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OrionSR

How Do SA Mobile's Checkpoint Saves Work?

Question

OrionSR

What's the pattern behind sometimes resuming in the middle of a mission, or usually resuming at the start of the mission? It looks like some missions always resume at their checkpoints, but others usually start over at the beginning.

 

It's the exception to usually that I'm having problems figuring out. What's the pattern to why these missions sometimes loading their checkpoints instead of starting over?

 

I'm trying to develop a tool that can remove extra objects added by SA mobile's checkpoint saves. Sometimes these objects block mission objects so the player can't continue the story. Removing objects manually is difficult. I need an automated solution. I think I know everything I need to know to fix the saves except how to intentionally cause the glitch.

 

I've managed to identify two types of checkpoint saves within the game scripts. I'm still early in this investigation but, only some missions appear to use checkpoint save. Each mission tends to use either one type of checkpoint or the other.

 

Type 1 checkpoint saves appear to save to slot 10 on the spot. If the player quits the game or closes the app in the middle of the mission they will resume at the type one checkpoint. I'm still trying to work out how failing effects the saves. The file time for the slot 10 save can be used to determine when the save has been updated but the file browsers don't always update reliably. Slot 10 saves appear to have multiple purposes.

 

  • Nine's and AK's, enter the maker at Emmett's, 1 bottle, fail resumed mission or it'll break.
  • Architectural Espionage, enter the civic building, door blocking stairway (glitch), resume before next checkpoint save (currently investigating)

 

Type 99 checkpoint saves are confusing me. Sometimes it'll resume at the checkpoint but usually it'll load the slot 10 checkpoint created at the start of the mission. Late-night tests suggested that loading the initial checkpoint at least once (failing? quitting?) might be needed before the type 99 checkpoints are written to slot 10.

 

  • Burning Desire, torch house message, main door (glitch) and breakable windows,
  • Breaking the Bank at Caligula's, multiple glitches, garage door moved by forklift and vault door,

I'll try to round out these lists a little better as I run my tests, but in the meantime I'm hoping players more familiar with the mobile versions have already figured out how this works.

Edited by OrionSR

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OrionSR

Reproducing the Architectural Espionage Glitch - extra door blocks stairwell

 

There may be more than one path to this glitch but I have managed to isolate one procedure that reproduces the observations. I'm working in a test environment and using cleo tools and save edits to help me along. I've read warnings about mixed saves so I've trimmed everything out of my files folder except my testing starter save - In the Beginning with just a few tweaks to help me out - like unlock LV for the missions. The ITB saves give me a known sample of saved objects which helps me identify the new objects. Cleo tools allow me to launch missions, teleport to marker, save anywhere, and kill CJ to fail the missions.

 

1 save, ITB with a few weapons, a camera, infinite sprint, and cities unlocked, marker set near civic building for easy teleporting

 

Architectural Espionage launched with mission select mod
Enter interior. Checkpoint popup is displayed
Fail mission
Retry from last checkpoint – Yes
Fail mission (without unlocking the door)
Retry from last checkpoint – No
(opportunity to save glitch)
(testing the glitch)
Architectural Espionage launched with mission select mod
Enter interior. Checkpoint popup is displayed
Reply positively to receptionist twice
One door will open another will not – Glitch!

Alternatively, an extra door that opens can be added to the save if it's unlocked before the first fail. The door can be observed moving if punched, but seems to get unhinged from it's usual turn axis. This shouldn't cause any problems with the mission. So an extra door is easy to glitch, but to glitch a locked door the player must fail the mission between entering the planning building and talking to the receptionist. This might account for the rarity of the glitch.

 

Added Notes: If the door is unlocked on the first attempt but not the second then the locked door with block the stairwell at the end of the glitch. This implies that it's the second set of objects that are added to the save, and was an unexpected observation.''

______________________________________

 

Updated Repro Procedure

  • Architectural Espionage is launched with mission select mod
  • Fail mission (right away)
  • Retry from last checkpoint? – Yes (restarts at cut-scene)
  • Pause game
  • Fail mission
  • Retry from last checkpoint? – Yes (restarts after cut-scene)
  • Fail mission
  • Retry from last checkpoint? – No
  • (opportunity to save glitch)

4 objects are added to the save using this procedure.

  • 1 door blocking stairwell out of lobby
  • 1 door blocking access to the second floor
  • 1 door blocking a room on the blocked off second floor
  • 1 blueprint designs
Edited by OrionSR

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OrionSR

Reproducing the Burning Desire Glitch - extra door blocks Denise from exiting

 

In-game solution: Before the mission. go to the location of the burning building and smash through the extra doors with a motorcycle.

 

This glitch was considerable more difficult to reproduce. Burning Desire use type 99 checkpoint saves which appear to operate a bit differently. Architectural Espionage uses type 1 checkpoint saves. These appear to save at the moment the popup message appears. Type 99 checkpoints appear to have some odd requirements.

  • The player must first fail the mission and use the starting checkpoint or the type 99 checkpoints won't be saved.
  • The game must be paused or the checkpoint save won't be saved. (I'm still a bit confused on this.)
  • Verifying the current time of the slot 10 file required refreshing the browser (probably an unnecessary step after pausing

After an initial fail to prime the type 99 checkpoints, the process is fairly similar to the previous strategy. Again, this describes one path to the glitch, there might be others. One variation is listed below.

  • Burning Desire is launched with mission select mod
  • Fail mission
  • Retry from last checkpoint? – Yes
  • Collect molotovs (creates objects)
  • Arrive and receive "torch the house" message
  • Pause game (verify time of save)
  • Fail mission
  • Retry from last checkpoint? – Yes
  • Fail mission
  • Retry from last checkpoint? – No
  • (opportunity to save glitch)

After verifying that the type 99 checkpoint has saved, you can quit the game and resume instead of failing and retrying.

 

14 objects are added to the save using this procedure.

  • 7 breakable windows
  • 1 window for Denise
  • 1 door to entrance - Glitch!
  • 5 ammo boxes
Edited by OrionSR

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OrionSR

Reproducing the Breaking the Bank at Caligula's Glitch - extra vault or warehouse doors

 

Make observations, form a hypothesis, runs some test, and refine the hypothesis...

 

I'm not sure what's going on with these type 99 checkpoints, but I don't think they are getting saved. I think the checkpoints I was exploiting in Burning Desire were a more generalized checkpoint, like what you'd get if you quit. I suspect these checkpoints are usually disabled during missions but reloading the first checkpoint messes with this process.

 

One complication is that if the checkpoint saves are reloaded after entering the casino then the mission fails due to "blowing his cover." CJ ends up outside without his outfit but I don't think the problem is related to the outfit. The same string is displayed for a number of failure conditions - I think it's more likely that a required ped was lost in the reloading process.

 

The Caligula interior is causing serious lag on my tablet, which isn't running the game well at all. I can teleport around, make observations and run cleo scripts. Progressing though missions is a struggle. Moving without teleporting takes forever. So I made a few more cleo scripts to warp CJ to mission objections: 2casino, 2keydoor, and 2loading, which gets CJ past the 2nd keycard door that is always there. Turns out I only needed them for testing the glitched save. All repro procedures were conducted without moving

 

Repro Procedure

  • Breaking the Bank is launched with mission select mod
  • Fail mission (right away)
  • Retry from last checkpoint? – Yes (restarts at cut-scene)
  • Pause game
  • Fail mission
  • Retry from last checkpoint? – Yes (restarts after cut-scene)
  • Fail mission
  • Retry from last checkpoint? – No
  • (opportunity to save glitch)

11 objects are added to the save using this procedure.

  • 2 large generators in the generator room
  • 1 locked door behind armor, blocks hall to forklift location
  • 3 warehouses doors, one apparent (overlap?) - Glitch!
  • 1 keycard pad at the 2nd access door
  • 1 vault door in the vault room - Glitch!
  • 1 orange bin in the storage area with other orange bins
  • 2 piles of smash boxes in the vault room
Edited by OrionSR

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