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mrach

Stray blips problem

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mrach

hi.. so ive been playing gta sa again, and this is my first time using mods, i never got any problem till now.. suddenlymy marker / red blips and yellow blips for mission are gone.. after reading awhile, i guess its bcs of my mods creating stray blips on my save.. it'd be awesome if you can help me wit this, here's my save " https://gtasnp.com/lqPUAs " 
actually ive already post the same question on help & support but i realized that i shouldn't ask there if my game are moded, but i dunno how to delete it, so i'm sorry for that and thanks in advance for helping me.. 🙂

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OrionSR

Download my binary template for SA saves: https://www.dropbox.com/s/xy0ydi1h8pnktf6/GTASA_010_BinaryTemplate.zip?dl=1 

 

Download the trial version of the 010 Editor from Sweetscape.com.

 

Run the template on your save to parse the hex data into a more readable format.

Blips are listed under Radar. Changing the "Allocated" BlipFlag to False will remove unwanted blips.

Run the SaveCheckSum script after editing so the game won't think the save is corrupt,

 

Changing the View>Line Width to 40 makes it easier to identify duplicate entries, the most likely source of problems, in the hex window.

 

Scroll to the end of the radar pool where duplicate entries tend to group, but note that some extra blips might be mixed in with the normal blips you'll want to keep.

Open a blip record and highlight the RwV3D Pos structure to identify where these 12 bytes lie in the record. With a 40 byte line width they should align vertically. 

 

In this case, look for 00 F0 1D 45 00 60 D0 C4 00 00 70 41 and disable the allocation flags for each entry. But you probably want to keep the line with 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41, so be careful what you edit.

08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 04 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41 06 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 05 03 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00

Search for the hex data 00 F0 1D 45 00 60 D0 C4 00 00 70 41 to identify the duplicate blips mixed in with the normal blips. 

 

Mods that add one extra blip tend to add others, so scan for similar blips with matching coordinates.

 

It can help to decompile the scripts of mods that add blips to learn their coordinates.

It can help confirm you are modifying the right markers to visit the location of suspect blips and record the coordinates.

 

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mrach
17 hours ago, OrionSR said:

Download my binary template for SA saves: https://www.dropbox.com/s/xy0ydi1h8pnktf6/GTASA_010_BinaryTemplate.zip?dl=1 

 

Download the trial version of the 010 Editor from Sweetscape.com.

 

Run the template on your save to parse the hex data into a more readable format.

Blips are listed under Radar. Changing the "Allocated" BlipFlag to False will remove unwanted blips.

Run the SaveCheckSum script after editing so the game won't think the save is corrupt,

 

Changing the View>Line Width to 40 makes it easier to identify duplicate entries, the most likely source of problems, in the hex window.

 

Scroll to the end of the radar pool where duplicate entries tend to group, but note that some extra blips might be mixed in with the normal blips you'll want to keep.

Open a blip record and highlight the RwV3D Pos structure to identify where these 12 bytes lie in the record. With a 40 byte line width they should align vertically. 

 

In this case, look for 00 F0 1D 45 00 60 D0 C4 00 00 70 41 and disable the allocation flags for each entry. But you probably want to keep the line with 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41, so be careful what you edit.

08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 04 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41 06 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 05 03 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00

Search for the hex data 00 F0 1D 45 00 60 D0 C4 00 00 70 41 to identify the duplicate blips mixed in with the normal blips. 

 

Mods that add one extra blip tend to add others, so scan for similar blips with matching coordinates.

 

It can help to decompile the scripts of mods that add blips to learn their coordinates.

It can help confirm you are modifying the right markers to visit the location of suspect blips and record the coordinates.

 

wow.. that's a lot.. hahaha 😂, aright Thanks for your response!! i'll try once my wifi normal.. i'll let you know if its work or not.. 😄

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mrach
On 1/7/2019 at 3:37 AM, OrionSR said:

Download my binary template for SA saves: https://www.dropbox.com/s/xy0ydi1h8pnktf6/GTASA_010_BinaryTemplate.zip?dl=1 

 

Download the trial version of the 010 Editor from Sweetscape.com.

 

Run the template on your save to parse the hex data into a more readable format.

Blips are listed under Radar. Changing the "Allocated" BlipFlag to False will remove unwanted blips.

Run the SaveCheckSum script after editing so the game won't think the save is corrupt,

 

Changing the View>Line Width to 40 makes it easier to identify duplicate entries, the most likely source of problems, in the hex window.

 

Scroll to the end of the radar pool where duplicate entries tend to group, but note that some extra blips might be mixed in with the normal blips you'll want to keep.

Open a blip record and highlight the RwV3D Pos structure to identify where these 12 bytes lie in the record. With a 40 byte line width they should align vertically. 

 

In this case, look for 00 F0 1D 45 00 60 D0 C4 00 00 70 41 and disable the allocation flags for each entry. But you probably want to keep the line with 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41, so be careful what you edit.

08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 04 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 58 B9 A3 43 85 21 1E 45 D5 E7 7C 41 06 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 05 03 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00
08 00 00 00 00 00 00 00 00 F0 1D 45 00 60 D0 C4 00 00 70 41 0C 00 00 00 00 00 80 3F 01 00 00 00 00 00 00 00 15 07 17 00

Search for the hex data 00 F0 1D 45 00 60 D0 C4 00 00 70 41 to identify the duplicate blips mixed in with the normal blips. 

 

Mods that add one extra blip tend to add others, so scan for similar blips with matching coordinates.

 

It can help to decompile the scripts of mods that add blips to learn their coordinates.

It can help confirm you are modifying the right markers to visit the location of suspect blips and record the coordinates.

 

hi.. can you help me further? im totally lost on looking that "allocated" blipflag under the radar list..
and i already search for 00 F0 1D 45 00 60 D0 C4 00 00 70 41 hex but i have no idea how to find the duplicate blips.. its all look the same 😅 😢
here's my screenshot " https://ibb.co/GCYgWZm "

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OrionSR

Quoting the entire post is cluttering the topic.

 

The blip records are 40 bytes in length, so changing the View>Line Width to 40 will change things so the data fields align vertically, making it a lot easier to notice the patterns in the data.

 

If you click on your search results it will highlight the appropriate data in the hex window. R-click on the highlighted data in the hex window and select Jump to Template Variable to open the appropriate record in the template view.

 

In the image below I have changed the allocation flag of the last blip record to False. You can see that the edited data in the hex view has been colored red. I would start at the end of the pool where almost all of the blips are unwanted and work your way up the list.

 

J6fDJyR.png

 

 

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OrionSR

Here's a view that emphasizes identifying duplicate blips within the hex data. In your example I provided a hex string as a search parameter but suppose you were working from scratch. And for this particular save, the blip records just happen to start at the beginning of the line. Usually the records are split between two lines so this is a good example file to work from.

 

This segment is taken near the end of the blip pool where there's a good deal of mixing between the added and standard blips. With the 40 character line width it's not too hard to see how the encoded floating point data for the coordinates decorates in the hex window with a consistent pattern. Take a look at the Text view on the right that corresponds to the Hex view on the left. In this case the data looks like gibberish, if it was text data it'd be readable, but the pattern of the characters makes it pretty easy to see when data is being repeated.

 

PE2OlFj.png

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mrach

oh im sorry.. im new here.. i thought i need to quote to mention you here 😅
btw ive already tried to make the last blip record allocated flags false (only the last address) but thats just make my save file corrupted (thank god i back it up first) and i try to look at each addres and the num ber look exactly the same for some address, are those the dupicated stray blips? can i just delete it?
here's my screenshot " https://ibb.co/GRm72hP "

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mrach

ive been lookin which one should i turn it to false from the very bottom to the 10th from the bottom allocated flag address, and all of it results corrupting my saves.. should i keep looking to the very top? bcs i got 44 results for the " 00 F0 1D 45 00 60 D0 C4 00 00 70 41 " data.. i just dont want to waste my time for nothing..

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OrionSR
Posted (edited)
On 1/6/2019 at 12:37 PM, OrionSR said:

Run the SaveCheckSum script after editing so the game won't think the save is corrupt

At the very end of the save is a checksum of all bytes in the save. If you edit anything in the save the checksum must be fixed or you'll run into that corrupt save problem. A script was included in the download package. Run the script on your save before saving the changes and it should load for you. (Another way to fix the checksum is to upload your save to GTASnP.com and download it again, but SnP will also make a few repairs to your save unless you change the modifications settings.)

 

Your screenshot looks good. Starting from the bottom you shouldn't have much trouble finding duplicate blips. You'll notice the 07 near the end of the line changing to 05. When things start to get mixed up a little switch to the search results. Click on the first results and the hex view should jump to that data. R-click on the 07 and Jump to Template Variable. This should take you directly to the box to remove the allocation flag. Work your way down until you start running into the stuff you already fixed.

 

If you want to be sure you get my attention you can select a particular line for quoting, or just like the post and I'll probably come look.

Edited by OrionSR

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mrach

HOLY SH.. ITS WORKING well for the red blips.. but the yellow blips on mission and the red dot for telling us where the enemy are still missing.. what should i do next??

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OrionSR

Really? I was expecting the normal blips to start working again. It's too late for me to run a proper test...

 

Try changing the IconID from Girlfriend (21) to SmallSquare (0). The game usually does this when deleting blips but I didn't think it was strictly necessary. Try testing on a few at the end and see if new blips start showing up again. If so then work your way through your search results and patch up the IconIDs too. 

 

Let me know if it doesn't work and I'll take a closer look in the morning.

Edited by OrionSR

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mrach

nope..  still not working.. there's still no red dot to locate the enemy on the mini map.. here's the screenshot " https://ibb.co/87gwsGG "

sure im not in a hurry, take your time.. anyway thank you very much 😁

 

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OrionSR

I'm not sure what's going wrong. When I removed only the allocation flag from the last 5 entries I was able to place a map marker blip at the dry dock and when I started the NRG Challenge 4 red blips appeared. 

 

s5CnoSF.png

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mrach

i tried again and some of the enemy red dot appear but not all of em.. should i make more of the allocation flag false? and theres actually 1 more thing.. its actually not a problem but the red circle for starting the mission is gone too.. is it because of the allocation flag too? " https://ibb.co/HHb0kBt "

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OrionSR

Yes. Now that you know it's working repeat the process for all blips that match your search results.

 

I'm expecting that if that extra heart icon disappears from the map then you should have normal blip function. I'm not sure what went wrong before.

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mrach

It's Work!! oh my.. you must be one of those hero without a cape!!😍 haha.. when i turn all of the blips address false its actually making the game crash on the black project mission, and i decide to try turning only the very first one to true and its not crashing anymore..

anyway.. thank you very much for your help and patience!! 😄😆

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OrionSR

Gratz! 

 

To answer your other question, most of the the red circles are blips too. Your blip pool was full when it was created so it's just missing. No matter, the circles don't do anything anyway. You just need to stand in the correct spot to start the mission, and now that you've got room in the pool the next mission marker should appear normally.

 

Can you give me any feedback on the instructions and learning this process? What would make things easier on the next player with this problem?

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WaqarGul

Thanx Alot Orion SR, It really helped me.

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