goodidea82 Posted November 21, 2015 Share Posted November 21, 2015 (edited) Deji did an awesome job by providing us ScrDebug (SADebug.asi)---I couldn't live without it :-) Nevertheless, care should be taken when using it. The game (main.scm) can behave differently, when the plugin is enabled.The problem I have found:- My test system: Hoodlum 1.0 no-cd, cleo 4.3, SADebug.asi1. Start a "New Game"2. Go to JC's house and start the first mission "Big Smoke"3. After the cutscene on the cemetary, get on the BMX bicycle and press "s". The mission is immediately passed and CJ is spawned at Groove Street.It turns out that: 0735IS_KEYBOARD_KEY_PRESSED 0x31[in] See here: http://gtag.gtagaming.com/forums/index.php?showtopic=590 (also supports common ASCII keycodes)This opcode is found to have the functionality of a keypress opcode. It tests if a key is being pressed. Most values found in the main.scm relate to ASCII keycodes exactly ("S" is used to skip most missions, number keys used to go to different mission stages, etc).However, there are certain values found in the main.scm which do not relate to any ASCII keycode. I would assume either Rockstar had special values for certain keys or an alternate form of input was used while testing. Also consider that they would've developed SA with a PS2 Debugging Unit, so god knows what special hardware they could've hooked up to it... I recommend to rename (in sascm.ini): 0735: is_keyboard_key_pressed to 0735: is_keyboard_key_pressed_IN_DEBUG_MODEso that it does not get confused with 0AB0: key_pressed 0x73 Otherwise scripts will not function properly without SADebug.asi and the end-user will not know. (Luckily all my scripts use 0AB0) Edited November 22, 2015 by goodidea82 maoffense01 1 Link to comment Share on other sites More sharing options...
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