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[V] Script/Native Documentation and Research


Alexander Blade
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mockba.the.borg

Well ... patch 1.32 just broke all my mods, so I guess I need to wait for a new version of ScripthookV to be released.

 

cheers,

Mockba.

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Does anyone know the approximate time it takes for the new version of Scripthook to come out for patch 1.32? Just about to install a whole new load of mods, just for an update to come out.
Thank you.

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mockba.the.borg

A (hopefully thread related) quick question:

 

How can I decompile the game scripts?

I have used OpenIV to extract the .ysc file, which generated .sys and .full files, which are binary the same.

Then I have tried to run both IDA Pro and C4 Decompiler on them.

IDA Pro doesn't generate anything useful, and C4 will refuse to open the files. Says PE invalid or something like that.

Maybe I missed some needed tool, maybe I missed some OpenIV functionality.

 

Any guidance is appreciated.

 

Thanks,

Mockba.

Edited by mockba.the.borg
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Alexander Blade

There is no public decompiler .

 

A (hopefully thread related) quick question:

 

How can I decompile the game scripts?

I have used OpenIV to extract the .ysc file, which generated .sys and .full files, which are binary the same.

Then I have tried to run both IDA Pro and C4 Decompiler on them.

IDA Pro doesn't generate anything useful, and C4 will refuse to open the files. Says PE invalid or something like that.

Maybe I missed some needed tool, maybe I missed some OpenIV functionality.

 

Any guidance is appreciated.

 

Thanks,

Mockba.

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There is no public decompiler .

 

A (hopefully thread related) quick question:

 

How can I decompile the game scripts?

I have used OpenIV to extract the .ysc file, which generated .sys and .full files, which are binary the same.

Then I have tried to run both IDA Pro and C4 Decompiler on them.

IDA Pro doesn't generate anything useful, and C4 will refuse to open the files. Says PE invalid or something like that.

Maybe I missed some needed tool, maybe I missed some OpenIV functionality.

 

Any guidance is appreciated.

 

Thanks,

Mockba.

 

And that's the main problem in the modding community.

Private, private, private...

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Alexander Blade

Decompiled scripts are updated .

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mockba.the.borg

Thanks Alexander,

 

I am not sure if I understand the reasoning behind having most of the useful mod information private.

I understand making something public or not is the decision of whoever writes it, but open source in a mod community usually helps more than hurts.

 

Thanks anyways for the updated scripts.

 

Cheers,

Mockba.

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There is no public decompiler .

 

A (hopefully thread related) quick question:

 

How can I decompile the game scripts?

I have used OpenIV to extract the .ysc file, which generated .sys and .full files, which are binary the same.

Then I have tried to run both IDA Pro and C4 Decompiler on them.

IDA Pro doesn't generate anything useful, and C4 will refuse to open the files. Says PE invalid or something like that.

Maybe I missed some needed tool, maybe I missed some OpenIV functionality.

 

Any guidance is appreciated.

 

Thanks,

Mockba.

 

And that's the main problem in the modding community.

Private, private, private...

 

 

People invest their time working on the documentation of the game, they have the right to share or not their tools.

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I've spoken with listener about his decompiler before, a LOT of work went into it and releasing it to the public would simply take too long and take away valuable time that could be used for doing something more important.

 

Some things are better left private. You may not like it, but there's always a reason for something being private and not being made public.

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  • 4 weeks later...

Just to piss Alexander off I'll post a compiler for V.

 

Not that hard to make one, only a few different lines of code needed compared to IV version

Edited by DeluxeMob
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Just to piss Alexander off I'll post a compiler for V.

 

Not that hard to make one, only a few different lines of code needed compared to IV version

 

Yeah using AB researches sure, and a few different lines from what ?

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Alexander Blade

SDK is udpdated !

 

v1.0.617.1a
- added ability to access pickup pool
- added ability to get base object pointer using script handle

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InfamousSabre

SDK is udpdated !

 

v1.0.617.1a

- added ability to access pickup pool

- added ability to get base object pointer using script handle

WOOOOO! Thank you for adding this feature! :D I can finally let my Pickups script support the weapons hidden in the world. You're the best!

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  • 3 weeks later...

@Alexander Blade

Just found a new hash collision.
UI::SET_USERIDS_UIHIDDEN (0xEF4CED81CEBEDC6D) is completely wrong.
It has something to do with head color based on a stat value (?), I guess.

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Alexander Blade

It's a collision , that native is used to request some stat values from menu ped .

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Seems like we got a new update in GTA V? :-)

Ayuppa .. And everything is broken again. *sigh* Had to revert to former version.

 

Well.. Poor Alex. I really do hope the author can work-up the energy -yet again- to adapt scripthookV (I was gonna' say 'fix', but it isn't scripthook that needs fixing. It's Rockstar's unpleasant habit of pushing updates...) . Thanx Rockst*r for some cars I don't need, and a script-killing update. :facedesk:

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mockba.the.borg

Is there a way to roll-back the update and stay on 1.32 for a while?

If not I guess I will just have to wait for the new Scripthook.

And I agree, poor Alexander, it sucks to be having to re-do everything again every time R* comes up with new trinkets.

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Alexander Blade

Yes , 24 added and 11 deleted . Param count is changed for TASK_JUMP (4 params now) .

 

Is there any new native ?

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Is there any new native ?

 

0x11579d940949c49e
0x7ec3c679d0e7e46b
0x4b5b620c9b59ed34
0xf47e567b3630dd12
0xa84081e1eaf46e20
0x8a24b067d175a7bd
0x821fdc827d6f4090
0xb214d570ead7f81a
0x17f7471eaca78290
0x24f4121d07579880
0xaf03011701811146
0xda05194260cdcdf9
0x463941a4fb6104c6
0x67164204fc1104c5
0x62454a641b41f3c5
0x39a5fb7eaf150840
0x8881c98a31117998
0x7033eefd9b28088e
0xcd79a550999d7d4f
0xdcd8468e2fbbd1cc
0x2ce9d95e4051aecd
0x7242f8b741ce1086
0xcea7c8e1b48ff68c
0xeb2bf817463dfa28
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arewenotmen

Can we have a new decompiled set of scripts please?

 

In particular 'shop_controller' as this is what's despawning DLC, and the sooner we have the script content, the sooner we can figure out what (if anything) to do short of blocking the whole script.

Edited by arewenotmen
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sasuke78200

Well, I can provide this for now (sorry I didn't include the hash table that AB provided, plus my high level decompilng code is broken, don't want to fix it right now)

 

 

https://gist.github.com/Sasuke78200/bcdd0a342b4e9aff5645

 

Enjoy reading awful 'asm' code :p

 

 

 

EDIT: The function at 'label_1c94c' seems to be the one that's causing this ;)

 

EDIT 2 ; You can just set the global id 2558120 to 1 and you're good to go. (credits to three-socks who find this)

Edited by sasuke78200
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So as someone who knows Zero stuff about scripts . how would i go about doing that ?

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So as someone who knows Zero stuff about scripts . how would i go about doing that ?

Doing what?

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EDIT 2 ; You can just set the global id 2558120 to 1 and you're good to go. (credits to three-socks who find this)

Doing this . in order to spawn DLC Vehicles .

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