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GTA San Andreas Mobile Modding


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there is texture limit, you can't add texture without executable patching.

 

That's a drag. I thought of downscaling the textures to accommodate for the limited memory of the portable devices, but even that didn't work. I could just consolidate the textures into a single 512x512 file, but that would call for editing the UV mapping on the model, and I'm not arsed to do a separate version of the mod for mobile devices either.

 

EDIT: Here's what I ended up with so far:

k99wf9.png

 

I'm glad the reflections worked well on the mod, as I used the default SA material on some surfaces, i.e. the paint.

Edited by lpgunit
76561198000404928.png

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IDX structure is very easy. First 4 bytes is an item count.

 

 

DWORD dwCount;

where item is

 

 

struct OSWIDXITEM {  DWORD dwOffset;  DWORD dwSize;  WORD  wNameLength;  CHAR  szName[ wNameLength ];};
OSW is a ZIP file with "store" compression method that means uncompressed file.

 

So, I made a little program for fixing or generating IDX files:

San Andreas Audio Fixer (SAAF)

screen-01.png

 

Tips:

1) I'm using 7zip, but you can use winrar or something else what supports zip format and allows you to set compression type.

2) Add files to archive. It's easier even to create a new archive with store compression (see screenshot for 7zip).

3) rename your ZIP into OSW (MR.zip -> MR.osw).

4) run SAAF and open your OSW file.

5) SAAF asks you to create or fix IDX file, so just click 'Yes'.

6) Done. Copy OSW and IDX files (MR.osw and MR.osw.idx) to your phone.

 

Seems to be game doesn't accept stereo files, so you should downmix it to mono (if you're using LAME, add -a key).

I've tested it with -v -a -b 192 (VBR4 192 kbps mono).

 

Here's example conversions from PC:

Download Radio X (192 kbps, mono)

Download Los Santos Radio (192 kbps, mono)

Edited by nick7
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IDX structure is very easy. First 4 bytes is an item count.

 

DWORD dwCount;

 

where item is

 

struct OSWIDXITEM {  DWORD dwOffset;  DWORD dwSize;  WORD  wNameLength;  CHAR  szName[ wNameLength ];};

OSW is a ZIP file with "store" compression method that means uncompressed file.

 

So, I made a little program for fixing or generating IDX files:

San Andreas Audio Fixer (SAAF)

screen-01.png

 

Tips:

1) I'm using 7zip, but you can use winrar or something else what supports zip format and allows you to set compression type.

2) Add files to archive. It's easier even to create a new archive with store compression (see screenshot for 7zip).

3) rename your ZIP into OSW (MR.zip -> MR.osw).

4) run SAAF and open your OSW file.

5) SAAF asks you to create or fix IDX file, so just click 'Yes'.

6) Done. Copy OSW and IDX files (MR.osw and MR.osw.idx) to your phone.

 

Seems to be game doesn't accept stereo files, so you should downmix it to mono (if you're using LAME, add -a key).

I've tested it with -v -a -b 192 (VBR4 192 kbps mono).

So it's possible to replace an existing station with a completely new one, right? Or add songs to it at the very least?

 

On another note, TXDf*cker works with Wine on Linux - I haven't tried adding or extracting textures with it yet, but I can browse the texture archive.

Edited by lpgunit
76561198000404928.png

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So it's possible to replace an existing station with a completely new one, right? Or add songs to it at the very least?

Just like on PC. You can easily replace audio to your own, but for adding you need to edit other files.
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So it's possible to replace an existing station with a completely new one, right? Or add songs to it at the very least?

Just like on PC. You can easily replace audio to your own, but for adding you need to edit other files.

 

I assume that the IDX files only store information on the MP3 files i.e. size or length, among other things. Is there a set/fixed number of tracks that I can add to an archive, i.e. that I can't go over or under 150 MP3s, or can I just shove in several hundred songs on it?

Edited by lpgunit
76561198000404928.png

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yep, just size name and length. and file count. i don't know why they made this file, all this information can be easily read from zip (osw).

 

files are related between them, you can't just add new file to archive, game will not play it. I don't know how to add a new file to SA, try to look SAAT docs I think it'll work for mobile version same way.

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yep, just size name and length. and file count. i don't know why they made this file, all this information can be easily read from zip (osw).

 

files are related between them, you can't just add new file to archive, game will not play it. I don't know how to add a new file to SA, try to look SAAT docs I think it'll work for mobile version same way.

I think besides the SCM files (i.e. playing mission-related news reports, etc.), there's obviously something else that controls the order in which the songs or bits of audio should play, whether it's hardcoded or in another file.

 

Reminds me of the time when I tried to cobble up a new radio station in Mafia II. The newly-added XML entry to the station shows up ingame, but for some reason the FSB archives for the new station doesn't play,

Edited by lpgunit
76561198000404928.png

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I think besides the SCM files (i.e. playing mission-related news reports, etc.), there's obviously something else that controls the order in which the songs or bits of audio should play, whether it's hardcoded or in another file.

They're all hardcoded.

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Tips:

1) I'm using 7zip, but you can use winrar or something else what supports zip format and allows you to set compression type.

2) Add files to archive. It's easier even to create a new archive with store compression (see screenshot for 7zip).

3) rename your ZIP into OSW (MR.zip -> MR.osw).

4) run SAAF and open your OSW file.

5) SAAF asks you to create or fix IDX file, so just click 'Yes'.

6) Done. Copy OSW and IDX files (MR.osw and MR.osw.idx) to your phone.

 

Seems to be game doesn't accept stereo files, so you should downmix it to mono (if you're using LAME, add -a key).

I've tested it with -v -a -b 192 (VBR4 192 kbps mono).

 

 

 

It's probably something to do with my converter but I still receive ad-only stations for my effort. These must be some obscenely stringent bitrate requirements for the game to read the files.

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I think besides the SCM files (i.e. playing mission-related news reports, etc.), there's obviously something else that controls the order in which the songs or bits of audio should play, whether it's hardcoded or in another file.

They're all hardcoded.

 

 

And that's the case with the scripted audio, like the aforementioned reports, right?

76561198000404928.png

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It's probably something to do with my converter but I still receive ad-only stations for my effort. These must be some obscenely stringent bitrate requirements for the game to read the files.

archive must have 'store' compression for every file. check it.

for now files sholuld be imported in original order (maybe i fix it later).

don't forget to rebuild idx using my program.

 

try to test my conversions from end of this post.

Edited by nick7
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Actually, it's my encoder's fault. For some reason, selecting all then changing the desired bitrate only affects the file that was clicked on last.

 

What encoder are you using?

 

 

Edit: They're working, which is more than what I got with mine and I can hear the missing songs.

Edited by buzbegone
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LAME3.99r, via foobar2000

 

Edit:

my foobar preset for those conversions:

manual-foobar.png

Edited by nick7
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I think besides the SCM files (i.e. playing mission-related news reports, etc.), there's obviously something else that controls the order in which the songs or bits of audio should play, whether it's hardcoded or in another file.

They're all hardcoded.

 

What are the dat files in the CONFIG folder?

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Is the cheats completely gone or just disabled? Any way it can be enabled again?

Cheats are present in the code, so it could be a bug. It probably most bugged mobile release :)
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Heisenberg666

 

Is the cheats completely gone or just disabled? Any way it can be enabled again?

Cheats are present in the code, so it could be a bug. It probably most bugged mobile release :)

what a relief :) so it's just the developers mistake? Is it in the ios version then? On Android I've tried with Game Keyboard but it doesn't do anything.

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Someone noticed transparent billboards?

wxwznWD.jpg

HHnErXC.png


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Alexander Blade

Cheats in a standard way doesn't work on ios as well . But I'd managed to invoke them using CLEO Android .

 

Someone noticed transparent billboards?

Graphic bugs are all about different hardware .

 

Edit:

Calling original cheat funcs via CLEO script

http://www.youtube.com/watch?v=HGnDxyONA00&feature=player_embedded

Edited by Alexander Blade
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Calling original cheat funcs via CLEO script

Wow, old style MenuSystems are still present in the game? Interesting.

 

 

 

What are the dat files in the CONFIG folder?

Haven't looked into mobile files, but PC config files just store all kinds of info about names/length/position of sounds. Nothing about the way they are used in game (except eventvol.dat, but that only controls... volume!).
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Hello frnds im using iphone 4 v6.1 game running but laggy.. is there any idea to reduce game graphic for iphone4(ios) so that game running good..

i not worry about bad graphic i just want that game running smooth.. plzzz frnds help.. i will be very thankful to you for this..

plz help

Edited by arshi19x
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some quick mods i did i need help with car mods how come they still dont work? is there something im doing wrong? anyone??? IMG_5237.pngIMG_5228.pngIMG_5233.png

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Hello, İ have %100 save game here for Android,İos http://www.mediafire.com/?5ul3xgjdi48nuh3

Sorry for the noobish question but where do I place this? I found some .b files in Android/data/San Andreas but no .bin file, is .b the same as .bin?Rename it to "GTASAsf*.b" instead of * put from 1-10 10 (is autosave) Edited by leftas
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