marshmallow1304 Posted April 14, 2009 Author Share Posted April 14, 2009 (edited) 15) Trimmed 4 bytes to fix file size launches + runs (note: Savegame Editor v2.8 will now open the file.) 16) Block 17 replaced from new PC save to PC launches + runs 17) Ran hmvartak's traffic glitch repair launches + runs (note: I think the repair tool moved the save disk in Madd Dogg's mansion.) 18) Block 16 replaced from PS2 to PC + added 4 bytes of 00's in middle of long string of 00's launches + runs + all stats updated including skills, missions, and muscle + can access outside LS without 4-stars + NPC vehicles try (and occasionally succeed) to get through barriers (note: At load, health is around 50%.) 19) Block 0 replaced in part from PS2 to PC launches + runs + correct save name 20) Block 2 replaced from PS2 to PC + changed IDs launches + runs + correct clothing, accessories, hair, tattoos, health, armor, and weapons (note: File size is now 202,812 bytes.) I assume that I should trim again to maintain compatibility with the savegame editors. 21) Block 25 replaced from PS2 to PC launches + runs (note: loads in Johnson house but map shows player icon in Blackfield. Upon exiting the interior, location text says "Blackfield" but changes to "Ganton".) Edited April 15, 2009 by marshmallow1304 Link to comment Share on other sites More sharing options...
OrionSR Posted April 15, 2009 Share Posted April 15, 2009 (edited) Interesting, I thought hmvartak's glitch repair tool only moved the disk if the Basketball Fix option was used. This is a good edit anyway. With the disk in the new location you can save at the Crib without glitching the basketballs - prevention instead of repair. The disk will get moved back to the default location when you swap in the PS2 script block that contain the globals used to record this information. Actually, you'll probably need to trigger a mission or save to actually move the save pickup. NPCs should have started to drive across the bridges when you edited Block 5: Disabled Pathnode Cubes. It's pretty funny to watch them drive through the barriers, especially at Gant Bridge. The barriers will get fixed when you patch Block 21: IPL. Again, use the PCv1 End of the Line save I posted above. The visual check is that the barriers should be down, there are not conflicting objects at the Ya Ka-Boom-Boom factory, and the floor is solid just inside the broken wall of Smoke's Crack Palace in LS. Just for fun, you could try enabling Truth's Crops so you can burn them when you are in the area. Health is loading at 50%? I didn't think that could happen. I wonder why. Interesting observation. My guess is that a global is reporting health at 100, but the health stat is set to 176, max health after Paramedic or lots of exercise - 57% health. 19) Block 1 replaced in part from PS2 to PC Do you mean Block 0: Miscellaneous? - the block that contains the save name? Block 1 is script, and would require swapping in the PS2 scripts to load. Block 2: Players & Objects - Yeah. I would expect this block to be a different size. Several objects have been deleted (Doherty Construction buildings), and many more have been added (Ya Ka-Boom-Boom destroyed interior). Pad or trim as required. note: loads in Johnson house but map shows player icon in Blackfield. To be expected. Everything should be back to normal after the next save. Also, the conflicting information should resolve with the PS2 script block. Also note, the Savegame Editor v2.8 is easily confused if the data isn't default for the save location. In this situation it will revert the save location to the Johnson House. Moving the script block will drastically change the size of the save file. Update: It looks like I forgot about Block 27: Entrance markers. Um... I thought these were the yellow markers at the airports but the data doesn't look right at all. I'm not sure what's up with this block, but it looks like there is enough room to patch the PC data with the information from the PS2 save without leaking into the slack. This block is annoying since there isn't a BLOCK to mark the end of the data. What to do about Block 26: Radio Data? The PS2 block is not compatible, but your template save is much earlier in the story. I would expect this block to get updated as you listen to the various mission related reports, maybe. Or, you might want to grab the block from my End of the Line save for PCv1. Edited April 16, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 15, 2009 Author Share Posted April 15, 2009 Do you mean Block 0: Miscellaneous? Oops, yes I do. I thought hmvartak's glitch repair tool only moved the disk if the Basketball Fix option was used. That may be so. I didn't actually check the location. I was going by the fact that I forgot to uncheck the box on the tool's page. Maybe I'll go take a look. Health is loading at 50%? I only noticed it once, either because it only happened once or I wasn't paying attention. If it did happen more than once, it was fixed by the time I had done block 2. Link to comment Share on other sites More sharing options...
hmvartak Posted April 15, 2009 Share Posted April 15, 2009 (edited) Tool moves the disk only if basketball option and checkbox are selected. It won't move the disk if glitch other than basketball is selected(even if checkbox is selected). 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? What exactly you were looking at? I have a savegame where that dword is 4. It was 0 till 'End of the line'. Then I passed few side missions and it became 4. http://gtasnp.com/17155. It is a V1 save. Edited April 15, 2009 by hmvartak Link to comment Share on other sites More sharing options...
OrionSR Posted April 15, 2009 Share Posted April 15, 2009 (edited) Thanks, hmvartak. Your shopping entries are identical to those found in marshmallow's PS2 save. I am still a bit curious what the shopping entries are for, but I am no longer worried about this data being moved from a PS2 save to a PC save. I found another PC example with similar data, but I feel a little better seeing the same information in a save from a known source. At first I was worried that the record size might be different, but that was a mistake on my part. I was looking at: 0 dword count 4 entries (8 bytes each) If it did happen more than once, it was fixed by the time I had done block 2. Oh, yeah. That makes sense. So then, nothing to worry about, and perhaps something to play with if I ever want to start CJ off with less than full health - unlikely. Block 27: Entrance markers. Um... I thought these were the yellow markers at the airports but the data doesn't look right at all. Yeah, these are the airport markers, and also the now inactive markers to get the keycard out of Millie's place. The airport scripts create or destroy the markers based on the city CJ is in, which explains why only one is active. Anyway, I don't see any problems with moving this data, and for that matter, the PC data can probably be left unaltered. The airport scripts will fix the active marker as required, and the old Millie markers won't be used again. Edited April 15, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 17, 2009 Author Share Posted April 17, 2009 (edited) 22) Block 6 replaced from PS2 to PC launches + runs + gang money pickup (and presumably property money pickups) + can enter purchased properties 23) Trimmed 60 bytes to fix file size launches + runs 24) Block 12 replaced from PS2 to PC launches + runs 25) Block 21 replaced from "End of the Line" PC to PC launches + runs + no barriers 26) Block 27 replaced from PS2 to PC "Save Game Corrupted" (note: file size is 201,814) Am I correct in assuming block 27 does not need to be messed with? If so, that leaves 1, 18, and 26. As I see 18 and 26 should also be left alone, what about 1? Is it necessary? (i.e. what will I gain from replacing it and the scripts?) Edited April 17, 2009 by marshmallow1304 Link to comment Share on other sites More sharing options...
OrionSR Posted April 17, 2009 Share Posted April 17, 2009 (edited) I don't see any point in editing block 27. The save should behave just fine without this modification. However, I don't see why this would cause a corruption error, or a change in file size. This block is confusing because there is no BLOCK marking the end of the data. The size of the data (excluding the BLOCK header) is 140 bytes (28 bytes * 5 records). If you copy no more than 140 bytes from the PS2 save and replace the same number of bytes of the PC save then it should work. Still, I wouldn't bother. If the yellow arrows are marking the ticket booths at the airports then everything is working as expected. As far as the corruption error goes, perhaps you didn't get the checksum right this time. Or, maybe if the file is too small the save won't work. I was surprised it loaded as expected when the file size was too large. If your edits decrease the size of the file then pad the end of the file with any data. I usually pad with FFs copied from the end of the save, but it shouldn't matter, the slack is unused and will be replaced the next time you save. Everything after the 140th byte of Block 27 is slack. Block 18: Models - Yeah, don't copy the PS2 data, it won't be useful. Try leaving the block alone. If you get weird soft spots in the planet then consider copying this block from an End of the Line PCv1 save. Block 26: Radio Data - Again, don't copy the PS2 data. You might be able to get away with leaving this block alone. However, I would expect strange reports on the radio until the data gets fully updated. For example, talking about Drive-bys, a couple robbing banks in the country side, a DA getting busted for possession. I forget which radio reports get broadcast, but you get the idea. I suspect the out of sequence reports will stop eventually. Or, copy the radio block from an End of the Line PCv1 save. Block 1: Scripts - Copying this block will complete the transition from PS2 to PC. The only problem I can think of is that the 2-player scripts and icons will be active, and I'm not sure what will happen if you trigger one. It might be possible to disable the 2-player threads using a cleo script. If you don't copy this block then: Schools, Races, Quarry, Import/Export, and other threads added late in the game will not be active. Other threads that should have been ended will still be running. Your game will still be trying to run the next mission if you step into the trigger zone. The mission spheres are moved, but the missions should still be active. The globals in the script block hold the index numbers of the cars, pickups, objects, markers, etc. used by the game, and the globals are often different anyway. The girlfriend cars that get hidden or displayed a couple times a day will be hiding and displaying something else - which might even be an object or pickup. I'm not sure what will happen in this situation. Girlfriend status is stored in globals as well. Millie, Denise, and Helena may never appear without the mission that trigger their appearance. I'm sure there are a zillion other problems with not moving this block; I could never list them all. All and all, it will never be "your" save without this modification, and I suspect that lots of glitches will be apparent. Edited April 17, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 17, 2009 Author Share Posted April 17, 2009 (edited) I would expect strange reports on the radio until the data gets fully updated. Hmm. I've been playing both PC and PS2 versions of SA for a while now and I've only ever once noticed a report on the radio. Are the reports only on WCTR? As it most likely won't harm anything, I'll try moving the block from the "End of the Line" PC save. ...................................................................................................................................... 26) Block 26 replaced from "End of the Line" PC to PC launches + runs 27) Block 1 replaced from PS2 to PC + main.scm and script.img replaced from PS2 to PC launches + CJ spawns in complete blackness except for a few visible save disks 28) Trimmed 8 bytes to fix file size launches + same as above If I can manage to find the exit I come out in Whitewood Estates and the game runs fine from there on out except: safe houses and outdoor save locations don't show up on map + save disks don't work and disappear when I try to activate them (save anywhere CLEO mod does activate the save menu just fine). Grenade-assisted suicide also gets me out of the blackness. Once I made it into the Wardrobe, which loaded correctly, but a grenade killed me before I could explore. Strangely enough, after that I spawned at the hospital in LS (whereas when I killed myself in the endless blackness, I spawned at the LV hospital). Just for the sake of interest, I wonder whether this is caused by a script issue or whether it happens because there's only one actual Wardrobe and it's in LS. I tested on a regular PC save and the same thing happens. Edited April 17, 2009 by marshmallow1304 Link to comment Share on other sites More sharing options...
OrionSR Posted April 17, 2009 Share Posted April 17, 2009 (edited) Yeah, wardrobe deaths do appear to be a bit strange. The wardrobe interior is located above Blueberry (yeah, there's only one), so I'm not sure why it loads at the Jefferson hospital. Nothing to worry about though, that appears to be normal. Oh! The house interiors are located high above the Jefferson Hotel, and a little northeast. Since you entered the wardrobe from that area then that's probably why the game thinks CJ should be in LS. If you die inside of a safe house the hospital reverts to the area where CJ entered the house. Loading in blackness is also to be expected, sort of. The interior in which you are loading doesn't match the heaven recorded in the script block. Using any of the enex doors should clear up the problem. I am a bit surprised everything is so out of whack though. Did you save any progress since you started your modifications? If you use the savegame editor 2.8 to change the save location it should clear up the problem with blackness. I wouldn't do this to the final save, but it should be useful for testing. Try starting a side-mission (Taxi, Paramedic, Vigilante) and see if this clears up the problem with the save disks. Or, re-copy the pickup block. I haven't tested this, but in theory if you made all of the modifications all at once then everything should be aligned properly. I don't have time to test this at the moment, but if you don't get things cleared up I might give it a shot. Safe location icons aren't on the map? This is the situation if you are on a mission, which also destroys the save disks, but then the disks wouldn't be visible. But if the on_mission global was set then I would expect that save anywhere wouldn't work either. I'm confused. Yeah, something is definitely wrong. I copied just the script and pickup blocks and I'm getting very similar results - no black screen, but no disks or icons. I was able to restore the icons by running a cleo script that sets the OnMission global to 0, but this isn't fixing the disks. Also, side missions can't be started. This is unexpected. I'll look into it more later. Updated: I found the problem - at least with the edits I was testing. The wakeup timers on the threads were broken. 1) I copied only Block 1: Scripts from PS2 to PC. The save loaded in at the Johnson house, but CJ was in the location of the disk, no disk appeared, and when he went outside the mission and save disk icons were missing. Vigilante, Pimping, Taxi, Firefighter, and BMX would not trigger. 2) I suspected the problem was with the wakeup timers for the threads so I uploaded the save to hmvartak's site and tried the Traffic Glitch fix. The same problems occurred. hmvartak warned me that some fixes would need to be adjusted for PS2; the current fixes were never designed for this purpose. 3) I revert to the unfixed save patched only with Block 1: Scripts. 4) I patched and copied Block 0: Miscellaneous from PS2 to PC since this block holds the global timer. At first this didn't help so I tried again and was much more careful about my edits. * Starting from the Save Name (offset 0x0004), I copied 236 bytes from PS2 and pasted over the same bytes in the PC save. * I copied the last 8 bytes of the PS2 save and pasted over the last 8 bytes of the PC save. The save loaded at the Whitewood Estates save house. The screen was not black. The save disk was preset and appeared to work properly. I drove a cop bike back to LS and triggered Vigilante. I put CJ in the location that starts the LS Street Races and the thread was active. When I purchased the Jefferson Hideout the house unlocked and the mission music played. The threads seem to be working as expected. BTW, when ever I edit a save I always pad or trim the file size if required and fix the checksum using pdescobar's utility. This goes without saying so most of the time I won't mention it. Edited April 18, 2009 by OrionSR Link to comment Share on other sites More sharing options...
OrionSR Posted April 18, 2009 Share Posted April 18, 2009 (edited) New Strategy: Patching the PS2 save to work on PC using PS2 scripts. Save As... "gtasasf6.b" to rename the PS2 save to work on PC. Block 0: Miscellaneous - patched system time information. Did not patch the Version ID since PCv1 doesn't care about version IDs. Copied 64 bytes of system time information from PCv1 (Drive-By) and pasted over 80 bytes of PS2 system time information * Using file offsets: 0xF5 (245) to 0x134 (308) of PC, replaces 0xF5 (245) to 0x144 (324) of PS2 * Using block offsets: 0xF0 (240) to 0x12F (303) of PC, replaces 0xF0 (240) to 0x13F (319) of PS2 Block 1: Script - unchanged. Block 2: Players & Objects - patched model numbers. * E8 2E 00 00 replaced with C8 3F 00 00 * E9 2E 00 00 replaced with C9 3F 00 00. * EA 2E 00 00 replaced with CA 3F 00 00. Blocks 4 through 15 were not modified. Block 3: Garages Block 4: Wasted/Busted Block 5: Disabled Pathnode Cubes Block 6: Pickups Block 7: (Unused) Block 8: Restart Locations Block 9: Markers Block 10: Zones Block 11: Gang Weapons Block 12: Car Generators Block 13: (Unused) Block 14: (Unused) Block 15: Player data Block 16: Stats Increased block size to match PC and aligned ending data. * 4 blank bytes added to large pool of 00s near the end of the block. Block 17: Police trigger zones - unchanged. Block 18: Models - copied from PCv1 save (Drive-By). Block 19: Ped Acquaintances - unchanged. Block 20: Tags - unchanged. Block 21: IPL Barrier flags patched Copied block from PCv1 (End of the Line) and pasted over PS2 data. Block 22: Shopping - unchanged. Block 23: Gang wars - unchanged. Block 24: Unique Stunt Jumps - unchanged. Block 25: ENEX Connections - unchanged. Block 26: Radio Data Copied block from PCv1 (End of the Line) and pasted over PS2 data. Block 27: Entrance markers - unchanged. File size fixed and checksum recalculated. PC Scripts replaced with PS2 Scripts That was a lot easier than the other method I described, but testing the blocks for glitches one at a time was a very useful process. So far, everything tested seems to be working, but I didn't look around much. http://gtasnp.com/download/17210 SnP is reporting progress information. I'm not sure which method are used for this report, but if globals are used I would expect that some of this information will not be correct. Edited April 19, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 19, 2009 Author Share Posted April 19, 2009 I noticed that the last save I did was 1000 bytes too large even after I trimmed 8. I redid the block 1 edit with the same result. Should the PS2 block be that much larger? Did you save any progress since you started your modifications? No, I never saved to the edited save. The save linked under the "New Strategy" post crashes right after the loading screen. Forgot to replace scripts - it works fine now. This made me realize something else: my edited save works with both PS2 and PC scripts. Unfortunately, the loading blackness and problems with save disks and side-missions are present with both. As a side note, I also don't get any stunt bonuses with that save. However, all this might not matter because the save linked under "New Strategy" seems to work very well and I haven't noticed anything wrong with it yet. Link to comment Share on other sites More sharing options...
OrionSR Posted April 19, 2009 Share Posted April 19, 2009 (edited) Yes, there are a lot more threads in the PS2 script block so it is much larger. PC doesn't have the 2-player scripts for example. The other blocks that are much different in size are models (PS2 has more) and radio data (PC has more). The other block size differences are fairly minor. Overall, a PS2 to PC conversion will create a larger file. The script block tends to change size a lot as the missions progress; certain threads end and others are added. I suspect that re-patching block 0 will fix the side-missions, save disks, and stunt jump bonuses. These are all threads running in the script block and they have a wake up timer. If the global timer isn't correct then they won't function. I seem to remember that you used the Traffic Fix. I suspect this might have messed things up a little. The fix resets all timers, but it wasn't designed for PS2 script blocks. I find it very interesting that your edited save works on PC and PS2 scripts. I would not have thought this was possible. Perhaps the dead threads prevent it from crashing. The New Strategy edits were fairly easy to make. Since you have the skills you might want to give it a shot. I almost didn't post the link because I didn't want to spoil the challenge for you. Some things you might want to do differently as part of the testing process would be to use an End of the Line block for model data (I used your Drive-By block), and the Drive-By block for Radio data to see if the reports really do get messed up or clear up on their own. If you select the option to display the mission & property checklist from SnP, how accurate is the report for the New Strategy save? Oh yeah. I stepped into the 2-player pickup behind the LV Disco. A message displayed that asked to press a button on the 2nd controller to start the mission, but since I don't have a second controller nothing happened. It should be possible kill the pickups and 2 player threads (and any other PS2 only threads) using a CLEO script so they aren't on the map anymore. Getting them to work properly is probably difficult. It might be possible; I seem to remember seeing a 2-player mod a long time ago. I guess the next step in the conversion process would be to convert the PS2 script block so it will run on PC scripts. This is definitely beyond my skill level. For starters, the extra PS2 threads will need to be removed. But even then, there are minor differences in the common threads. My experience is that any modification to the threads that doesn't exactly match the scripts will cause the game to crash. Notes: Out of curiosity, I tried a couple of variations on the New Strategy save. First I moved all model data to the end of the save so that block was empty, and then I replaced the original PS2 block. In both cases a new game was started when the save was loaded. Edited April 19, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 20, 2009 Author Share Posted April 20, 2009 I did notice one issue with the "New Strategy" save. The motorcycle school menu has some weird text overlaps and a strange rhythmic breathing sound effect (something to do with hot coffee, perhaps?). If you select the option to display the mission & property checklist from SnP, how accurate is the report for the New Strategy save? It looks pretty accurate. I didn't think I'd been wasted 30 times, but I suppose it's possible. I'll check on the two-player as my PS2 controller adapter has two slots. Link to comment Share on other sites More sharing options...
OrionSR Posted April 20, 2009 Share Posted April 20, 2009 (edited) I did notice one issue with the "New Strategy" save. The motorcycle school menu has some weird text overlaps and a strange rhythmic breathing sound effect (something to do with hot coffee, perhaps?). That sound interesting. My first guess is that this has more to do with running PS2 scripts with PC data files than anything to do with the save file. I'll see if I can open the schools on a new save created with PS2 scripts and see what happens. Update: Yep, I get the same thing on a new game start. I used CLEO to launch the bike school thread and make a few debug modifications (icon at bike school, bike skill maxed, spawn a bike, islands unlocked, barriers down) and started the lessons. Heavy breathing (wav 31400 used in Pimping mission) and text overlap was apparent. I wouldn't be surprised to see lots of issues of this type. Hopefully none of them will stop you from playing. More: Lots of changes to the WAVs. Kick start was funny, Sweet "So I guess this is it then" and CJ "He's as good as dead then." Roulette triggers a buzz cut sound, Blackjack has a line from Zero, etc. It looks like there will be lots of incompatibilities, but so far no crashes. Missions played this way would certainly be confusing. BTW, rubregg's script switcher is working quite well for swapping the scripts. I installed the PS2 scripts in the Hot Coffee folder and it seems to be working just fine. http://www.gtaforums.com/index.php?showtopic=244165 Edited April 20, 2009 by OrionSR Link to comment Share on other sites More sharing options...
OrionSR Posted April 20, 2009 Share Posted April 20, 2009 (edited) I was investigating methods to get the New Strategy save to run on PC scripts. My thought was to end all active threads with CLEO while running the PS2 script and save. Then load the save with PC scripts, shuffle the globals around, and relaunch the threads. I'm not sure this will work because I will also need to increase the size of Global Variable space to handle the added variables. Looking through the rest of the data included in this block, I'm not terribly optimistic - I'm way out of my league. However, I believe I managed to isolate the global variables that were added to the PC scripts. Documenting these variables is the main purpose of this post. //-------------Mission 12--------------- // Originally: Ryder Adds global variable $2625 to the PC scripts. 1 new; offset is +1. //-------------External script 35 (DANCE)--------------- Adds global variables $9530 through $9537 to the PC scripts. 8 new, offset is +9. //-------------External script 62 (BARBER)--------------- Adds global variable $9805 to the PC scripts. 1 new, offset it +10. Highest variable ever: PC=$10947, PS2=$10937 Update: Oh cool. If I fiddle with the global timer and prevent the threads from waking up, I can load the save with PC scripts and end the threads with CLEO. This should make relaunching the appropriate threads much easier if I can figure out how to manage the variable space. Never mind. I can't figure it out. The main problem is that I can't figure out how to re-launch the main thread. This seems to be a pretty lame idea anyway. Also, if all threads are ended the game crashes when I try to save. Edited April 20, 2009 by OrionSR Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 20, 2009 Author Share Posted April 20, 2009 I checked the two-player. It doesn't work, perhaps because the PC version was never intended to encounter more than one input source at once. I'll look to find a mod to disable the icons. I didn't say anything about it before in case it was an isolated incident, but the game crashes on completion of a school lesson. Link to comment Share on other sites More sharing options...
OrionSR Posted April 20, 2009 Share Posted April 20, 2009 (edited) Something like this should do the trick (untested). If you don't end the two player thread the pickups will probably get recreated. {$CLEO .cs}0000:while true wait 250 if 0AB0: key_pressed 0x76 // F7 then 0459: end_thread_named 'TPLAYER' 0215: destroy_pickup $824 // #KILLFRENZY2PLYR type 21 at 1481.955 -1656.146 13.5469 0215: destroy_pickup $825 // #KILLFRENZY2PLYR type 21 at 1196.491 249.321 19.0618 0215: destroy_pickup $826 // #KILLFRENZY2PLYR type 21 at -2102.848 653.8868 51.8671 0215: destroy_pickup $827 // #KILLFRENZY2PLYR type 21 at -252.9156 2583.779 63.0703 0215: destroy_pickup $828 // #KILLFRENZY2PLYR type 21 at 2510.633 1207.917 10.3281 0215: destroy_pickup $829 // #TWOPLAYER type 21 at 2069.338 -1556.93 12.9243 0215: destroy_pickup $830 // #TWOPLAYER type 21 at 2138.169 1483.595 10.3203 0215: destroy_pickup $831 // #TWOPLAYER type 21 at -2197.667 292.0621 34.623 0215: destroy_pickup $832 // #TWOPLAYER type 21 at -1520.864 2608.207 55.3437 0215: destroy_pickup $833 // #TWOPLAYER type 21 at 711.0688 -569.3774 15.8359 endend I completed several lessons from each school with no crashes. I even unlocked a few vehicles. Edited April 21, 2009 by OrionSR Link to comment Share on other sites More sharing options...
NTAuthority Posted April 21, 2009 Share Posted April 21, 2009 I checked the two-player. It doesn't work, perhaps because the PC version was never intended to encounter more than one input source at once. I'll look to find a mod to disable the icons. Indeed, the two-player mods available for the PC version use a modified version of SAAC to guide input to the second player. By default, only the keyboard/mouse and the first joystick-ish device work, others are being ignored. Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
marshmallow1304 Posted April 23, 2009 Author Share Posted April 23, 2009 (edited) I tried SAAC 1.2. I can't say it's my favorite thing ever, but it did allow me to activate the two-player scripts. They seem to work fine, but I'm afflicted by the common problem in which one controller controls both characters. This isn't really important, as I don't particularly like 2-player mode anyway, but it is interesting. The CLEO script works nicely. I completed several lessons from each school with no crashes. I even unlocked a few vehicles. Must be something on my end. Probably too many mods. Edited April 23, 2009 by marshmallow1304 Link to comment Share on other sites More sharing options...
Seemann Posted April 24, 2009 Share Posted April 24, 2009 The main problem is that I can't figure out how to re-launch the main thread. If you're speaking of that 'MAIN' thread, it could be launched using create_thread 0 still lame as it will re-create the player and stuff anyway, this thread is created automatically when the game is started (new or loaded). Also, if all threads are ended the game crashes when I try to save. yep, this is a Rockstar's fault. It crashes while saving the Block 1 (scripts) trying to read an active thread pointer but there is none. Dunno why they did not check the pointer first. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
boludoz Posted November 18, 2017 Share Posted November 18, 2017 use ps2 scm Link to comment Share on other sites More sharing options...
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