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GTA San Andreas Mobile Modding


_CP_
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Out of curiosity. Does anyone know how to edit the ped spawns in order have the military spawn at Area 69 and the Easter Basin Naval Station? It strikes me as odd that Rockstar had cops spawn in those two locations rather than the military members

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JackGamer
On 4/27/2021 at 8:42 PM, Ryder OG said:

Hi bro! I plan to convert ALL good quality audio from PC to Android (Except Radio, we already have that one), but I don't know how to use your program. Can you help me??

1600613764_Screenshot_20200920-203020_Yo

link?

On 12/12/2013 at 7:04 AM, _CP_ said:


http://files.nick7.com/2013/12/menu_main4.png


Grand Theft Auto: San Andreas Mobile was released 11th December 2013, and I want to thanks both Rockstar and War Drum Studios for port of one of the best game in GTA saga. GTA: San Andreas Mobile still use known RenderWare engine, and we hope that our modding tools can be used for modding.

Modding

Any modifications should go in "/internal SD/Android/data/com.rockstargames.gtasa/files" and under no circumstances you should delete or modify OBB files from Android/obb.


Audio

ALL Radio is now 22.05Khz MONO, some tracks even have conversion stutter, zipped inside .osw files, which are easily opened in WinRAR. There's a idx file besides every audio archive, which lists all the files, and possibly some stuff about every file. They've just exported the PC audio with SAAT and then converted from that.

Removed songs:



Fix for crappy audio quality with restored songs - by nick7

Download SA PC Radio conversion mod - torrent
Download SA PC Radio conversion mod - parts


Models and textures

DFF models are a bit different than PC version, and cannot be opened by 3D Max or Zmodeler. PC DFF's can be used on mobile version, so car mods will work without problems.
Texture format (.pvr, .tmb, .toc) are very similar like in Vice City with some differences. TXDF*cker update allow to open/edit textures.

Fix for pixelated textures on Mali devices
Extract two .obb to Android/data/com.rockstargames.gtasa/files/. Go to texdb folder, remove all files in subdirectories with etc name and change name dxt to etc.


Download latest TXDf*cker: Night x32 | Night x64

Still working??

 

On 8/5/2020 at 11:38 AM, LlennZe said:

The animated waterfall and casino lights in LV is broken in v2.00, but in previous versions they work fine

how to restore?

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Ryder OG
On 5/5/2021 at 19:33, JackGamer said:

¿Enlace?

¿¿Aún trabajando??

My mod is finished. I've converted ALL PC audio to Android, but I'm still testing, these days I'll post an update on my forum: 

 

 

I still don't like car engines and dialogue during missions at all, but I'll fix it.

There is a mod in libertycity called GTA Classic 1.4, this one tries to look like gta sa on PC, and brings the waterfalls and lights of Las Venturas, but I don't know which file this feature restores.

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16 hours ago, Ryder OG said:

My mod is finished. I've converted ALL PC audio to Android, but I'm still testing, these days I'll post an update on my forum: 

 

 

I still don't like car engines and dialogue during missions at all, but I'll fix it.

There is a mod in libertycity called GTA Classic 1.4, this one tries to look like gta sa on PC, and brings the , but I don't know which file this feature restores.

I want the waterfalls and lights of Las Venturas too

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21 hours ago, Ryder OG said:

Мой мод готов. Я преобразовал ВСЕ аудио с ПК на Android, но я все еще тестирую, в эти дни я опубликую обновление на своем форуме: 

 

 

Мне все еще совсем не нравятся автомобильные двигатели и диалоги во время миссий, но я исправлю.

В libertycity есть мод под названием GTA Classic 1.4, он пытается выглядеть как gta sa на ПК и приносит водопады и огни Лас-Вентураса, но я не знаю, какой файл восстанавливает эта функция.

Hello. I personally know the developer of GTA SA Classic, and I am the developer of the PS2 to Mobile + Fixes mod. I must say: GTA SA Classic does NOT restore animated objects on version 2.00, because this feature is broken at the code level – please write if you want to learn more about it! Also, if I'm not mistaken, on version 1.08, all the animations function perfectly-don't they?

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2 hours ago, Raskul said:

Hello. I personally know the developer of GTA SA Classic, and I am the developer of the PS2 to Mobile + Fixes mod. I must say: GTA SA Classic does NOT restore animated objects on version 2.00, because this feature is broken at the code level – please write if you want to learn more about it! Also, if I'm not mistaken, on version 1.08, all the animations function perfectly-don't they?

Could you fix that and the radio stations and some errors in the gta3.img file??

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3 hours ago, Raskul said:

Hola. Conozco personalmente al desarrollador de GTA SA Classic, y soy el desarrollador del mod PS2 to Mobile + Fixes. Debo decir: GTA SA Classic NO restaura objetos animados en la versión 2.00, porque esta función está rota en el nivel de código; por favor, escriba si desea obtener más información al respecto. Además, si no me equivoco, en la versión 1.08, todas las animaciones funcionan perfectamente, ¿no es así?

 

It's funny, just today I just found out that this feature is only in 1.08. But thanks, by the way, your PS2 mod is great! I left you a comment on Liberticity (my name is Deker L). but I'm still telling you here hehe.

1.-The grove street is not dirty like in PS2, the texture is fine, but it is not dirty.

2.-I don't know how you got that PS2 Lensflare but it's beautiful, it just doesn't appear on top of the characters like on PS2 and On PC with the silentpatch, maybe it can't be fixed but I don't know, that's why I'm telling you.

3.-The objects like boxes, garbage and palms can you remove them as in PS2? That would give a more retro atmosphere😃

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Someone can help me with a cleo script to spawn russian and bikers like the one from pc?

It's something like this: 

{$CLEO .csa}//-------------MAIN---------------thread "GW":GW_11wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump

@GW_11:GW_340237: set_gang 9 weapons_to 23 30 28
0237: set_gang 10 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 9 density_to 60
076C: set_zone 'LDOC1B' gang 9 density_to 60
076C: set_zone 'LDOC2' gang 9 density_to 60
076C: set_zone 'LDOC3A' gang 9 density_to 60
076C: set_zone 'LDOC3B' gang 9 density_to 60
076C: set_zone 'LDOC3C' gang 9 density_to 60
076C: set_zone 'LDOC4' gang 9 density_to 60
076C: set_zone 'ROBAD' gang 10 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 10 density_to 90
076C: set_zone 'SUNNN' gang 10 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 10 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 10 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 10 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 10 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 10 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 10 density_to 90  // Robada Intersection
0A93: end_custom_thread

But the game crashes :/

Just now, Renn97 said:

Someone can help me with a cleo script to spawn russian and bikers like the one from pc?

It's something like this: 

{$CLEO .csa}//-------------MAIN---------------thread "GW":GW_11wait 0ifPlayer.Defined($PLAYER_CHAR)else_jump

@GW_11:GW_340237: set_gang 9 weapons_to 23 30 28
0237: set_gang 10 weapons_to 1 24 25
076C: set_zone 'LDOC1A' gang 9 density_to 60
076C: set_zone 'LDOC1B' gang 9 density_to 60
076C: set_zone 'LDOC2' gang 9 density_to 60
076C: set_zone 'LDOC3A' gang 9 density_to 60
076C: set_zone 'LDOC3B' gang 9 density_to 60
076C: set_zone 'LDOC3C' gang 9 density_to 60
076C: set_zone 'LDOC4' gang 9 density_to 60
076C: set_zone 'ROBAD' gang 10 density_to 90  // Tierra Robada
076C: set_zone 'ROBAD1' gang 10 density_to 90
076C: set_zone 'SUNNN' gang 10 density_to 90  // Bayside
076C: set_zone 'SUNMA' gang 10 density_to 90  // Bayside Marina
076C: set_zone 'ELQUE' gang 10 density_to 90  // El Quebrados
076C: set_zone 'BYTUN' gang 10 density_to 90  // Bayside Tunnel
076C: set_zone 'ALDEA' gang 10 density_to 90  // Aldea Malvada
076C: set_zone 'BARRA' gang 10 density_to 90  // Las Barrancas
076C: set_zone 'ROBINT' gang 10 density_to 90  // Robada Intersection
0A93: end_custom_thread

But the game crashes :/

I think it's a problem with this script, OR with the peds.ide

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4 minutes ago, Renn97 said:

340237: set_gang 9 weapons_to 23 30 28

Ops, i make a mistake, but i remade in my mobile. It's "0237: set_gang 9 weapons_to 23 30 28" instead of "340237: set_gang 9 weapons_to 23 30 28"

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Is there a working link out there for a PS2 car reflections mod for mobile? I am having no luck so far with trying to find a link.

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Posted (edited)

Hello guys! I hope the following script will help your with drawing stuff on screen. You can draw box/texture in screen coords the following script converts screen coords to gta coords (640x448).

 

{$CLEO .csa}
0000:

var
    0@: Int     // for memory reading
    
    1@: Float   // screen width
    2@: Float   // screen height
    
    3@: Float   // x (center)
    4@: Float   // y (center)
    5@: Float   // width
    6@: Float   // height
end

while true
    5@ = 1080.0
    6@ = 1080.0
    
    // get screen size
    0DD0: 0@ = get_label_addr @RsGlobal
    0DD1: 0@ = get_func_addr_by_cstr_name 0@
    000A: 0@ += 0x4 
    0DD8: 1@ = read_mem_addr 0@ size 4 add_ib 0 // screen width (int)
    0093: 1@ = integer 1@ to_float 
    000A: 0@ += 0x4
    0DD8: 2@ = read_mem_addr 0@ size 4 add_ib 0 // screen height (int)
    0093: 2@ = integer 2@ to_float
    
    // center of the screen
    3@ = 1@
    3@ *= 0.5
    4@ = 2@
    4@ *= 0.5
    
    // gta canvas size is 640x448 but aspect ratio is still 4:3
    
    4@ /= 2@	// normalize y
    4@ *= 448.0 // gta canvas height
    
    6@ /= 2@	// normalize height
    6@ *= 448.0
    
    // (480 * x - 240 * screenWidth + 320 * screenHeight) / screenHeight
    1@ *= 240.0
    2@ *= 320.0
    
    3@ *= 480.0
    3@ -= 1@
    3@ += 2@
    
    // restore
    1@ /= 240.0
    2@ /= 320.0
    
    3@ /= 2@
    
    // gta canvas width in screen pixels
    2@ /= 0.75  // screen h / 0.75
    
    // normalize width
    5@ /= 2@
    5@ *= 640.0
    
    03F0: enable_text_draw 1 
    038E: draw_box_position 3@ 4@ size 5@ 6@ RGBA 0 0 255 127
    wait 0
end

:RsGlobal
hex
"RsGlobal" 00
end

 

The example above draws a semi-transparent square on screen:

DEf6ItC.jpg

Edited by kubikas33
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  • 2 weeks later...
On 5/18/2021 at 8:15 AM, Ofnir_1 said:

Is there a working link out there for a PS2 car reflections mod for mobile? I am having no luck so far with trying to find a link.

Link in the comment section, select the new comments filter and you'll find the link

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4 hours ago, Mister A said:

 

Link in the comment section, select the new comments filter and you'll find the link

Thanks man, it worked without any issues

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FixationOnDarkness

I'm trying to modify textures in San Andreas 2.00 Android version 11,  but when I use txd tool to replace the textures and start the game, it replaces my mod textures with the originals. Has anyone found a way around that? Please help.

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3 hours ago, FixationOnDarkness said:

I'm trying to modify textures in San Andreas 2.00 Android version 11,  but when I use txd tool to replace the textures and start the game, it replaces my mod textures with the originals. Has anyone found a way around that? Please help.

Did you select the overwrite option on the export wizard? What texture are you trying to replace?

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FixationOnDarkness
5 hours ago, Ofnir_1 said:

Did you select the overwrite option on the export wizard? What texture are you trying to replace?

I was using Txd Tool from the Playstore and I did choose to replace as opposed to duplicate. It's probably worth mentioning that every time I start the game up after replacing textures it goes through a downloading process before I'm even brought to the sign in screen, like it's downloading the originals and putting them back in place before it will even let me play.

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1 hour ago, FixationOnDarkness said:

I was using Txd Tool from the Playstore and I did choose to replace as opposed to duplicate. It's probably worth mentioning that every time I start the game up after replacing textures it goes through a downloading process before I'm even brought to the sign in screen, like it's downloading the originals and putting them back in place before it will even let me play.

Hmm, that's odd. Do you also have the entire Texdb folder in the com.rockstargames.gtasa folder as well? What texture are you trying to replace? Character, weapon, car?

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Sorry for the double post but do any of the radio restoration mods work on 2.00? I've tried to use them but I haven't heard any of the removed songs play

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FixationOnDarkness
13 hours ago, Ofnir_1 said:

Hmm, that's odd. Do you also have the entire Texdb folder in the com.rockstargames.gtasa folder as well? What texture are you trying to replace? Character, weapon, car?

I copy the texdb folder, paste it, replace the textures, then paste it back in the game files. I was trying to replace street/road textures.

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3 hours ago, FixationOnDarkness said:

I copy the texdb folder, paste it, replace the textures, then paste it back in the game files. I was trying to replace street/road textures.

Okay, what street texture mod are you trying to use? I'm going to try to do this myself to see if I get the same issue or not

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3 hours ago, FixationOnDarkness said:

The mod worked for me. What I did was select gta3.txt and select the from images option for import. Select the uncompressed 32bpp and overwrite the textures. After that it should work without any issues

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FixationOnDarkness
45 minutes ago, Ofnir_1 said:

The mod worked for me. What I did was select gta3.txt and select the from images option for import. Select the uncompressed 32bpp and overwrite the textures. After that it should work without any issues

Do you get the "downloading resources" screen at all on your game? It does it when I open it for the first time without mods. I'm on Android version 11.

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19 minutes ago, FixationOnDarkness said:

Do you get the "downloading resources" screen at all on your game? It does it when I open it for the first time without mods. I'm on Android version 11.

Nope, it booted up as normal

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FixationOnDarkness
22 minutes ago, Ofnir_1 said:

Nope, it booted up as normal

Would it be improper to ask where you got your version of SA or if it would be possible for you to send it to me? Maybe it's my version. In all, I really appreciate your effort and patience with this dilemma. 

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3 hours ago, FixationOnDarkness said:

Would it be improper to ask where you got your version of SA or if it would be possible for you to send it to me? Maybe it's my version. In all, I really appreciate your effort and patience with this dilemma. 

https://libertycity.net/files/gta-san-andreas-ios-android/156957-gta-sa-2.00-android-11-fix-flm-6.0.html. Here ya go, here is the link for the version I use. 

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  • 3 weeks later...
On 12/18/2019 at 12:42 AM, Hinewsletter said:

Hello, does anyone know how to fix gta sa crashing? I installed an enb mod, i renamed the texdb files that have gpu to etc( my gpu is mali) and opened gta, then after crossing the load screen, i get a second or two of the game and then it crashes, any help? I have Gta sa on android with cleo installed(the no root version) on android pie(9.0).

Wtf!!!!!

 

Enb Series is for pc not for mobile ok

 

 

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Yesterday, I fully released CLEO iOS. It's no longer just a beta. I think this is the thread for that.

 

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How do you get the script folder in the [com.rockstargames.gta/files/(data)], I'm trying to access my script.img and main.scm, but I don't have that folder when I extract the main and patch .obb .

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