 00  .FÈKX...N.......00804D50  00 00 00 00 00 00 00 00 00 00 00 00 58 01 00 00  ............X...00804D60  50 2C B0 56 78 00 00 00 4D 01 02 00 0F 00 00 00  P,°Vx...M.......00804D70  00 00 00 00 00 00 00 00 00 00 00 00 58 01 00 00  ............X...00804D80  88 2B F0 43 50 00 00 00 51 01 02 00 0F 00 00 00  ˆ+ðCP...Q.......


Anyway, I like your strategy of modifying codes that have already been tested. Above is basically what I see with a hex editor; the nightstick pickup data is in the center (804D30 to 804D4F). The data is encoded with the least significant bit first - backwards for us and AR-Max. So a word encoded as 51 01 is written as 0x0151. When I put the X and Y coordinates in the same line to shorten the overall code length, Y is written first but encoded second.


Below is the NTSCv1 Restart codes for the LVPD Nightstick.


Clown's Pocket Jetpack #222

LVPD Night Stick to Clown's Pocket Jetpack

Ammo: 0

Normal Respawn

Fresh Index: 226

Index Used: 222


E00500DE 006B4FB8

20804D38 00000000

20804D40 39844819

20804D44 00000083

10804D48 00000172

00804D4C 0000000F


Description for each line:


E00500DE 006B4FB8 - Conditional check (a joker, but doesn't check for a button press). IF the value for the global variable associated with this pickup is the same as the index used to calculate these addresses then run the next 5 lines (if not then do nothing). This is a safety, but the line can be omitted if you are confident the addresses are correct for your save, version, and region.


The first part of these codes that contain the addresses (20804D40) will always be the same for this pickup. Don't mix and match the addresses from other codes. Only alter the data portion, the 2nd set of numbers (39844819).


20804D38 00000000 - Ammo/Asset Max

20804D40 39844819 - Ycoord*8, Xcoord*8

20804D44 00000083 - Asset Rate, Zcoord*8

10804D48 00000172 - Model

00804D4C 0000000F - Type


Ammo = 1000. It should be pretty easy to convert 1000 to hex, but the Big House M4 #303 code has 1000 rounds of ammo so we can borrow the data portion of that code (20805758 000003E8). The adjusted ammo line would be 20804D38 000003E8.


Using the same strategy you can use the coordinates of the Wardrobe Armor #286; grab the 3rd and 4th line, but again, only borrow the data portion.


The data portion of the 5th line of the Big House Desert Eagle #360 codes will supply the model number for the pickup.


You can edit the 6th line manually. Type F (hex) is a normal pickup, type 2 is fast respawn and should work fine with the Desert Eagle.

Edited by OrionSR
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Taking note of your response, I formulated a functional code:


E00500DE 006B4FB8

20804D38 000003E8

20804D40 39844819

20804D44 00000083

10804D48 0000015C

00804D4C 00000002


A fast re-spawning Desert Eagle with 1,000 rounds spawns atop the Clowns Pocket roof. Thanks to you, I know how to alter pickup codes, but I don't know how to create them from scratch. Regardless, I'm going to have fun modifying these codes. Thanks again! I'll report all other testing.

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Well done, GTASAddict. I've checked the codes and everything looks correct, but I guess you knew that already when it appeared as expected. It would be tricky for you to write a new conditional check line for a different pickup because you'd need to read a decompliled PS2 script to find the global variable used to create the pickups. But for your personal use that line shouldn't matter. I'll bet you could write a new code if you can get a spreadsheet working to perform all the calculations.


We need to find a way for you to take coordinate readings on PS2.



X,Y,Z Coordinates


Weapon, Fashion, Property Budget Stats = X,Y,Z Coordinates

506FE7EC 0000000C

00802194 00000000

from http://www.cheatdevice.com/gta/sa.htm#coordinates


^Nevermind, it looks like AR-Max won't do the copy bytes commands so these coordinate codes aren't going to work.

Edited by OrionSR
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I have to say thanks again; I'll be forever grateful. I'm planning to experiment with your code values to unlock the Big House interior through the Vagos gang house, but I wonder if it's worth it. Edison Carter & Skillers interior replacement codes are not permanent and I don't think temporary codes are worth much attention.


If you say it's "tricky" to develop new pickup generators, it must be too complicated, considering your expertise vastly exceeds mine. Ultimately though, I won't know until I try. I have a hunch the code you posted is for me to analyze, right? When I test the code, what am I to look for in terms of effects?



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The quoted code above is credited to Edison Carter, I haven't analyzed exactly what it does because it appears to do exactly what I want, so understanding isn't necessary if it constantly writes CJ's current coordinates to the "Weapon, Fashion, Property Budget Stats" where they are easy to look up in the menu, plug into a formula, and turn it into an armax code for pickups and vehicles. It's a matter of multiplying each coordinate by 8 and dropping the remainder. Then convert it to hex for ar-max.


Here's an example using the coordinates of that Desert Eagle on top of Clowns Pocket.


Just your coordinate lines

20804D40 39844819

20804D44 00000083


X = Weapon Budget = 2307.16 * 8 = 18457.28 =int() 18457 =dec2hex() 4819

Y = Fashion Budget = 1840.59 * 8 = 14724.72 =int() 14724 =dec2hex() 3984

Z = Property Budget = 16.45 * 8 = 131.6 =int() 131 =dec2hex() 83



Edited by OrionSR
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Now I'm understanding what you were conveying; the math is complicated though. Math was always my worst subject. Anyway, I integrated your code that enables the Big house interior via the Queens safe house wardrobe minus the blinking radar. I personally think that aspect was bothersome and unnecessary. I plan to add all Big House pickups; I so far have the Desert Eagle, AK-47, Teargas, Tec9, Micro Uzi and more are to come. It's so time consuming entering these codes, I wish a quicker method was possible. At least the effects are permanent.




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Yeah, well... my CLEO codes always included a text message when they activate so I know when they are running. I missed that with AR-Max and the blink radar was the best alternative I could come up with. But yeah, no harm in leaving them out.


There is an easier and faster way to enter lots of long codes. Omniconvert can write code lists which can be read from a USB key by some versions of AR-Max. Then all you need to do is chose which of the already labeled codes to activate before starting the game. I never would have had the patience to enter and test all these codes without using a code list.


Math will not always be your worst subject because your curiosity will motivate you to run a few tests and you'll find the math coordinate codes really aren't all that difficult, which will lead to more codes, more complicated codes, and a fabulous game programming career with opportunities to give motivational speeches about how cheat device codes changed your life. You don't want to miss out on that; see if you can find someone that can show you the basics of how to enter formulas and functions into a spreadsheet and try to put those grenades by the Rockshore safehouse.


Added: Please let me know the results of any tests of those XYZ Coordinate codes. I'd like to know if I need to come up with something else that I understand.

Edited by OrionSR
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Oh, that makes sense. No offense intended, by the way.


I see two slots that say "USB" on my computer hard-drive and two slots on my PS2 that look compatible with it. However, I have no cord to connect them together. No cords came with my AR-MAX when on bought it, so I'm unsure what sort of cord is suitable.


Many thanks for the motivational words. Before I came to GTAforums, I didn't even know about cheat devices, now I can't imagine playing any game without them. Amazing how cheat devices can make a game seem like a totally different game. Also, I never thought I'd gain the expertise I have now.


What I really like about the pickup codes is I haven't needed a replacement line yet. Most codes (especially your vehicle generators) I need replacement lines with.


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Plugging a usb cable between your computer and PS2 isn't going to work for code lists. You need a USB flash drive, or possibly a PSP. I couldn't get my usb cameras or anything else to work as a usb drive with AR-Max. The problem is, generally the smallest usb drives available now are 2GB for about $5. I'm not sure if these new devices will work with AR-Max, mine is only 512MB. However, a lot of people have these sitting around in a drawer somewhere because they're a little small to be useful by today's standards, but they work well for this old software, so ask around.

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The spiked strips used (with a Tampa) during Puncture wounds, do you think a code creation enabling their reuse infinitely is applicable? Likewise, the hoist magnet used (with a Leviathan) during Up, Up & Away, do you think a code creation enabling its reuse infinitely is applicable?


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I'm a little fuzzy on the details of these because it was something I looked into when I first started investigating save files. What I gathered was that the spike strip and heli magnet are not inherent properties of any vehicle which can be enabled with a flag and saved in a garage. These objects are created and controlled by game scripts so there isn't any hope of getting them to work with save editing, or cheat device codes.


The chafe charges of the Hydra may be controlled by the mission scripts of Vertical Bird as well. I could never get them to work outside of the mission.

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OrionSR, after checking one of the replies above I tried to change the mulholland safe house to the LA big house

ntsc v2
R1+up. mulholland safe house to LA big house
E001F7EF 007014C2
20C99D6C 00C9E438

It works but no save disk appears in the house. so you can't save there.

Off topic question
is there a way to move one of the outside save disk: like Catalina's or angel pine save disk to bayside marina. I always liked that area as a save point.

Edited by skills
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Yes, it is possible. It would be 7 lines of code to move the disk, and another line to enable the outside save disks early. Catalina's is probably the best choice. CJ gets warped to Angel Pine if that disk is enabled when he's not on a mission, but it's a problem that can be managed. Which disk did you want to move? We need to find the globals used to record the coordinates for that disk; from there you can probably calculate the rest.

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Note: Its best to use these codes after all 3 cities are open and you own the property the codes are replacing. It's best to only use one code per save file.
Original san andreas
Safe house to burglary interior warp/move safe house interior.
After testing a few of the burglary house addresses from the enex source and destination table I finally found the 3 Los santos burglary interiors I've always wanted access to outside of doing the burglary missions. I connected them to 3 of the safe houses. No save disk are in these interiors: its best not to try moving a save disk in these interiors that being that cops, peds and gangs can spawn in them.

When they are connected to safe houses the burglary exits go on a timer appearing at 23:00 to 5:59, some of the exits appear at all hours. In order to not completely loose the safe house interior/save point. I moved the save interiors to other locations, and you can save at these new locations. cool.gif

Special warning: Being that these codes are replacing safe house interiors and the save disk for those houses, unforeseen problems might happen. Like mixing these with other warp codes, other cheat device codes, playing story missions, burglary and other R3 sub missions, using button cheat codes, etc. After testing all of that I haven't come across any problems so far. As with all saves it's best to copy your saves to another memory card and add save able codes to that copied version, this way if you come across any problems with these or any codes. You'll still have your original saves to go back to. That's what I do with my ntsc v1 saves.
There are a lot of places too move the safe interiors, so I got carried away with this cry.gif

edit: I stop using the burglary house interiors in all but one code




master code
F0532640 00532643
R2+down. white wood is
LA big house
redsands east 24-7 is white wood
E002FDBF 00700942
20C9AF74 00C9D8B8
20C9AE0C 00C9DD68
R1+left. jefferson house is
LAHSB3 greenish house
east mulholland 24-7 store
is jefferson house
E002F77F 00700942
20C98B20 00C9C634
20C98F94 00C9D930
R2+up. hashbury is
Wu zi house
LS betting shop is hashbury
E002FDEF 00700942
20C99444 00C9BEF0
20C98814 00C9D8F4
R1+up. queens house is
woozie mu house,
SF down town burgershot is queens
E002F7EF 00700942
20C99480 00C9BEF0
20C999A8 00C9D96C
R2+left.calton heights house is
LA big house,calton house is
SF down town cluckin bell
E002FD7F 00700942
20C99840 00C9D8B8
20C99DE0 00C9DD2C
L1+up. camel toe is
LA big house,starfish casino
big green/white 24-7 is camel toe
E002FBEF 00700942
20C9A998 00C9D8B8
20C9A3BC 00C9D9A8
R1+down. hashbury is
LA big house
juniper hill binco to hashbury
E002F7BF 00700942
20C99444 00C9D8B8
20C99E94 00C9D8F4
L2+right.prickle pine is
LA big house
colonel fuhuberger house is
prickle pine interior
E002FEDF 00700942
20C9AF38 00C9D8B8
20C98DB4 00C9D840

same codes just the save interior is moved

R1+left.jefferson is
LAHSB3 greenish house
colonel fuhuberger house
is jefferson house
E002F77F 00700942
20C98B20 00C9C634
20C98DB4 00C9D930

R1+left.jefferson is
LAHSB3 greenish house
star fish casino mall
south cluckin bell
is jefferson house
E002F77F 00700942
20C98B20 00C9C634
20C9AAC4 00C9D930


this too long for quotes

Edited by skills
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I've run into some confusion about the logic of moving the disk. The tricky part will be moving the save disk radar blip. But there is other information I need to gather as well.




I forgot that Catalina's disk is after the Angel Pine disk so we need to deal with the possibility of CJ getting warped to restricted territory when the cheat code is activated. This can be avoided by setting the $ON_MISSION global to 1. Triggering a mission is also needed to complete the process of moving the after the coordinates have been changed. My suggested strategy would be to ask the player to trigger a mission and then include a joker to make sure $ON_MISSION is equal to 1 before running the rest of the codes.


0x006B1FF0 = address of global variable 0 (PS2v1)

4 bytes = size of each global variable

409 = $On_Mission (PC, PS2v1)





There are 18 total pickups, but these are usually indexed 0 thru 17, so be careful not to get confused on this value. There may be some issues with game flow reducing your total pickups so this code may need to be reused if you want the late game disks to show up again. Angel Pine is the only outdoor disk that won't disappear if enabled early.


885 = $Total_Available_Save_Pickups (PC, PS2v1)

NTSC PS2v1 = 006B2DC4 (from initial post)


The author of the Savegame Editor has good documentation on the save disks. The "House" field indicates the save index. So for Total Pickups add 1 to the index, but use the House index for all address calculations.






886 = $SAVE_PICKUPS_X[0]


The save coordinates are saved in the array described below. The Save_Pickups coordinates are the location of the pickups, the Save_Point coordinates and angle is where CJ is placed after the save screen or when loading. ($SAVE_PICKUPS_Y[0] starts right after $SAVE_PICKUPS_X[17], and so on)










Problems with the total available pickups can be avoided by borrowing indoor save disks instead. I usually borrow the disk from the Queens hideout for my shenanigans and connect Queens to something else, so instead I'd suggest connecting the Hashbury door to the Prickle Pine interior and move the Hashbury disk to Bayside -- which is why I gave you a map for all the coordinates.


The indoor strategy however won't provide a save disk icon in Bayside. The best chance of getting a properly placed save icon in Bayside is to change all the proper coordinate early and let the game place the icon for us. I'll look into how that works. I'm not sure how to move an existing Catalina's save blip to a different location without calculating addresses specifically for that save.


Another tricky part is getting coordinates on PS2. Do you have something that can run copy-byte codes? I can't get AR-Max to run them. If so, there are some Edison Carter codes that will write CJ's XYZ coordinates to the game stats where they are easy to read.



X,Y,Z Coordinates


Weapon, Fashion, Property Budget Stats = X,Y,Z Coordinates

506FE7EC 0000000C

00802194 00000000


Added: Okay, it looks like the save blips are placed by the missions that normally unlock the disk using the $Save_Pickup coordinates. So if you enable Catalina's disk early and move it to Bayside then eventually the save blip will appear, but if it's already been placed then moving it will be difficult.


Move Madd Dogg’s Disk (NTSC PS2v1)

206B2DCC 44A17999 $SAVE_PICKUPS_X[1]

206B2E14 C4477504 $SAVE_PICKUPS_Y[1]

206B2E5C 44883000 $SAVE_PICKUPS_Z[1]

206B2EA4 44A0D999 $SAVE_POINTS_X[1]

206B2EEC C4476C28 $SAVE_POINTS_Y[1]

206B2F34 44882333 $SAVE_POINTS_Z[1]

206B2F7C 42B40000 $SAVE_POINTS_ANGLE[1]


Format: 20aaaaaa ffffffff

20 = write 4 bytes starting at

aaaaaa = address of the coordinate variable

fffffff = floating point value to write


Hm.... floating point numbers. I'm not sure if we've discussed floats or not. Floats are how the game stores very large, very small, and decimal numbers with pretty good accuracy in only 4 bytes. But I don't know how to convert them without a website. Spreadsheets don't even include a conversion function for floats.


I like this old site because it's the one I learned to use: http://babbage.cs.qc.cuny.edu/IEEE-754.old/Decimal.html

New Analyzer: http://babbage.cs.qc.cuny.edu/IEEE-754/

Edited by OrionSR
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Because you were able to connect the Big House with the Queens wardrobe, it would be splendid to connect all safe house interiors with the queens wardrobe (in my opinion). Can you provide a brief lesson to tutor me on my quest? Example: Dillimore safe house to Queens interior code values?

Edited by GTASAddict
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  • 2 weeks later...

You may want to consider moving the Queens save disk into the Big House interior and saving yourself a step.


ENEX Redirect


Find the source you would like to redirect in the table below and copy the code segment from the 1st column. Dillimore's source address is: 20C9B6B8


Then copy the destination address for where you want the enex to go from the 2nd column. For Queens the destination address is: 00C9D96C


Combine these two addresses and separate them with a space character to make your new enex redirect code: 20C9B6B8 00C9D96C


Note that interior enexes are listed at the end of table.


ENEX Source and Destination Table for NTSCv1



Source  	Destin	Index	ENEX  Name    ** NTSCv1 **20C986E8	00C986B0	0	POLICE1	LSPD_HQ20C98724	00C986EC	1	ATRIUME	Atrium_North20C98760	00C98728	2	ATRIUMX	Atrium_West20C9879C	00C98764	3	X7_11S	Roboi_Food_Mart_24-720C987D8	00C987A0	4	CLOTHGP	Downtown_LS_Zip20C98814	00C987DC	5	GENOTB	LS_Inside_Track_Betting20C98850	00C98818	6	AMMUN1	Market_Ammu-nation20C9888C	00C98854	7	SKYLAN2	LS_Tower_bottom20C988C8	00C98890	8	SKYLAN2	LS_Tower_top20C98904	00C988CC	9	X7_11B	Unity_69¢_24-720C98940	00C98908	10	SVLAMD	El_Corona_Safe_House20C9897C	00C98944	11	FDCHICK	Willowfield_Chicken20C989B8	00C98980	12	BARBER3	Playa_Del_Seville_Barber20C989F4	00C989BC	13	AMMUN3	Willowfield_Ammu-nation20C98A30	00C989F8	14	TATTOO	Willowfield_Tattoos20C98A6C	00C98A34	15	SVLASM	Willowfield_Safe_House20C98AA8	00C98A70	16	MOTEL1	Jefferson_Motel20C98AE4	00C98AAC	17	LACS1	Jefferson_Sub-Urban20C98B20	00C98AE8	18	SVLASM	Jefferson_Safe_House20C98B5C	00C98B24	19	BARBERS	Idlewood_Barber_Reece's_20C98B98	00C98B60	20	LACRAK	Crack_Den20C98BD4	00C98B9C	21	FDPIZA	Idlewood_Pizza20C98C10	00C98BD8	22	TATTOO	Idlewood_Tattoo20C98C4C	00C98C14	23	BAR1	Idlewood_Disco20C98C88	00C98C50	24	BAR2	Ten_Green_Bottles20C98CC4	00C98C8C	25	LASTRIP	Pig_Pen20C98D00	00C98CC8	26	DINER2	East_Beach_Diner20C98D3C	00C98D04	27	CSCHP	Ganton_Binco20C98D78	00C98D40	28	CARLS	Johnson's_House20C98DB4	00C98D7C	29	BURHOUS	Colonel_Fuhrberger's20C98DF0	00C98DB8	30	GANG	Vagos_Gang_House20C98E2C	00C98DF4	31	FDCHICK	East_Los_Santos_Chicken20C98E68	00C98E30	32	GYM1	Ganton_Gym20C98EA4	00C98E6C	33	CARTER	Smoke's_Crack_Palace20C98EE0	00C98EA8	34	BARBER2	Marina_Barber20C98F1C	00C98EE4	35	FDBURG	Marina_Burger_OG_Loc's20C98F58	00C98F20	36	SVLAMD	Verona_Beach_Safe_House20C98F94	00C98F5C	37	X7_11B	Mulholland_East_24-720C98FD0	00C98F98	38	FDBURG	Mulholland_Burger20C9900C	00C98FD4	39	X711S2	Mulholland_West_24-720C99048	00C99010	40	FDCHICK	Market_Chicken20C99084	00C9904C	41	CSDESGN	Rodeo_Victim20C990C0	00C99088	42	DINER1	Santa_Maria_Diner20C990FC	00C990C4	43	CSSPRT	Rodeo_Pro-Laps20C99138	00C99100	44	FDREST1	Rodeo_Restaurant20C99174	00C9913C	45	CSEXL	Rodeo_Didier_Sachs20C991B0	00C99178	46	SVLAMD	Santa_Maria_Safe_House20C991EC	00C991B4	47	SVSFBG	Mulholland_Safe_House20C99228	00C991F0	48	MADDOGS	Madd_Dogg_Front20C99264	00C9922C	49	MDDOGS	Madd_Dogg_Back20C992A0	00C99268	50	SFHSS1	Bayside_Burglary_Side_Door20C992DC	00C992A4	51	SFHSS2	Bayside_Burglary_North20C99318	00C992E0	52	SFHSB1	Bayside_Burglary_South20C99354	00C9931C	53	SFHSM2	Bayside_Burglary_Unrestricted20C99390	00C99358	54	GYM2	SF_Gym20C993CC	00C99394	55	AMMUN1	SF_Ammu-nation20C99408	00C993D0	56	FDCHICK	Ocean_Flats_Chicken20C99444	00C9940C	57	SVSFMD	Hashbury_Safe_House20C99480	00C99448	58	SVHOT1	Queens_Safe_House20C994BC	00C99484	59	BARBER2	Barber's_Pole_-_Queens20C994F8	00C994C0	60	FDREST1	Biffin_Bridge_Restaurant20C99534	00C994FC	61	BAR1	SF_Disco_Bar_Gaydar_Staion20C99570	00C99538	62	FDBURG	Garcia_Burger20C995AC	00C99574	63	LACS1	Hashbury_Sub_Urban20C995E8	00C995B0	64	TATTO2	Hashbury_Tattoos_Hemlock20C99624	00C995EC	65	SFHSS2	Ocean_Flats_N_Burglary20C99660	00C99628	66	SFHSS1	Ocean_Flats_S_Burglary20C9969C	00C99664	67	SFHSS1	Hashbury_W_Burglary20C996D8	00C996A0	68	SFHSS2	Hashbury_N_Burglary20C99714	00C996DC	69	SFHSS1	Hashbury_E_Burglary20C99750	00C99718	70	SVSFBG	Doherty_Safe_House20C9978C	00C99754	71	BAR2	Misty's_Bar_Garcia20C997C8	00C99790	72	CLOTHGP	SF_Downtown_Zip20C99804	00C997CC	73	FDPIZA	Financial_Pizza20C99840	00C99808	74	SVSFBG	Calton_Heights_save20C9987C	00C99844	75	SVSFSM	Chinatown_Safe_House20C998B8	00C99880	76	P69_ENT	Pier_69_Top20C998F4	00C998BC	77	P69_ENT	Pier_69_Bottom20C99930	00C998F8	78	DINER2	Pier_69_Diner20C9996C	00C99934	79	FDPIZA	SF_Downtown_Pizza20C999A8	00C99970	80	FDBURG	SF_Downtown_Burger20C999E4	00C999AC	81	CSDESGN	SF_Downtown_Victim20C99A20	00C999E8	82  SF_Tower_Oneway_Up20C99A5C	00C99A24	83  SF_Tower_Oneway_Down20C99A98	00C99A60	84	SFHSS1	Calton_Heights_N_Burglary20C99AD4	00C99A9C	85	LAHS2A	Calton_Heights_N_Burglary20C99B10	00C99AD8	86	LAHS2A	Calton_Heights_N_Burglary20C99B4C	00C99B14	87	LAHS2A	SF_Downtown_Burglary20C99B88	00C99B50	88	SFHSS1	SF_Downtown_Burglary20C99BC4	00C99B8C	89	SFHSS1	Financial_Burglary20C99C00	00C99BC8	90	SFHSS1	Financial_Burglary20C99C3C	00C99C04	91	SFHSS1	Calton_Heights_S_Burglary20C99C78	00C99C40	92	SFHSS1	Calton_Heights_S_Burglary20C99CB4	00C99C7C	93	SFHSS1	Calton_Heights_S_Burglary20C99CF0	00C99CB8	94	SFHSS1	Calton_Heights_S_Burglary20C99D2C	00C99CF4	95	SFHSS1	Chinatown_Burglary20C99D68	00C99D30	96	LAHS1B	Calton_Stairs_Burglary20C99DA4	00C99D6C	97	SFHSS1	Chinatown_Burglary20C99DE0	00C99DA8	98	FDCHICK	SF_Downtown_Chicken20C99E1C	00C99DE4	99	REST2	SF_Downtown_Restaurant_Secret_Valley20C99E58	00C99E20	100	SVSFSM	Paradiso_Safe_House20C99E94	00C99E5C	101	CSCHP	Juniper_Hill_Binco20C99ED0	00C99E98	102	FDBURG	Juniper_Hollow_Burger20C99F0C	00C99ED4	103	DINER2	Juniper_Hollow_Diner20C99F48	00C99F10	104	SFHSS2	Juniper_Hill_Burglary20C99F84	00C99F4C	105	SFHSS1	Juniper_Hill_Burglary20C99FC0	00C99F88	106	SFHSS2	Juniper_Hill_Burglary20C99FFC	00C99FC4	107	SFHSS1	Juniper_Hill_Burglary20C9A038	00C9A000	108	SFHSS1	Juniper_Hill_Burglary20C9A074	00C9A03C	109	SFHSM1	Juniper_Hill_Burglary20C9A0B0	00C9A078	110	SFHSS1	Juniper_Hill_Burglary20C9A0EC	00C9A0B4	111	SFHSB3	Paradiso_Burglary20C9A128	00C9A0F0	112	SFHSB3	Santa_Flora_Burglary20C9A164	00C9A12C	113	SFHSB1	Paradiso_Burglary20C9A1A0	00C9A168	114	SFHSS1	Juniper_Hollow_Burglary20C9A1DC	00C9A1A4	115	SFHSS1	Juniper_Hollow_Burglary20C9A218	00C9A1E0	116	SFHSS1	Juniper_Hill_Burglary20C9A254	00C9A21C	117	X7_11S	20C9A290	00C9A258	118	FDBURG	20C9A2CC	00C9A294	119	FDCHICK	20C9A308	00C9A2D0	120	X7_11S	20C9A344	00C9A30C	121	FDREST1	Vice_-_Old_Strip_-_World_of_Coq20C9A380	00C9A348	122	FDBURG	20C9A3BC	00C9A384	123	X7_11B	20C9A3F8	00C9A3C0	124	AMMUN2	20C9A434	00C9A3FC	125	CSSPRT	Pro-Laps20C9A470	00C9A438	126	CSDESGN	Victim20C9A4AC	00C9A474	127	LACS1	Sub_Urban20C9A4E8	00C9A4B0	128	FDPIZA	20C9A524	00C9A4EC	129	FDCHICK	20C9A560	00C9A528	130	X7_11B	20C9A59C	00C9A564	131	FDPIZA	20C9A5D8	00C9A5A0	132	FDBURG	20C9A614	00C9A5DC	133	X7_11S	20C9A650	00C9A618	134	POLICE3	LVPD_HQ20C9A68C	00C9A654	135	BAR2	Craw_Bar_-_Old_Strip20C9A6C8	00C9A690	136	LASTRIP	Top_Heavy_Girls_-_Old_Strip20C9A704	00C9A6CC	137	SVVGHO1	Clown's_Pocket_save20C9A740	00C9A708	138	SVVGHO2	Old_Venturas_Strip_save20C9A77C	00C9A744	139	SVSFSM	Creek20C9A7B8	00C9A780	140	POLICE4	LVPD_HQ20C9A7F4	00C9A7BC	141	DINER2	LV_Steakhouse_-_Old_Strip20C9A830	00C9A7F8	142	CSCHP	Binco20C9A86C	00C9A834	143	JUMP1	Caligula's_Roof_1_S20C9A8A8	00C9A870	144	JUMP2	Caligula's_Roof_2_N20C9A8E4	00C9A8AC	145	MAFCAS	Caligulas_Casino20C9A920	00C9A8E8	146	SVVGHO2	Pirates_in_Men's_Pants_save20C9A95C	00C9A924	147	TRICAS	The_Four_Dragon's20C9A998	00C9A960	148	SVVGHO1	Camel's_Toe_save20C9A9D4	00C9A99C	149	PAPER	Planning_Department20C9AA10	00C9A9D8	150	STRIP2	Nude_Stripers_Daily_by_Come-a-lot20C9AA4C	00C9AA14	151	SVLAMD	Rockshore_West_save20C9AA88	00C9AA50	152	BAR1	Disco_-_Camel's_Toe20C9AAC4	00C9AA8C	153	FDCHICK	20C9AB00	00C9AAC8	154	FDPIZA	20C9AB3C	00C9AB04	155	CLOTHGP	Zip20C9AB78	00C9AB40	156	AMMUN2	20C9ABB4	00C9AB7C	157	FDBURG	Redsands_Burgershot_Asset20C9ABF0	00C9ABB8	158	FDBURG	Burgers_Whitewood20C9AC2C	00C9ABF4	159	DINER1	Diner_Redsands_West_-_by_Ballpark20C9AC68	00C9AC30	160	TATTO3	20C9ACA4	00C9AC6C	161	SEXSHOP	20C9ACE0	00C9ACA8	162	X7_11S	20C9AD1C	00C9ACE4	163	CLOTHGP	Zip20C9AD58	00C9AD20	164	FDPIZA	20C9AD94	00C9AD5C	165	FDCHICK	20C9ADD0	00C9AD98	166	CSCHP	Binco20C9AE0C	00C9ADD4	167	X7_11S	20C9AE48	00C9AE10	168	BARBER2	20C9AE84	00C9AE4C	169	GYM3	Below_the_Belt_Gym20C9AEC0	00C9AE88	170	ABATOIR	Sindacco_Abattoir20C9AEFC	00C9AEC4	171	SVLAMD	Redsands_West_save20C9AF38	00C9AF00	172	SVVGMD	Prickle_Pine_save20C9AF74	00C9AF3C	173	SVLAMD	Whitewood_Estates_save20C9AFB0	00C9AF78	174	CASINO2	Casino_Redsands_West20C9AFEC	00C9AFB4	175	FDREST1	Streakhouse_World_of_Coq20C9B028	00C9AFF0	176	SVc*nt	El_Quebrados_save20C9B064	00C9B02C	177	SVc*nt	Tierra_Robada20C9B0A0	00C9B068	178	DINER1	Tierra_Robada_Diner20C9B0DC	00C9B0A4	179	REST2	Secret_Valley_Smokin_Beef_Grill_-_Las_Barrancas20C9B118	00C9B0E0	180	BARBER2	20C9B154	00C9B11C	181	AMMUN5	20C9B190	00C9B158	182	FDCHICK	20C9B1CC	00C9B194	183	DAMOUT	Top_of_Dam20C9B208	00C9B1D0	184	UFOBAR	Lil'_Probe_Inn20C9B244	00C9B20C	185	AMMUN3	20C9B280	00C9B248	186	DESHOUS	Airstrip_Save20C9B2BC	00C9B284	187	STUDRAN	Big_Spread_Ranch_-_Bone_County20C9B2F8	00C9B2C0	188	DAMIN	Generator_Hall20C9B334	00C9B2FC	189	UFOBAR	Lil'_Probe_Inn20C9B370	00C9B338	190	DESHOUS	Abandoned_AC_tower20C9B3AC	00C9B374	191	STRIP2	Big_Spread_Ranch_-_Bone_County20C9B3E8	00C9B3B0	192	DINER2	Fort_Carson20C9B424	00C9B3EC	193	X7_11S	20C9B460	00C9B428	194	SVc*nt	Fort_Carson_save20C9B49C	00C9B464	195  Big_Ear_Tower20C9B4D8	00C9B4A0	196	AMMUN3	Fort_Carson_Ammu-nation20C9B514	00C9B4DC	197	FDCHICK	20C9B550	00C9B518	198	DINER2	Fort_Carson20C9B58C	00C9B554	199	FDCHICK	20C9B5C8	00C9B590	200	AMMUN3	20C9B604	00C9B5CC	201	X7_11S	Whetstone_24-720C9B640	00C9B608	202	SVc*nt	Angel_Pine_country_save20C9B67C	00C9B644	203	GENOTB	Inside_Track_Betting20C9B6B8	00C9B680	204	SVc*nt	Dillimore_country_save20C9B6F4	00C9B6BC	205	SVc*nt	Palomino_Creek_country_save20C9B730	00C9B6F8	206	AMMUN2	Blueberry_Ammu-nation20C9B76C	00C9B734	207	POLICE1	Dillimore_PD_like_LSPD20C9B7A8	00C9B770	208	BARBER2	Barber_in_Dillimore20C9B7E4	00C9B7AC	209	DINER2	Diner_in_Blueberry20C9B820	00C9B7E8	210	SVc*nt	Blueberry_country_save20C9B85C	00C9B824	211	FDPIZA	Montgomery_Pizza20C9B898	00C9B860	212	TSDINER	Truck_Stop_in_Dillimore20C9B8D4	00C9B89C	213	AMMUN2	Palomino_Ammu-nation20C9B910	00C9B8D8	214	FDPIZA	Palomino_Pizza20C9B94C	00C9B914	215	FDPIZA	Palomino_Pizza_duplicate?20C9B988	00C9B950	216	FDPIZA	Montgomery_Pizza_duplicate20C9B9C4	00C9B98C	217	FDPIZA	Blueberry_Pizza20C9BA00	00C9B9C8	218	SVc*nt	Whetstone_Farm20C9BA3C	00C9BA04	219	CARLS	Johnson_House20C9BA78	00C9BA40	220	BURHOUS	Colonel_Fuhrberger's20C9BAB4	00C9BA7C	221	GANG	Burning_Desire20C9BAF0	00C9BAB8	222	MADDOGS	Maddog_Top_int20C9BB2C	00C9BAF4	223	MDDOGS	Maddog_Bottom_int20C9BB68	00C9BB30	224	JETINT	Free_Fall_Interior20C9BBA4	00C9BB6C	225	SWEETS	Sweet's20C9BBE0	00C9BBA8	226	MOROOM	Room_with_Mirror20C9BC1C	00C9BBE4	227	CHANGER	Johnson_House_Changer20C9BC58	00C9BC20	228	CARTER	Smokes_Crack_Palace20C9BC94	00C9BC5C	229	MOTEL1	Jefferson_Motel20C9BCD0	00C9BC98	230	DRIVES	Driving_School20C9BD0C	00C9BCD4	231	DRIVES	Driving_School20C9BD48	00C9BD10	232	RCPLAY	Zero's_RC_Shop20C9BD84	00C9BD4C	233	RCPLAY	Zero's_RC_Shop20C9BDC0	00C9BD88	234	DRIVES2	Driving_School20C9BDFC	00C9BDC4	235	DRIVES2	Driving_School20C9BE38	00C9BE00	236	PDOMES	Top_of_Pleasure_Domes20C9BE74	00C9BE3C	237	PDOMES2	The_Pleasure_Domes20C9BEB0	00C9BE78	238	PDOMES2	The_Pleasure_Domes20C9BEEC	00C9BEB4	239	PDOMES	The_Pleasure_Domes20C9BF28	00C9BEF0	240	WUZIBET	Wu_Zi_Mu's20C9BF64	00C9BF2C	241	MAFCAS	Caligula's_Casino20C9BFA0	00C9BF68	242	MAFCAS2	Penthouse_Suites20C9BFDC	00C9BFA4	243	MAFCAS2	Penthouse_Suites20C9C018	00C9BFE0	244	JUMP2	Caligula's_Roof_220C9C054	00C9C01C	245	JUMP1	Caligula's_Roof_120C9C090	00C9C058	246	PAPER	Planning_Department20C9C0CC	00C9C094	247	BIKESCH	Bike_School20C9C108	00C9C0D0	248	ABATOIR	Sindacco_Abattoir20C9C144	00C9C10C	249	TRICAS	4_Dragons20C9C180	00C9C148	250  In_Water_east_of_Palomino20C9C1BC	00C9C184	251	TSDINER	Truck_Stop_in_Dillimore20C9C1F8	00C9C1C0	252	TATTOO	20C9C234	00C9C1FC	253	X7_11S	20C9C270	00C9C238	254	X7_11B	20C9C2AC	00C9C274	255	X7_11C	unused20C9C2E8	00C9C2B0	256	X7_11D	unused20C9C324	00C9C2EC	257	X711S2	Mulholland_West_24-720C9C360	00C9C328	258	X711S3	unused20C9C39C	00C9C364	259	SEXSHOP	20C9C3D8	00C9C3A0	260	TATTO2	20C9C414	00C9C3DC	261	TATTO3	20C9C450	00C9C418	262	ATRIUMX	20C9C48C	00C9C454	263	ATRIUME	20C9C4C8	00C9C490	264	VGHSB1	Burglary_Shotgun_no_exit20C9C504	00C9C4CC	265	LAHSS6	Burglary_Pistol_and_Exit20C9C540	00C9C508	266	VGHSB3	Burlary_red_Bat_no_Exit20C9C57C	00C9C544	267	VGSHS2	Burlary_Knife_no_Exit20C9C5B8	00C9C580	268	LAHSB4	Burlary_orange_Pistol_with_Exit20C9C5F4	00C9C5BC	269	LAHSB1	Burlary_blue_Bat_no_Exit20C9C630	00C9C5F8	270	LAHSB2	Burlary_no_Exit20C9C66C	00C9C634	271	LAHSB3	Burglary_greenish_Bat_Shotgun_no_Exit20C9C6A8	00C9C670	272	LAHS2B	Burlary_no_Exit20C9C6E4	00C9C6AC	273	LAHS2A	Burlary_pink_floral_with_Exit20C9C720	00C9C6E8	274	VGSHM2	Burlary_Pistol_Knife_no_exit20C9C75C	00C9C724	275	VGSHM3	Burlary_Pistol_no_exit20C9C798	00C9C760	276	VGHSS1	Burlary_no_Exit20C9C7D4	00C9C79C	277	LAHS1A	Burlary_with_Exit20C9C810	00C9C7D8	278	LAHS1B	Burlary_with_Exit20C9C84C	00C9C814	279	OFTEST	Middle_of_nowhere20C9C888	00C9C850	280	S1TEST	Middle_of_nowhere20C9C8C4	00C9C88C	281	LACRAK	Crack_Den20C9C900	00C9C8C8	282	BROTHEL	Brothel_no_audio20C9C93C	00C9C904	283	RYDERS	Ryder's_Place20C9C978	00C9C940	284	VGHSM2	Burlary_with_Exit20C9C9B4	00C9C97C	285	VGHSM3	Burlary_with_Exit20C9C9F0	00C9C9B8	286	SFHSB2	Fall20C9CA2C	00C9C9F4	287	SFHSB3	Burlary_Bat_with_Exit20C9CA68	00C9CA30	288	SFHSS2	Burlary_with_Exit20C9CAA4	00C9CA6C	289	SFHSS1	Burlary_with_Exit20C9CAE0	00C9CAA8	290	SFHSB1	Burlary_Pistol_Bat_with_Exit20C9CB1C	00C9CAE4	291	SFHSM1	Burlary_nasty_lighting_with_Exit20C9CB58	00C9CB20	292	SFHSM2	Burlary_wood_with_Exit20C9CB94	00C9CB5C	293	CASINO2	Small_Green_Rug20C9CBD0	00C9CB98	294	BROTHL1	Pole_Dancing_Large20C9CC0C	00C9CBD4	295	GYM1	Ganton_Gym20C9CC48	00C9CC10	296	CARMOD2	Loco_Low_Co20C9CC84	00C9CC4C	297	CARMOD3	Wheel_Arch_Angels20C9CCC0	00C9CC88	298	GENWRHS	Warehouse20C9CCFC	00C9CCC4	299	GENOTB	Inside_Track_Betting20C9CD38	00C9CD00	300	GYM2	Cobra_Martial_Arts20C9CD74	00C9CD3C	301	GYM3	Below_the_Belt_Gym20C9CDB0	00C9CD78	302	SMASHTV	SmashTV_Warehouse20C9CDEC	00C9CDB4	303	BDUPS	B_Dup's_apartment20C9CE28	00C9CDF0	304	BDUPS1	B_Dup's_Crack_Palace20C9CE64	00C9CE2C	305	STRIP2	Neon_White_Hearts20C9CEA0	00C9CE68	306	STUDIO	Studio20C9CEDC	00C9CEA4	307	BROTHL2	Tiger_Rug_Brothel20C9CF18	00C9CEE0	308	OGLOCS	OG_Loc's20C9CF54	00C9CF1C	309	CARMOD1	TransFender20C9CF90	00C9CF58	310	LASTRIP	Pig_Pen20C9CFCC	00C9CF94	311	POLICE1	LSPD_HQ20C9D008	00C9CFD0	312	POLICE2	SFPD_HQ20C9D044	00C9D00C	313	POLICE4	LVPD_HQ20C9D080	00C9D048	314	GF1	Denise's20C9D0BC	00C9D084	315	GF2	Katie's20C9D0F8	00C9D0C0	316	GF3	Helena's20C9D134	00C9D0FC	317	GF4	Michelle's20C9D170	00C9D138	318	GF5	Barbara's_Jail20C9D1AC	00C9D174	319	POLICE3	LVPD_HQ20C9D1E8	00C9D1B0	320	GF6	Millie's20C9D224	00C9D1EC	321	LACS1	Sub_Urban20C9D260	00C9D228	322	CSSPRT	Pro-Laps20C9D29C	00C9D264	323	CSCHP	Binco20C9D2D8	00C9D2A0	324	BARBERS	Reeces20C9D314	00C9D2DC	325	AMMUN1	Ammu-Market_&_SF20C9D350	00C9D318	326	FDCHICK	Cluckin'_Bell20C9D38C	00C9D354	327	FDBURG	Burger_Shot20C9D3C8	00C9D390	328	FDPIZA	Well_Stacked_Pizza20C9D404	00C9D3CC	329	FDDONUT	Rusty_Brown's20C9D440	00C9D408	330	FDREST1	World_of_Coq20C9D47C	00C9D444	331	BAR1	Disco_Bar20C9D4B8	00C9D480	332	BARBER2	20C9D4F4	00C9D4BC	333	BARBER3	20C9D530	00C9D4F8	334	REST2	Secret_Valley20C9D56C	00C9D534	335	BAR2	10_Green_Bottles?20C9D5A8	00C9D570	336	CLOTHGP	Zip20C9D5E4	00C9D5AC	337	CSEXL	Didier_Sachs20C9D620	00C9D5E8	338	AMMUN2	20C9D65C	00C9D624	339	AMMUN3	20C9D698	00C9D660	340	AMMUN4	unused20C9D6D4	00C9D69C	341	AMMUN5	20C9D710	00C9D6D8	342	DINER1	20C9D74C	00C9D714	343	DINER2	20C9D788	00C9D750	344	CSDESGN	Victim20C9D7C4	00C9D78C	345	CHANGER	Wardrobe_Int20C9D800	00C9D7C8	346	DIRBIKE	Dirt_Bike20C9D83C	00C9D804	347	8TRACK	8_Track20C9D878	00C9D840	348	SVVGMD	Prickle_Pine_Int20C9D8B4	00C9D87C	349	SVSFSM	Creek_Int20C9D8F0	00C9D8B8	350	SVLABIG	Removed_Mulholland?20C9D92C	00C9D8F4	351	SVSFMD	Hashbury_Int20C9D968	00C9D930	352	SVLASM	Jefferson_Int20C9D9A4	00C9D96C	353	SVHOT1	Queens_Int20C9D9E0	00C9D9A8	354	SVVGHO1	Camel's_Toe_Int20C9DA1C	00C9D9E4	355	SVVGHO2	Pirates_Int20C9DA58	00C9DA20	356	SVc*nt	Whetstone_Int20C9DA94	00C9DA5C	357	CHANGER	Queens_Int20C9DAD0	00C9DA98	358	SVGNMT2	Red_Bed_Room_Int20C9DB0C	00C9DAD4	359	SVGNMT1	Tan_Bed_Room_Int20C9DB48	00C9DB10	360	CHANGER	Camel's_Toe_Changer20C9DB84	00C9DB4C	361	CHANGER	Pirates_Changer20C9DBC0	00C9DB88	362	CHANGER	Whetstone_Changer20C9DBFC	00C9DBC4	363	CHANGER	Jefferson_Int_Changer20C9DC38	00C9DC00	364	CHANGER	Red_Bed_Room_Changer20C9DC74	00C9DC3C	365	CHANGER	Tan_Bed_Room_Changer20C9DCB0	00C9DC78	366	CHANGER	LA_Big_House_Changer20C9DCEC	00C9DCB4	367	CHANGER	Creek_Changer20C9DD28	00C9DCF0	368	CHANGER	Calton_Heights_Changer20C9DD64	00C9DD2C	369	SVSFBG	Calton_Heights_Int20C9DDA0	00C9DD68	370	SVLAMD	Whitewood_Estates__Int20C9DDDC	00C9DDA4	371	CHANGER	Whitewood_Estates__Changer20C9DE18	00C9DDE0	372	CHANGER	Prickle_Pine_Changer20C9DE54	00C9DE1C	373	CHANGER	Hashbury_Changer20C9DE90	00C9DE58	374	AIRPORT	Los_Santos_International_Airport20C9DECC	00C9DE94	375	AIRPOR2	Francis_Intl._Airport




Source formula: =DEC2HEX(C2*60+13207216+56)

Source format: [email protected]

Destination formula: =DEC2HEX(C2*60+13207216)

Destination format: [email protected]

(where C2 is the index of the enex)


13207216 =hex2dec(C986B0)


Start of ENEX data

NTSCv1 = C986B0

NTSCv2 = C99230

PALv1 = C987B0

PALv2 = C99330

Edited by OrionSR
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I decided to connect the Queens wardrobe to the Big House interior; next, I connected the Fort Carson, El Quebrados, & Dillimore safe house interiors with the Queens interior, thus enabling access to the Big House through those 3 safe houses.


What inspired me to do this is my love for recruiting GSF members and together slaughtering rivals gangs. Unfortunately, in LS, SF & LV, ambulances & firetrucks show up to revive people & extinguish fires. Fortunately, this doesn't happen in rural areas. Using Rics codes, I added GSF territory to Dillimore, El Quebrados & Fort Caron; Rifas to Blueberry & Gang 9 to Bayside marina. I too like having the Big House pickups handy before embarking on a rampage.


Some codes (NTSC V1 Action Replay Max) to exemplify my progress:


Dillimore is GSF territory





Blueberry is Rifas territory





Queens Wardrobe to Big House interior




Dillimore, El Quebrados & Fort Caron interiors to Queens interior





Edited by GTASAddict
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Oh, man.... I want a Bug House interior with butterflies and lightning bugs.


Nice work. I'm glad things are working out for you. BTW, another option would be (would have been?) to connect the country house's wardrobe to the Big House. One code would do the trick for all of the rural houses.


20C9DBC0 00C9D96C


There's more than one way to skin a c... Actually, no. Once the cat is skinless the other methods won't work anymore.

Edited by OrionSR
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Yikes, spelling blunder fixed.


I was just about to formulate more codes for other rural safe houses, but thankfully, you suggested a whole package code.


By the way, I just noticed you added an asset at Pirates In Mens Pants on your Chain Game file. I tried the PC and it isn't working out for me, so how about implementing a similar edition for the PS2 too?

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Sorry, I don't usually bug people on spelling and grammar, and especially typos, but the image that came to mind was... fascinating -- a combination of an early memory of sitting under a sheet on a picnic table and opening the jar of lightning bugs my dad and I had collected, the local science center's butterfly exhibit with hundreds of colorful butterflies of varying sizes, and my brother's old menagerie of stick and leaf bugs.


There are two extra assets in the Chain Game saves. One is in the Four Dragon's Casino, and the other is located on the shipwreck. This pirate booty asset probably won't work out well for PS2 codes. For one thing, it refuses to generate more money unless CJ basically stands there and watches it; we ended up seeding it with a small fortune so it wouldn't be completely useless. But also because it would look weird hovering above the sea floor without the ship object. The Four Dragons asset code can be found at the link below. It's one of those fresh vs restart codes so be sure to grab the right one.



Edited by OrionSR
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I tested your 4 Dragons asset on an expendable, test memory card and here are the results: If you implement this code before completing the casino heist missions, the asset will not only refrain from appearing, the game will crash if you stay in the casino for too long. Everything is fine if implemented after completion of those missions.


I have a question: What values to alter to move the 4 Dragons asset to Blackfield Chapel?

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