fooking Posted July 3, 2017 Share Posted July 3, 2017 (edited) By tripling Deconstruction you can keep the portables you're supposed to destroy forever. By duping any safehouse you will "unlock" the Chinatown, San Fierro one for free. "Unlocked" as in it's open, but the green icon in front of the door remains. You can buy it again, but you can also just leave the icon there for a more unique savefile. Edited July 3, 2017 by Fooking HalfOfAKebab 1 Link to comment Share on other sites More sharing options...
Patrick1994 Posted July 3, 2017 Share Posted July 3, 2017 (edited) Fooking, that is a lie. To get the China Town safehouse, it has to be "courier mission in any city" -> "Property Mission". Architectural Espionage + Property gives you a different one (some LV one; the % of it at least, I do not know if it gives you the property, too). Edited July 3, 2017 by Patrick1994 HalfOfAKebab and rhans 2 Link to comment Share on other sites More sharing options...
fooking Posted July 3, 2017 Author Share Posted July 3, 2017 (edited) Why would anyone want to do that Architectural Espionage adds blips. Unless you don't have a Camera and you buy the property before picking up the camera from the tourist? Worth testing, I suppose. Edit: Indeed, this works. If you start Architectural Espionage with no Camera and kill the tourist but leave the pickup behind, and then buy any property the hotel suite in LV will be unlocked. The green icon will remain, so I will definitely do this on my save. Picking up the Camera will make the green blip go away as well Edit 2: Cut Throat Business "unlocks" Palomino Creek Edited July 3, 2017 by Fooking HalfOfAKebab 1 Link to comment Share on other sites More sharing options...
OrionSR Posted July 4, 2017 Share Posted July 4, 2017 (edited) Did the Palomino unlock also unlock the the Palomino garage? Based on the Hotel Suite message in the screenshot above I'm guessing it does. Below is a list of Buy Properties indexed by the $BUY_Index - the sequence they are unlocked by the jump table of the Buy Properties mission. I'm not sure if this information is useful just yet but I thought I'd post it anyway in the hopes that someone may notice a pattern. 0 Wangs Autos1 Zeros Shop2 Airstrip3 Santa Maria 4 Rockshore West 5 Fort Carson6 Prickle Pine7 Whitewood Estates 8 Palomino Creek Cut Throat Buisness9 Redsands West 10 El Corona11 Calton Heights12 Muholland 13 Paradiso 14 Hashbury 15 Marina16 Pirate Pants Architectural Espionage17 Camel Toe18 Chinatown Courier Asset19 Whetstone20 Doherty21 Queens22 Angel Pine23 El Quebrados24 Tierra Robada25 Dillimore26 Jefferson27 Old Venturas Strip28 Clowns Pocket29 Creek30 Willowfield31 Blueberry Edited July 4, 2017 by OrionSR Link to comment Share on other sites More sharing options...
fooking Posted July 4, 2017 Author Share Posted July 4, 2017 (edited) Missapropriation unlocks the Desert Airstrip (the Flying School marker appears, but is unusable) and during Explosive Situation I can buy a safehouse, but no other property is added. And yes, the garage is working as well, it's just the green icon that will remain. I have tested many missions, but I guess I'll have to try again after I've notices differences when trying Explosive Situation. Before entering the marker at the Quarry your game will crash if you buy a safehouse. Buying it during the timer will make the safehouse duped. Edited July 4, 2017 by Fooking Link to comment Share on other sites More sharing options...
Nick007J Posted July 4, 2017 Share Posted July 4, 2017 The phenomenon of this unlocks is not a mystery, consequences of starting a mission during another can be predicted with certain knowledge of what game does when this happens. Main loop of Courier mission is located at offset 2555 bytes from the start of the mission. Length of WAIT 0 command is 4 bytes. Therefore next time script is processed, command is executed at offset 2559. Now when a mission of buying is started, mission code of Courier is substituted with mission code of property buy, but offset remains the same. Offset 2559 of this mission contains buying a property with index 18. :BUYPRO1_2559 {3077831} 015F: set_fixed_camera_position -2213.188 744.9976 50.024 rotation 0.0 0.0 0.0 {3077863} 0160: point_camera_at_point -2213.273 744.0281 50.254 switchstyle 2 {3077882} 0623: increment_int_stat 15 by $1671 {3077889} 0164: remove_blip $1639 {3077894} 0570: add_short_range_sprite_blip_for_contact_point $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] $Z_PROPERTY_TO_BUY[18] sprite 35 store_to $1639 {3077910} 018B: change_blip_display $1639 to 2 {3077917} 09B4: set_closest_entry_exit_flag $X_PROPERTY_TO_BUY[18] $Y_PROPERTY_TO_BUY[18] radius 10.0 bitmask 16384 to 1 {3077935} 030C: player_made_progress 1 OrionSR 1 Link to comment Share on other sites More sharing options...
fooking Posted July 4, 2017 Author Share Posted July 4, 2017 To me it's easier to just try every mission one by one on my phone. It's faster than doing it on my PC, because SA boots up almost instantly and I can load missions using CLEO. Link to comment Share on other sites More sharing options...
OrionSR Posted July 4, 2017 Share Posted July 4, 2017 (edited) I've been wrestling with the implications of Nick's explanation of Buy Properties duping and if I understand the process correctly, then I need to update my property list with local BuyPro1 offsets and then go hunt for loops that start at Property Offset - 4. I suppose that I should verify that the buypro1 offsets are the same between versions. I'll need to re-decompile my scripts anyway as I usually work with global offsets. Fooking's observations during Explosive Situation suggests that the results will vary depending on which mission loop is executing when the property is bought. I would also expect some variation between script versions. There are lots of minor variations between the different scripts that usually don't make much of a difference. But one small change early in the mission will throw off the offsets of most subsequent loops. I wonder if I can recreate Fooking's success with Misappropriation and the airstrip using a Master Save mission. Edited July 4, 2017 by OrionSR Link to comment Share on other sites More sharing options...
Nick007J Posted July 4, 2017 Share Posted July 4, 2017 Oh yeah, finding applications for starting missions during missions requires a lot of analysis. Like this enormous table for VC (however, for a different application - 'instapass'), for example, is used for finding new ones. https://docs.google.com/spreadsheets/d/1Nq81eO_ptPl4WprMrpeluzt1khdOfB_FGqrJsSQUQIs/edit#gid=566910499 This one is similar for SA, it also contains short info on changes between 1.0 and 1.01. https://docs.google.com/spreadsheets/d/1iMA5yLGVAnxQvIFOVGk74hKasF2rrXiBSp2oHGoz8yc/edit#gid=843542130 Link to comment Share on other sites More sharing options...
fooking Posted July 4, 2017 Author Share Posted July 4, 2017 (edited) I sure hope there's a mission that will unlock the Airstrip before the actual mission, as that will make the DP Leviathan from Interdiction easier. Edited July 5, 2017 by Fooking Link to comment Share on other sites More sharing options...
rhans Posted July 5, 2017 Share Posted July 5, 2017 (edited) Well, this incomplete table tested some missions. It was useful for starting more instances of some missions, but it still requires a bit more of testing. The most useful combinations would be Trucking/Quarry + something, since those 2 missions can be started many times over with OM0: https://docs.google.com/spreadsheets/d/1kACMNfgu7HQ6ycWNNp9Br2Em13ChBms4s811G6XtU0o/edit?usp=sharing] There were a good ammount of Something + safehouses, so you won`t need to test those. Edited July 5, 2017 by rhans Patrick1994 1 Link to comment Share on other sites More sharing options...
Helegad Posted July 5, 2017 Share Posted July 5, 2017 (edited) I've been wrestling with the implications of Nick's explanation of Buy Properties duping and if I understand the process correctly, then I need to update my property list with local BuyPro1 offsets and then go hunt for loops that start at Property Offset - 4. I suppose that I should verify that the buypro1 offsets are the same between versions. I'll need to re-decompile my scripts anyway as I usually work with global offsets. Fooking's observations during Explosive Situation suggests that the results will vary depending on which mission loop is executing when the property is bought. I would also expect some variation between script versions. There are lots of minor variations between the different scripts that usually don't make much of a difference. But one small change early in the mission will throw off the offsets of most subsequent loops. I wonder if I can recreate Fooking's success with Misappropriation and the airstrip using a Master Save mission. What the f*ck are you people even doing? What is the point? Edited July 5, 2017 by Helegad Lethal Vaccine and eagle152 2 Link to comment Share on other sites More sharing options...
fooking Posted July 5, 2017 Author Share Posted July 5, 2017 What the f*ck are you people even doing? What is the point? The reasons for doing this: ♦ Having unique objects in a save, even after 100% to make the save more special. ♦ Being able to save your game in locked off areas, for example in Chinatown in a master save, to make it slightly easier to collect certain master save vehicles (Rustler, Raindance etc) or snapshots ♦ Having the Airstrip open before unlocking Las Venturas is also rather nice if you're planning on obtaining the DP Leviathan and you don't want to use the sh*tty impounds. At this point it isn't possible yet, as Misappropriation is the only mission that unlocks the Airstrip. Link to comment Share on other sites More sharing options...
Nostalgia Posted July 5, 2017 Share Posted July 5, 2017 (edited) The only thing that interests me about it is the fact you can get more percentage completion in a master save now. As it used to be for the longest time you could only get 13:37 or 13:70 (with Big Smoke completed) on non-mobile versions of the game in a master save, but now you can get more, and as long as it doesn't leave any negative effects on the game, I'm all for it. If I tried this I'm not sure if i could even get it to work though on Xbox version (I heard the timing is much harder for non PC versions..). Edited July 5, 2017 by Nostalgia rhans 1 Link to comment Share on other sites More sharing options...
fooking Posted July 5, 2017 Author Share Posted July 5, 2017 (edited) In a starter save before Big Smoke you can still only get 13,37%, but on PC, PS2 or XBOX Classic you can get 17,115%. During Monster you can even get 100% completion, by starting Trucking 30× and then buying a property during Monster, you can get 16,05% completion for ONE property. Edit: Currently tested stuff Big Smoke: Crash Ryder: Crash Tagging up Turf: Crash Cleaning the Hood: Crash Drive Thru: Before entering the car, unlocks Tierra Robada Nines and AK's: No crash, unlocks nothing, property duped Drive-By: Crash Sweet's Girl: Crash Los Sepulcros: No crash, unlocks nothing, property duped Doberman: Crash Burning Desire: Crash Gray Imports: Crash Monster: Crash Highjack: Right in the beginning, unlocks El Corona Interdiction: Crash Verdant Meadows: - Learning to Fly: - N.O.E: Unlocks Santa Maria Beach Stowaway: Crash Black Project: Crash Green Goo: Crash Fender Ketchup: Crash Explosive Situation: After the timer starts, Unlocks Palomino Creek You've had your Chips: Crash Fish in a Barrel: - Edited July 5, 2017 by Fooking OrionSR 1 Link to comment Share on other sites More sharing options...
OrionSR Posted July 5, 2017 Share Posted July 5, 2017 Nick's explanation of how the safehouse duping exploit works seems only to apply to Architectural Espionage and the Courier Assets. I can find no associate loops for the unlocks that Fooking has documented. This does not appear to be an issue with script variation. Something else is going on. Link to comment Share on other sites More sharing options...
fooking Posted July 5, 2017 Author Share Posted July 5, 2017 (edited) Patrick1994 told me that there is an offset between (idk the exact numbers, but it's similar I hope) 1996000 and 1997000. If the value is in between this, a safehouse should unlock. I hope he'll get here soon, as he'll be able to explain it better. EDIT: I'm seeing different behaviour now. Nines and AK's & Catalyst both OPEN a property, but the green house on the map is NOT changed into a floppy disc! Edited July 5, 2017 by Fooking Link to comment Share on other sites More sharing options...
OrionSR Posted July 5, 2017 Share Posted July 5, 2017 (edited) I'm wondering if execution must begin at a label or if duping can begin mid-segment, Below is the code segment that unlocks the Hashbury safehouse as an example of a typical property with a garage. The important order of operations to note are; 1) Property value used for the pickup is added to integer stat 15 - Property Budget, 2) Old blip is replaced with new, 3) Enex is unlocked, 4) Garage is unlocked. For Architectural Espionage and Courier Assets I would expect all operations to complete and the value of both properties to be added to the property budget. Is this true, and is it true for everything else? For the missions that didn't crash but unlocked nothing, could it be that an enex or garage has been unlocked but the blip was not altered? I'm not sure what to predict with the camera. Got any observations to note? :BUYPRO1_2074 // Hashbury015F: set_camera_position -2476.432 -127.2039 26.6779 rotation 0.0 0.0 0.0 0160: set_camera_point_at -2475.458 -127.2469 26.8974 switchstyle 2 0623: add $1667 to_integer_stat 15 0164: disable_marker $1635 0570: $1635 = create_asset_radar_marker_with_icon 35 at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] $Z_Property_To_Buy[14] 018B: set_marker $1635 radar_mode 2 09B4: set_object_property_at $X_Property_To_Buy[14] $Y_Property_To_Buy[14] radius 10.0 bitmask 16384 flag 1 0299: activate_garage 'SVGSFS1' 030C: progress_made = 1 0002: jump @BUYPRO1_4201 Edited July 5, 2017 by OrionSR rhans 1 Link to comment Share on other sites More sharing options...
Nick007J Posted July 5, 2017 Share Posted July 5, 2017 (edited) I checked Misappropriation -> property index 2. Misappropriation's loop is at 574 (578 is its end). At offset 578 of BUYPRO1 there is a part of 0164: remove_blip $581 command (encoded as 64 01 XX 24 05; XX is type code which I don't remember), last two bytes. This is opcode 0524 which doesn't exist in SA but is in acceptable range of SA. Such opcodes work as WAIT 0. After it game continues executing starting with command 0164: remove_blip $1719. Therefore, if I understand correctly Misappropriation -> property index 2 doesn't increase 'properties acquired' (edit: 'spent on properties', my mistake) stat. The rest work somewhat similar. Edited July 5, 2017 by Nick007J rhans and OrionSR 2 Link to comment Share on other sites More sharing options...
OrionSR Posted July 5, 2017 Share Posted July 5, 2017 (edited) It seems that by the time I got my notes posted Fooking and Nick had confirmed my suspicions about execution resuming mid-segment. I'm a bit concerned about the stated goal of unlocking the airstrip hangar and garage as full execution of this segment will result in duping the pilot school thread. Ideally, we'd like to find a strategy that can unlock the interior and garages without launching the thread. Added: It looks like offset 578 just barely missed launching the pilot school thread, but there's still a bit wiggle room before the garages are unlocked. Is there an easy way to glean the local offsets of each line shown in Sanny? (Figured it out with my trusty hex editor - I think.) Edit: What I'm looking at varies a bit from Nick's explanation of Misappropriation. Offset 575 starts the line to disable marker $581 with opcode 0164: Offset 577 is 02, data type for the global variable. Offset 578 is encoded as 14 09. 0x0914 = 2324 / 4 = 581; the offset address for the global variable. But opcode 0914 is described as "0914: register_streamed_script_internal 0 // nop" - NOP, as in no operation. Global(h) Local(d) :BUYPRO1_5042eeec0 504 015F: set_camera_position 445.128 2540.436 25.6202 rotation 0.0 0.0 0.0 2eeee0 536 0160: set_camera_point_at 444.1882 2540.142 25.4462 switchstyle 2 2eeef3 555 0623: add $1655 to_integer_stat 15 2eeefa 562 0164: disable_marker $55 2eeeff 567 004F: create_thread @PSCH 2eef07 575 0164: disable_marker $581 2eef0c 580 0164: disable_marker $1719 2eef11 585 0570: $1719 = create_asset_radar_marker_with_icon 35 at $Save_Pickups_X[2] $Save_Pickups_Y[2] $Save_Pickups_Z[2] 2eef21 601 018B: set_marker $1719 radar_mode 2 2eef28 608 0164: disable_marker $Marker_Pilot_School 2eef2d 613 02A7: $Marker_Pilot_School = create_icon_marker_and_sphere $icon_School at $666 $667 $668 2eef30 616 018B: set_marker $Marker_Pilot_School radar_mode 2 2eef45 637 0299: activate_garage 'CN2GAR2' 2eef50 648 0299: activate_garage 'DHANGAR' 2eef5b 659 09B4: set_object_property_at $X_Property_To_Buy[2] $Y_Property_To_Buy[2] radius 10.0 bitmask 16384 flag 1 2eef6d 677 030C: progress_made = 1 2eef71 681 0002: jump @BUYPRO1_4201 More: I think I'm following the logic now. It looks like Fooking's Drive-Thru exploit is jumping in at BuyPro1 offset 3314 with 0164: disable_marker $1645, so no property budget increase but the rest is completed normally. :FARLIE4_608 - It looks like Ran Fa Li's loop at "Pick up the car from the airport car park" will jump 4 bytes before 018B: change_blip_display $1719 to 2 in the buy airstrip routine and find what it thinks should be 0209: generate_random_int_in_range but with only 2 bytes of parameters before colliding with the next opcode. I'm predicting a crash. :TRUCK_619 - Probably jumps 10 bytes into the middle of 02A7: $Marker_Pilot_School = create_icon_marker_and_sphere $icon_School at $666 $667 $668 where it'll find a improperly formatted opcode (020A: lock_car_doors [email protected] mode 4). Edited July 5, 2017 by OrionSR Link to comment Share on other sites More sharing options...
fooking Posted July 5, 2017 Author Share Posted July 5, 2017 (edited) RAN FA LI UNLOCKS THE AIRSTRIP! Sadly it adds a permanent yellow blip at the Airport. (buying a safehouse at any point after getting into the marker will crash the game) Edited July 7, 2017 by Fooking OrionSR and rhans 2 Link to comment Share on other sites More sharing options...
Riding shotgun Posted July 5, 2017 Share Posted July 5, 2017 (edited) Edit, i meant oput this in san andreas section.I dont think this has beendiscoved before. Behind cluckin bell in los santos next to where u tagged with Sweet. There a wooden pole next to a wall that says customer parking only. Walk up to it a few times usually with your camera pointed slightly down. Peds will ke spawning from this pole. Edited July 5, 2017 by Riding shotgun Link to comment Share on other sites More sharing options...
rhans Posted July 6, 2017 Share Posted July 6, 2017 (edited) I told some people about it in the Whatsapp but I think I should mention this here too. A way to avoid permanent blips would be to start Outrider with OM0 and proceed until the green blips indicating the Sniper and Rocket Launcher appear. At that point start Pimping to cancel Outrider, but the green blip will remain. Do this about 50 times to reach the max number of blips supported (you can test if you have reached that by trying to set that red target while looking your map on pause menu, if you are not able to do so, it means you have reached the maximum), then use Ran Fa Li + safehouse to unlock Airstrip, then just save + load your game or simply go pick up the Sniper + Rocket Launcher to get rid of the green blips from Outrider. Edited July 6, 2017 by rhans Link to comment Share on other sites More sharing options...
fooking Posted July 6, 2017 Author Share Posted July 6, 2017 That will add 50 mission attempts though, 50 mission attempts for an easier (but still difficult) DP Leviathan isn't really worth it rhans 1 Link to comment Share on other sites More sharing options...
RationalPsycho Posted July 6, 2017 Share Posted July 6, 2017 (edited) Wait, you can get rid of permanent blips!? The main reason I've been avoiding extreme OM0 stuff in San Andreas is permanent blips, among other negative effects, but now that I know there's a way to get rid of them for good, I'll rethink it, and might as well eventually jump in. Although I do notice there are still some differences between San Andreas and LCS/VCS (I've completely killed these games ), so I'll need to pick up on some information first. A bit off-topic, but is it possible to use a similar exploit to get rid of permanent blips in Vice City? The BP/FP/EP PCJ-600 from "Bar Brawl" is obtainable with OM0, but these stray blips are a problem, so a way to make them disappear would be good. That will add 50 mission attempts though, 50 mission attempts for an easier (but still difficult) DP Leviathan isn't really worth it Since you use OM0 anyway, why don't you make an AP one? If you're just interested in the DP property alone just for the sake of being special, may I ask what's so hard about this helicopter? I haven't tried to obtain it, but have been reading a few reports of this thing being unusually difficult to get your hands on, so that's why I'm asking. Judging by your desire to unlock the Airstrip early, I assume the main problem is storage. Is there any particular issue with the San Fierro Impound? The Leviathan does fit there (and even in the Las Venturas one, although this is a bit trickier), and you're playing on PC if I'm not mistaken, so you should have it easier. About attempts, well, I wouldn't worry about this stat too much, since, especially in San Andreas, it is pretty f*cked up (Cesar's calls in San Fierro being one example). Edited July 6, 2017 by RationalPsycho Link to comment Share on other sites More sharing options...
fooking Posted July 6, 2017 Author Share Posted July 6, 2017 (edited) Yeah the DP Leviathan is quite annoying, and after finally getting it I don't want to risk losing it in the garage (I only want to get it so I can make a video, a Leviathan is useless, whether AP or not) In VC there is no mission that only has temporary blips and which can be duped that many times. Autocide can be duped atleast 69x (for ingame 100% speedruns) but that requires a few suicides & it leaves behind permanent blips for the first guy Edited July 6, 2017 by Fooking Link to comment Share on other sites More sharing options...
RationalPsycho Posted July 6, 2017 Share Posted July 6, 2017 And had it been possible to buy the Airstrip early, would you have made a video doing all this process (including completing remaining missions) just for the sake of one helicopter? Anyway, if you're afraid of losing it in the Impound, then make backup Saves during your playthrough, and keep checking them with a Save Editor. Even if you don't use the tool to manipulate your Save File in any way, it does come in handy if you want to keep track of your vehicles. Moreover, something weird occurs to me with the Impounds; when I approach the garage zone, sometimes my vehicles get replaced by random ones, even if the Save Editor says they're there, but when I reload the game and re-check them, they are there indeed. I don't know why this happens, but it does, so if it happens to you, don't be alarmed; if the Save Editor says your vehicle is there, then 99% of the time it's there. Why would speedrunners dupe "Autocide" 69 times (that number again ) when they can unlock the last mission in literally 10 minutes? Link to comment Share on other sites More sharing options...
fooking Posted July 6, 2017 Author Share Posted July 6, 2017 It's not what happens after storing the Leviathan that is worrying me, I will immediatly quit the game without saving anyways lol, but the impound part is tricky. And Any% isn't 100%, duping Autocide 69x gives you 100%. Link to comment Share on other sites More sharing options...
rhans Posted July 6, 2017 Share Posted July 6, 2017 I dont know how to get rid of permanent blips, but only a way to avoid situations where you would get them. You can use temporary blips, such as weapon pick ups, to reach the max suported by the game (170 in SA, and I dont remember the number in VC), to temporarily be unable to get permanent blips. Link to comment Share on other sites More sharing options...
Crestfallen Posted July 7, 2017 Share Posted July 7, 2017 If only OM0 didn't give you those irritating permanent blips, I'd do this on a single save file. But since this only occurs in SA, I'd have to create several save files to do experiments with OM0 stuff. Missapropriation unlocks the Desert Airstrip (the Flying School marker appears, but is unusable) and during Explosive Situation I can buy a safehouse, but no other property is added.And yes, the garage is working as well, it's just the green icon that will remain. I still don't understand some parts regarding duping safehouses. Why would you need Misappropriation to unlock the Abandoned Airstrip when you could already buy it after Interdiction? Link to comment Share on other sites More sharing options...
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