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OrionSR

New Opcodes in the Remastered SCM of San Andreas

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OrionSR
Posted (edited)

Upshot: 

  • 3 new opcodes are present in the "remastered" scripts for GTA SA.
  • I don't know the purpose of the new opcodes.
  • A previously unused opcode documented for sa_mobile SCM contains an unusual format.
  • Setting Sanny Builder to IGNORE_UNKNOWN will still be required to decompile main.scm, even after updating sascm.ini.

 

The term "remastered" is intended to describe scripts created after sa_mobile for Android and iOS. The examples I was provided include WinStore, Xbox 360, and PS3. The PS3 version appears to be the most recent as they contain 2 addition global variables. The Xbox 360 and WinStore versions only contained 1 new global variable. However, the save games for WinStore appear to be using the older sa_mobile scripts (globals used in saved missions). It's my understanding that the saves for Xbox 360 and PS3 are hopelessly encrypted, so I have no way to verify if the scripts I was provided are used when playing the game.

 

New Opcodes: Append to sascm.ini of the sa_mobile profile.
 

0A8E=1,unknownRemaster1 %1d%
0A8F=0,unknownRemaster2
0A90=1,  unknownRemaster3 %1d%

 

Unusual Format for 0A68:

 

;0a68=0,write_log_float ; f f f s
0a68=3,write_log_float %1d% %2d% %3d%

 

This is close to the mark, but the next 128 bytes is raw data. This is similar to opcode 05B6, an opcode that gets special handling in Sanny Builder.

 

Edited by OrionSR

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fastman92

Good to see new Sanny Builder version.


I might see what can be done later.

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