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Save File Conversion: PS2 to PC


marshmallow1304
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marshmallow1304

Is this even possible? I haven't gotten it to work yet. I can see the save name, but when I try to load the file, it starts at the opening cutscene. All my efforts at hex editing have resulted in "Save Game Corrupted". I've even tried using the main.scm from my PS2 game with the same result.

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What version of gta_sa.exe do you have for the PC? If you have version 2 of exe, then it is not possible to load those PS2 files. You may need to downgrade your game. And for editing saves, you need to do a checksum fix at the end, for any change in the file. You can download checksum fix tool here.

 

Can I have your PS2 script files? blush.gif

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It is not possible to make a direct conversion between systems. Many parts of the save are not compatible. In particular, the radio block and models block are very different. It is theoretically possible to get a PS2 save to run on PC since I was able to convert PC saves that work on PS2. I had to create the save with PS2 scripts, make significant modifications to the save file by merging it with a suitable save from the other system that provided working radio and models blocks, convert a few model numbers for objects that don't match, and patch around the differences in the Misc block. I don't remember what happened when I tried to start a 2-player mission with the PS2 scripts running on PC. I'm probably forgetting some of the required procedures; it's been a while since I made this type of conversion. It was very difficult, and very few people have as much experience with editing save files.

 

I recommend that you abandon your effort to convert saves from PS2 to PC. There is nothing important in a PS2 save that isn't also in the PC save. Instead, find a PC save that is close to your PS2 save and modify it with your garaged vehicles, stats, clothing, weapons, or ammo. If you can enumerate your goals then perhaps we can recommend more efficient methods to get the job done.

 

 

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marshmallow1304
What version of gta_sa.exe do you have for the PC? If you have version 2 of exe, then it is not possible to load those PS2 files. You may need to downgrade your game. And for editing saves, you need to do a checksum fix at the end, for any change in the file. You can download checksum fix tool here.

 

Can I have your PS2 script files? blush.gif

I have version 1.

 

I did checksum fixes manually while editing with Hex Workshop.

 

Script files as in main.scm and script.img?

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marshmallow1304
If you can enumerate your goals then perhaps we can recommend more efficient methods to get the job done.

I wanted to get my progress from the PS2 version without redoing it. I guess I could open both saves with save editor and match up all the options.

 

I saw that a lot of blocks didn't match up when I compared the two files. It's probably more trouble than it's worth.

 

Also, I assume that simply substituting files from the PS2 version wouldn't work, as it didn't with main.scm (but the game did run).

 

 

 

 

This is off topic, but would you have any idea how to get the palette offset from a PC .txd? I've managed to do a few simple .txd mods (billboards, clothing, stuff in the convenience stores) on the PS2 but the colors are often wrong.

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Your manual checksum fixes might be wrong. Use checksum tool and compare results.

 

 

Script files as in main.scm and script.img?

I have got those files from somewhere else. Thanks!

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marshmallow1304
Your manual checksum fixes might be wrong. Use checksum tool and compare results.

I already did. I get the same thing if I run the tool and if I select all but the last four bytes, generate checksum32, and enter it in reverse in the last four bytes (i.e. 011CEAC5 goes to C5 EA 1C 01). I used my original PC save as a guide.

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Interesting. The only time I have received the "Save Game Corrupted" message where the save name is usually located is when the checksum is incorrect. However, you are performing experiments I've never tried. My guess would be that the differences in the Misc block might also generate this message. PS2 uses a vastly different method for calculation things like system time, so this information cannot be used as is.

 

If you want a save with similar progress then check the various save game archives available in the sticky topics listed in the PC Version sub-forum. If you can find a save that is close enough then you might be done and ready to play again. If you want this save to be more like your PS2 save then start replacing the blocks one at a time. Run the checksum tool (easy and reliable), or calculate it yourself; either way should work.

 

Block Notes:

 

Block 0: Miscellaneous - Leave the PC Block in place. Make manual edits if required. Eventually you should be able to copy the middle of the block from your PS2 save and paste it over the appropriate section of the PC block.

 

Block 1: Script - Save this for later. When you copy this block you will need to replace your PC scripts with the scripts from PS2.

 

Block 2: Players & Objects - Another late edit. Moving this block will require editing a few model numbers.

Player handle is different for PS2v2. This handle will probably need to match the script version (6 for PS2v2, 2 for all other versions).

 

PS2: countn2.ide

12008, quarry_crane, des_quarrycrane, 150, 2097156

12009, quarry_cranearm, des_quarrycrane, 150, 2097156

12010, quarry_cranebase, des_quarrycrane, 150, 0

 

PC: countn2.ide

16328, quarry_crane, des_quarrycrane, 150, 2097156

16329, quarry_cranearm, des_quarrycrane, 150, 2097156

16330, quarry_cranebase, des_quarrycrane, 150, 0

 

Block 3: Garages - Should copy between systems without problems.

Locked or Unlocked garages might be inconsistent with the properties purchased. Unlocked early should not be a problem, just a little weird. Unlocking or locking a garage is a pretty easy manual edit.

Oh crap. I forgot. PS2v2 (greatest hits, platinum) only has 49 garages instead of 50, so the block size is probably much smaller. This shouldn't be a problem if the end of the save is padded or trimmed to maintain the the proper file size.

 

Block 4: Wasted/Busted - Should copy between systems without problems.

Main concern is girlfriend status for Katie and Barbara. They alter the Lose stuff flags.

 

Block 5: Disabled Pathnode Cubes - Should copy without problems, but probably isn't necessary if the saves are similar in missions competed.

Main concern is if Yay Ka-Boom-Boom completed or not. I don't think Green Sabre changes these settings.

 

Block 6: Pickups - Should copy between systems. However, the timers might need to be reset or used pickup may never respawn, or dropped pickups might never unspawn. hmvartak's traffic glitch fix might be useful for resetting all the timers.

Lots of concern here, especially with the property pickups. This will also affect the status of the enex and marker blocks. Many pickups are referenced by their index stored in global variables. Pickups are frequently added depending on mission progress and hidden items collected.

 

Block 7: (Unused) - same

 

Block 8: Restart Locations - Should copy between systems without problems, but probably isn't necessary if the saves have the same girlfriends.

 

Block 9: Markers - Should copy between systems without problems, if the map markers are not set. Otherwise, there is a reference somewhere to the marker handle that might need to be adjusted.

Marker indexes are stored in global variables. Markers vary based on mission progress and properties owned.

 

Block 10: Zones - Should copy between systems without problems, but PS2v1 saves are more prone to turf glitches. You'll need to copy this block in order to get your territories under control and gang densities to match.

 

Block 11: Gang Weapons - PS2 and PC blocks match byte for byte. This information varies based on tag progress.

 

Block 12: Car Generators - Should copy between systems without problems; timers might need to be reset.

Car generator indexes are stored in global variables and used to hide and unhide vehicles. This will be especially noticeable on GF cars that switch status a couple times a day. Mission and side-mission progress is a primary concern.

 

Block 13: (Unused) - same

Block 14: (Unused) - same

 

Block 15: Player data - Should copy between systems without problems.

 

Block 16: Stats - Save for later. The PC block is 4 bytes larger than the PS2 Block. The difference appears fairly late in the block.

Changing the size of blocks requires padding or trimming the file size. It's easy to pad with FFs or cut the end of the file.

 

Block 17: Police trigger zones - Should copy between systems without problems, but timers might need to be reset. Probably not necessary.

I suggest grabbing this block from a brand new save to avoid any problem with timers.

 

Block 18: Models - Leave the PC block in place. This block is much different, and no one knows what the data does.

 

Block 19: Ped Acquaintances - Should copy between systems without problems, probably isn't necessary.

 

Block 20: Tags - Should copy between systems without problems.

No problems unless all tags are collected on one save and not the other.

 

Block 21: IPL - Use the PC block. Set flags manually if necessary.

 

Block 22: Shopping - Should copy between systems without problems.

 

Block 23: Gang wars - Might copy between systems without problems.

If this block gives you trouble then try setting the gang wars flag as required and zeroing out all other data. I suspect the Territories Under Control float and other data will eventually get updated by other scripts.

 

Block 24: Unique Stunt Jumps - Should copy between systems without problems.

 

Block 25: ENEX Connections - Should copy between systems without problems, probably isn't necessary if both saves are saved at the same location; which would probably be a good idea anyway.

Properties owned, as well as mission progress, plays a large roll in this block.

 

Block 26: Radio Data - Block is very different. Use the PC block and hopefully the saves are similar enough that you won't get confusing dialog on the radio. Much of this data is based on the stats block.

 

On second thought, I was probably under-estimating the problems you will encounter. Most of the time I meant that the blocks will copy and the save will load, but if you only complete part of the transition and try to play you will likely encounter lots of strange errors. For example, if the car generators are moved but the script block is not, the save will probably load just fine. But if you complete a mission that hides or displays a vehicle the wrong vehicle is likely to be changed. The handles (index) for the vehicles is stored in a global variable contained in the script block, and the globals are different. Or, if you move the script block and not the car generators, then the indexes won't be correct.

 

Which leads me back to my other suggestion. Most of the data is the same of different versions so there isn't a need to make all these edit unless you enjoy the challenge. Find a PC save that is close to your PS2 save's progress and change only what you need to: things like garaged vehicles, stats, etc.

 

Edited by OrionSR
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what equipment do you need to do this?

my bro has the ps2 gtasa very cool savegame and i have pc >:(

could someone tell me plz

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marshmallow1304
what equipment do you need to do this?

You'll need a way to transfer save files from the PS2 memory card to the PC. You could go with something official like Action Replay Max or Codebreaker.

Otherwise, you'll need some way to launch homebrow apps (i.e. modchip, bootdisc, hdloader/hdadvance) so you can use ulaunchelf.

 

You'll also need some sort of USB or Firewire/ilink storage device.

 

 

AR MAX would probably be the easiest.

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marshmallow1304

First off, thanks for the effort of putting together this list. I'm in it for the challenge, and it really helps.

 

 

 

Block 3: Garages - Should copy between systems without problems.

 

Block 4: Wasted/Busted - Should copy between systems without problems.

 

Block 5: Disabled Pathnode Cubes - Should copy without problems, but probably isn't necessary if the saves are similar in missions competed.

 

First 3 edits worked. I have my cars. So far so good.

Edited by marshmallow1304
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First 2 edits worked. I have my cars. So far so good.

Damn, you are ambitious. Okay, I guess I'd better read through my notes and try to anticipate problems. I'll make edits to the post above.

 

What version of SA for PS2 are you using? I understand you are using v1 for PC, that should help.

 

 

what equipment do you need to do this?

Please be aware that save conversions between systems is only a theoretical possibility. There is currently no easy way to convert saves. Everything must be done by hand using a hex editor. I suspect that anyone attempting to make this type of edit will also need to become skilled with mission coding for San Andreas to finally work out all the bugs.

 

However, your interest is quite encouraging. I've been downplaying the idea of a save conversion utility because I didn't anticipate much interest. Perhaps I was wrong. (marshmallow - keep good notes, they might come in handy.)

 

 

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marshmallow1304

 

Damn, you are ambitious.

This is what I do instead of homework.

 

 

What version of SA for PS2 are you using? I understand you are using v1 for PC, that should help.

Yes, PC v1. I'm not quite sure for the PS2. I know it's M and not AO and it's not the Greatest Hits version. I use it on a hard drive to make modding easier and to save my laser, and I don't know where I put the box.

 

 

I'll probably get back on it tomorrow and I'll keep a text file of what I do.

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I will be busy tomorrow and much of Sunday, but will probably peek in to note your progress. Would you mind posting links to your original PS2 save and whatever you are using for a PC template? gtasnp.com will support PS2 saves as well as PC.

 

Version ID - first 4 bytes of the save

0x4C 0xDC 0x1D 0x64 -- PS2 Version 1 (Original Edition)

0xF6 0x8D 0x14 0xFD -- PS2 Version 2 (Greatest Hits)

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marshmallow1304

I've finished my first run-through, avoiding any blocks that looked like they might cause any trouble. I launched and loaded the game after each edit, but I didn't test extensively.

 

1) Blocks 3-5 replaced from PS2 to PC

launches + runs + correct cars in Ganton and Santa Maria Beach garages (didn't check others)

2) Block 7 unused and unchanged

launches + runs

3) Block 8 replaced from PS2 to PC

launches + runs

4) Block 10 replaced from PS2 to PC

launches + runs + GS gang members in former Ballas territory (note: I notice that Savegame Editor reports "not a valid savegame" - first time I tried to use editor on this file.)

5) Block 11 replaced from PS2 to PC

launches + runs

6) Blocks 13 and 14 unused and unchanged

launches + runs

7) Block 15 replaced from PS2 to PC

launches + runs + stats show 54 territories held

8) Block 19 replaced from PS2 to PC

launches + runs

9) Block 20 replaced from PS2 to PC

launches + runs

10) Block 22 replaced from PS2 to PC

launches + runs

11) Block 24 replaced from PS2 to PC

launches + runs (note: I notice that edited file is 202,756 bytes. Original PC save is 202,752 bytes.)

 

Now to go after the more difficult blocks.

Edited by marshmallow1304
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marshmallow1304

Second run-through done.

 

12) Block 9 replaced from PS2 to PC

launches + runs + correct markers on map + blue covering for unvisited areas removed

13) Block 17 replaced from PS2 to PC

launches + runs

14) Block 23 replaced from PS2 to PC

launches + runs + correct gang territory colors on map (note: Bayside Marina is attributed to GS because I accidentally activated it in my original PS2 game. May fix eventually. note2: Small area in Jefferson is not attributed to GS. Intentional?)

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Sorry to butt in, but marshmallow1304, please refrain from double/triple posting. Use the EDIT button. smile.gif

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girishb, the nature of this conversation has changed. Would you mind moving the topic to the Modding, Editing, Misc sub-forum?

 

Notes moved to another post due to topic being moved while editing.

Edited by OrionSR
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girishb, the nature of this conversation has changed. Would you mind moving the topic to the Modding, Editing, Misc sub-forum?

Sure, mate. smile.gif

 

Moved.

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marshmallow1304, great start. I'll take a look at your original files and see if I can figure out which block might have changed the file size. I was expecting this to be an issue eventually, but not with the blocks you've started with. Changing the size of blocks usually isn't a great concern, and is often necessary. When this happens, trim the end of the file or pad it with FFs to maintain the proper file size. I'm surprised the game didn't protest, but I'm sure many of the utilities will.

 

Which save game editor are you using? I suggest having both on hand.

 

The GTA SA Savegame Editor v2.8 by Paul Breeuwsma has been a reliable tool for editing ever since the most recent update. However, it is a tad limited in the features it offers. I don't trust it to make proper edits to PS2 saves. It was never designed or tested for this purpose. However, it can read the PS2 files and make some edits without any noticeable problems. I don't expect it to handle PS2 globals very well.

 

The GTA:SA Save Game Editor v1.0 by Ryosuke is a very powerful tool for reading SA save files. However, I have had inconsistent results using it to edit the saves. I suspect this is due to differences in the Japanese version of the game. Still, it's a great program for reading the save and displaying the information in an easy to understand manner.

 

Notes:

 

I was expecting the PC template to be a little closer to the progress of the PS2 save. It will be interesting to note if this makes much of a difference in the long run.

 

Block 17: Police trigger zones - Again, I suggest grabbing this block from a brand new save to avoid potential problems with the timers; it's difficult to tell if they aren't working properly. It doesn't matter if the block is from PS2 or PC, the only differences are due to slightly different ways that PCs and PS2s round floating point number.

 

Block 4: Wasted/Busted - Set the busted wasted flags according to GF status. The timers and unknown flags can be cleared.

 

Block sizes below include the BLOCK header.

 

Block 3: Garages - Block size is identical for these saves. 9164 bytes (expected to be smaller if PS2 save was v2).

Block 4: Wasted/Busted - Block size is identical 16 bytes

Block 5: Disabled Pathnode Cubes - PC block is 28 bytes larger. 1073/1101

Block 7: (Unused) - 0 bytes.

Block 8: Restart Locations - Block Size is identical. 364 bytes.

Block 10: Zones - Block Size is identical. 18897 bytes.

Block 11: Gang Weapons - Block Size is identical. 165 bytes.

Block 13: (Unused) - 0 bytes.

Block 14: (Unused) - 0 bytes.

Block 15: Player data - Block Size is identical. 49 bytes.

Block 19: Ped Acquaintances - Block Size is identical. 645 bytes.

Block 20: Tags - Block Size is identical. 109 bytes.

Block 22: Shopping - PS2 block is 32 bytes larger. 589/557 +4 bytes

Block 24: Unique Stunt Jumps - Block Size is identical. 4769 bytes.

 

Block 5: Disabled Pathnode Cubes - Missions are alway adding and deleting pathnode cubes. Usually these are temporary and only used during the mission, then disabled. Perhaps the extra data is left over from a mission. Or, perhaps the difference in progress accounts for the changes. Examining the scripts might provide some clues. I wouldn't worry about it.

 

Block 22: Shopping - Interesting. The extra data is part of the "entries" section early in the block. I don't think anyone has ever decoded what the entries are used for. The strange thing is that the entries in the PS2 block appear to be only 4 bytes in size. The documentation for the PC block lists the entries as 8 bytes in size. I'm not sure what will happen with this block, or how to test it.

 

Added: I downloaded a handful of PC saves and examined the beginning of the shopping block. The entries section at the beginning is always blank. If you load a save modded with PS2 entries and save do the entries disappear? Are the clothing available in the wardrobe the same? For these initial edits, it might be safer to clear the entries count and cut the entries data.

 

My mission progress tools don't handle the PS2 saves so I can't tell how much progress was made on a save titled "New Model Army." Where are you in the game?

 

 

Save Editing Reference: Wiki for SA Save Files

 

Zone Map Reference for zones in SA. Shows the initial settings for gang zones. They are a tad different later in the game. The SaveGame Editor v2.8 does a good job with the zones. The Japanese editor is all out of whack. Presumable the zones are different in the JP version and the data is hard coded.

Edited by OrionSR
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Block 18: Models - Leave the PC block in place. This block is much different, and no one knows what the data does.

When I replaced this block from very different save, I could not find any problem. Then I completely filled this block with 0xFF, then loaded the game and saved. And found that, the block has restored it's original data. So I guess there should not be any problem with this block.

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Block 18: Models - Leave the PC block in place. This block is much different, and no one knows what the data does.

When I replaced this block from very different save, I could not find any problem. Then I completely filled this block with 0xFF, then loaded the game and saved. And found that, the block has restored it's original data. So I guess there should not be any problem with this block.

Interesting. I'm still a bit worried about this block. We had strange problems with soft spots in the planet when we disabled IPL streams in an effort to control the barrier flags for different versions of the game. I can't think of any other place where this type of data might be stored. The problem was inconsistent, but usually occurred after playing for a while and reloading the save. I'm curious what would happen if a save with the models block flooded with 00s was reloaded.

 

 

stats show 54 territories held

Something is always scanning the zones and updating the gang stats. It usually doesn't take long for changes to get updated.

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It works with 0x00 too. It restores data even if you have filled it with 0x00.

 

Sample 0x00 save : http://gtasnp.com/17090

Yeah. Looks like you are correct. The models look okay to me. Floods of 08s did pretty much the same thing, but I didn't check to see if the data was restored. Well, I guess this makes the holes in the planet even more of a mystery. I was fairly certain the problem persisted somewhere in the save, but I've got no idea where.

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marshmallow1304

 

Which save game editor are you using?

I was using Savegame Editor 2.8. I can't seem to find the other.

 

 

Block 17: Police trigger zones - Again, I suggest grabbing this block from a brand new save

OK. I made a new PC save and redid that block.

 

 

I can't tell how much progress was made on a save titled "New Model Army." Where are you in the game?

In the "New Model Army" game, I've completed all story missions.

 

 

If you load a save modded with PS2 entries and save do the entries disappear?

No. After saving, the block still starts with ".....a.e............"..2,.....P".

 

 

Are the clothing available in the wardrobe the same?

Yes.

Edited by marshmallow1304
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Yeah. Looks like you are correct. The models look okay to me. Floods of 08s did pretty much the same thing, but I didn't check to see if the data was restored. Well, I guess this makes the holes in the planet even more of a mystery. I was fairly certain the problem persisted somewhere in the save, but I've got no idea where.

It's not actually restoring the data. It makes some changes. I think it is related to the recently loaded models in the memory. I'll tell you what I observed.

 

1.) I started new game and saved in jefferson house and quit the game.

2.) Then I loaded the same save and quickly saved in another slot and quit the game.

3.) On comparing block18 of both saves I found some changes.

4.) Loaded newly created game and quickly saved in another slot and quit.

5.) On comparing both files, I found no changes.

6.) Then I loaded this third file and left the jefferson house. Then I back to house and saved in new slot.

7.) On comparing this with the previous one, I found changes.

 

So I guess this block 18 is kind of log of recently used models, simply dumped from memory. Not very important block.

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Below is the code segment that appeared to be causing problems with holes in the planet. I'm not sure if this altered the models block or not. When this code segment was used we frequently found soft spots in the areas around the tunnels to the SF airport tarmac, the land south of the track spur that leads down to the NRG-500 Dry Dock in SF, around the Creek safe house in LV, and near Helena's house in Flint County. We changed the way this code segment works and the problem went away.

 

 

//PDE/CG24: IPL Objects based on version with early enabling.//Start fresh by turning off all the flags.0777: delete_objects_in_object_group "BARRIERS1" 0777: delete_objects_in_object_group "BARRIERS2" 0777: delete_objects_in_object_group "CARTER" 0777: delete_objects_in_object_group "CRACK" 0777: delete_objects_in_object_group "TRUTHSFARM"0777: delete_objects_in_object_group "sfse_stream0"  // v2 BARRIERS1 0777: delete_objects_in_object_group "sfse_stream1"  // v2 BARRIERS20777: delete_objects_in_object_group "vegasn_stream2"  // v2 CARTER0777: delete_objects_in_object_group "countryw_stream5"  // v2 CRACK// v2 truthsfarm is same as v1 crack so it's already deleted. //Always use both carters0776: create_objects_in_object_group "CARTER"     // Enable Smoke's Crack Palace Floor for v10776: create_objects_in_object_group "vegasn_stream2"     //Will trigger CARTER for [email protected] = CG_IPL_FLAGS_VERSIONif   [email protected] == 1then   0776: create_objects_in_object_group "BARRIERS1"   0776: create_objects_in_object_group "BARRIERS2"   0776: create_objects_in_object_group "CRACK"   0776: create_objects_in_object_group "TRUTHSFARM"else   0776: create_objects_in_object_group "sfse_stream0"  // v2 BARRIERS1   0776: create_objects_in_object_group "sfse_stream1"  // v2 BARRIERS2   0776: create_objects_in_object_group "countryw_stream5"  // v2 CRACK   0776: create_objects_in_object_group "CRACK"  // v2 TRUTHSFARMend     

 

 

The code segment above is included for context. I'm pretty sure the problem is caused by the lines listed below. If these codes do not affect the models block then perhaps my concerns are unwarranted.

 

0777: delete_objects_in_object_group "sfse_stream0"  // v2 BARRIERS1 0777: delete_objects_in_object_group "sfse_stream1"  // v2 BARRIERS20777: delete_objects_in_object_group "vegasn_stream2"  // v2 CARTER0777: delete_objects_in_object_group "countryw_stream5"  // v2 CRACK

 

I feel a bit lazy for not investigating further on my own. I've made an effort to retire from SA modding and editing but occasionally I break down and try to share my experience and observations.

 

hmvartak, do you have a relatively easy method to check a large number of SA save files for PC to discover if the 1st dword in Block 22: Shopping is ever non-zero?

 

marshmallow, the PS2 save file liked below is the same as your New Model Army save, but I cleared the entry count and deleted the entry data (actually, I moved the data to the end of the save to maintain the proper file size). I'm curious which shopping activity would add entry data to the save, but not curious enough to run the test myself. Anyway, you might want to consider using this shopping block, or a block edited in a similar manner, to avoid adding unused data to your PC save. Or, perhaps entry data will be discovered in a PC save which should make testing how it got there a lot easier. My main concern is the PS2 entries appear to be 4 bytes, but PC entries are listed as 8 bytes in length. Still, I find it interesting that your shopping block appears to be working despite this discrepancy.

 

http://gtasnp.com/17108

 

There's a link at the end of the Wiki for SA Save Files that leads to the author's host for the Japanese Savegame Editor.

http://gtasamod.web.fc2.com/tool/sase/index.html

 

Since you are patching a relatively new save template with end game data I would expect problems with the timers for some blocks. This should eventually clear up when you get Block 0 patched, but in the meantime I would expect to see problems with dropped pickups lying around without unspawning, and recently used pickups and vehicles never spawning. Many of the script threads will not "wake up" and will not be active if you move the script block without patching the global timer. You most likely avoided this problem with the Police Trigger by using the block from a new save.

 

The easiest method for resetting the timers is to use hmvartak's Traffic Glitch fix available at the link below. On PC, if the global timer is too high (a couple hundred hours) it can cause severe traffic problems, and in some cases, vehicles will merge together. The traffic glitch fix, as I understand it, resets the global timer to a very low value and adjusts all of the timers to avoid the problems listed above. I'm not sure how the repair tool will handle the PS2 script block. It's worth a shot, and if you run into trouble be sure to let us know.

 

http://hmvartak.110mb.com/fix.htm

 

I compared Block 16: Stats of your PS2 save with one of my End of the Line saves from PC (4 bytes larger). It looks like this block will be fairly easy to patch. Near the end of the block there is a large pool of 00 bytes followed by a handful of mostly 01 bytes. If you insert 00 00 00 00 somewhere in the middle of the pool of 00 bytes (near offset 0x0700) then the data should align properly.

 

Below is a link to one of my old End of the Line save for PC v1. The flags in Block 21: IPL should be appropriate for you modified save. Both barriers are down, the interior of the SF crack palace is removed, and the floor of Smoke's Crack Palace is enabled.

 

http://gtasnp.com/17112

 

Since Ya Ka-Boom-Boom has been completed on your New Model Army save this should account for why your Block 5: Disabled Pathnode Cubes is so different than your template save where the cars are prevented from using the bridges to SF and LV. Block 5 in the save above looks much more similar to your PS2 data. There are many more entries in my PC block (I'm not sure why), but the data appears to be the same through offset 0x03BB.

Edited by OrionSR
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hmvartak, do you have a relatively easy method to check a large number of SA save files for PC to discover if the 1st dword in Block 22: Shopping is ever non-zero?

I think this can be done with 010 hex editor. But I don't know how. It's scripting is beyond my understanding. I make php script for such thing. But php is useless in this case.

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Oops. I'm not sure how I screwed up, but I was completely wrong about the size of the shopping entry data for PS2. The entries appear to be 8 bytes in length, just as the documentation for PC reports. The posts above have been edited to scratch out those notes. Sorry about that.

 

I inserted the shopping entries from your PS2 save into one of my End of the Line save and went on a shopping spree. I tried every type of shopping activity I could think of and could not get the data to change.

 

I finally found a PC save with shopping entries.

http://www.gtagarage.com/mods/show.php?id=5262

 

I'm not sure how it got there, but the data is the same as yours so I suppose there aren't any risks of conflict. I was also able to identify several more PS2 saves with shopping entry data. I have only been able to identify 4 types of entry data. In some of the PS2 saves only 1 or 3 of the entries were included. The order of the entries isn't always the same.

 

0D 61 05 65 0F 00 00 00 - 0x000F6505610D

BB F9 E9 EE 14 00 00 00 - 0x0014EEE9F9BB

22 EE 8A 32 2C 01 00 00 - 0x012C328AEE22

FD 18 50 C5 2C 01 00 00 - 0x012CC55018FD

 

 

Patching Block 0: Miscellaneous

 

It's difficult to tell when the data tends to be quite different, but here's my best guess on patching the PC block with data from the PS2 block. Offsets are based on the PC data and calculated in hex with 0x0000 as the first byte after BLOCK.

 

0x0000 Version ID - use the PC Version ID.

0x0004 through 0x011D - I think your PS2 data can replace the PC data byte for byte.

0x011E through 0x012F - leave the PC system time information in place.

 

The offsets are now different due to the system time information.

 

0x0130 through 0x0137 (PC) - copy the last 8 bytes of the PS2 block (0x0140 through 0x0147) and paste it over the last 8 bytes of the PC block. (I think, the flags look right if you have completed 50 taxi fares and haven't completed Pimping. However, the data is blank for the target marker handle (0x0130 on PC) for both saves so I can't be sure this data is aligned correctly. I think it will work.

 

 

Patching Block 2: Players & Objects

 

This is pretty easy. The only number that needs to change is the 1st one on each line. The complete lines from the Item Definition file are listed below for reference.

 

PS2: countn2.ide

12008, quarry_crane, des_quarrycrane, 150, 2097156

12009, quarry_cranearm, des_quarrycrane, 150, 2097156

12010, quarry_cranebase, des_quarrycrane, 150, 0

 

PC: countn2.ide

16328, quarry_crane, des_quarrycrane, 150, 2097156

16329, quarry_cranearm, des_quarrycrane, 150, 2097156

16330, quarry_cranebase, des_quarrycrane, 150, 0

 

So, change 12008 to 0x2EE8 to E8 2E 00 00 <= search string

Replace with 16328 to 0x3FC8 to C8 3F 00 00

 

Then look a down 3 or 4 lines to find E9 2E 00 00 and replace with C9 3F 00 00.

Next look 3 or 4 lines above the first edit to find EA 2E 00 00 and replace with CA 3F 00 00.

 

 

Handling Block 25: ENEX Connections

 

If both saves are located inside then this block shouldn't be a problem. If the saves are in different interiors you might get the wrong area name displayed as CJ leaves but this can easily be overlooked and won't affect the next save. This is the case for marshmallow's save and template.

 

If both saves are outside then there might be some extra connections at the end of the block that doesn't match (the data is different, and the number of 6 byte records might be different). These extra connections are (most likely) related to temporary burglary connections nearby and aren't important. They can be deleted or ignored. The important data ends with 77 01 00 40 FF FF. Following the last record there should be an FF FF terminator just before the next BLOCK header.

 

If one save is inside and the other is outside then the beginning of the block won't match correctly. Inside saves have an extra word (perhaps more on modded saves) before the first enex record (00 00 04 40 37 01). Also, the outside save will probably have a few extra connections. This was the case when I edited my PC saves for PS2. The important data is from the first (00 00 04 40 37 01) to last (77 01 00 40 FF FF) standard record.

Edited by OrionSR
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