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BlipFix Script for Broken Saves (Cleo4 & CleoA)


OrionSR
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BlipFix Script for Broken Saves 

Mirror on DropBox (Google drive is being flaky on Edge)

by OrionSR, July 26, 2020

 

 

SA: Includes a BlipFix script for Cleo4 on PC, and BlipFixA for CleoA on Android


These scripts are intended as a fix for a clogged radar pool usually caused by bad cleo scripts that add new radar blips every time a save is loaded and re-saved. Eventually the radar pool becomes so full that no new blips can be placed. The usual symptoms include; new mission locations are not created after a mission, mission destinations and targets are not marked, and when it's completely full - cannot place a target marker on the map.

 

Note: GTASnP.com includes a modification tool for removing stray blips, destination markers that can be glitched into a save by mission duping, or accidentally by an incoming call at the same time a mission is started. If you don't have cleo, this tool should be enough to fix any standard issues with stray blips.

 

BlipFix cannot detect the non-standard "good" blips you might want to keep; anything unknown is removed. BlipFix cannot place missing mission markers, but they aren't needed if CJ stands in the correct spot. New mission markers should eventually be properly placed after fixing the blips. BlipFix cannot place other blips that could not be placed because the radar pool was full when they were supposed to be created.


  Removes all non-standard radar blips

 

  PC: Activate by typing "BLIPFIX"
  Android: Activate with the CleoA menu
  
  Standard script variables are expected but loosely enforced
  Safe to use with a target or airstrip marker active
 
  Removed Blips

  •     Stray Blips - yellow/green square/triangle blips usually glitched by mission duplication
  •     & Friendly Strays - the rare red versions of stray blips   
  •     Hidden Blip - expect 1 lost checkpoint after Explosive Situation
  •     Unknown - All remaining active blips not associated with standard marker variables 

 

  Will not remove blips if 

  •     variable space size is not normal
  •     player is on a mission
  •     yay courier is active
  •     dating or meeting a girlfriend 

 

  BlipFix.txt - PC version text script
  BlipFix.cs - Custom script for PC
  BlipFixA.txt - Android version text script
  BlipFixA.csi -  Cleo for Android custom script
  BlipFix.fxt - Custom text for Android, not needed for PC
  BlipFix_Readme.txt - same as header comments in script
 

Edited by OrionSR
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  • 3 months later...
  • 1 month later...

Thank you so much! It was so hard to find this fix in the internet. I am was googling my problem like:

"gta sa no radar icons"

''gta sa no mission markers on radar"

''gta sa no markers fix"
etc.

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  • 3 weeks later...
BusterBunny

Dude, you're literaly a legend, saved me from just deleting all of the blips from the save file with a hex editor, thank you so much!

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  • 4 months later...
yLavaly

this sqript is very good indeed, removing the problems caused by the 100% icons, very good to use to use the unwanted icons you placed there by mistake or a mod that creates an icon every time you load and save! however, i discovered a problem that is more problem of mine rather than of this fix
i downloaded the hd gui mod, i don't remember which one, but had a cleo mod involving the boat school, i might just leave the cleo mod here in case of anything
{$CLEO} 
0000:
while true
    wait 0
    0AAA: [email protected] = thread 'BOAT' pointer                                        // Retrieves Boat School mission
    if [email protected] == 0                                                             // Patch only once, not every frame
    then
        if [email protected] > 0                                                           // Mission is active
        then
            [email protected] += 0x10
            0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0              // Reads BOAT's memory as DWORD
            // BRONZE into BRBOAT
            [email protected] += 0x435                                                     // Offset from 0x002AED39 to 0x002AF16E
            0A8C: write_memory [email protected] size 4 value 0x4F425242 virtual_protect 0 // OBRB
            [email protected] += 4                                                         // Shifts value 4 bytes further
            0A8C: write_memory [email protected] size 2 value 0x5441 virtual_protect 0     // TA
            [email protected] += 8                                                         // Shifts value 8 bytes further
            // SILVER into SILOAT
            0A8C: write_memory [email protected] size 4 value 0x4F4C4953 virtual_protect 0 // OLIS
            [email protected] += 4                                                         // Shifts value 4 bytes further
            0A8C: write_memory [email protected] size 2 value 0x5441 virtual_protect 0     // TA
            [email protected] += 8                                                         // Shifts value 8 bytes further
            // GOLD into GOLO
            0A8C: write_memory [email protected] size 4 value 0x4F424F47 virtual_protect 0 // OBOG                   
            [email protected] = 1
        end
         else
            if [email protected] == 0
            then
            [email protected] = 0
            end
         end
    0AAA: [email protected] = thread 'BSKOOL' pointer                                      // Retrieves Bike School mission
    if [email protected] == 0                                                             // Patch only once, not every frame
    then
        if [email protected] > 0                                                           // Mission is active
        then
            [email protected] += 0x10
            0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0              // Reads BSKOOL's memory as DWORD
            // BRONZE into BRBIKE
            [email protected] += 0x211                                                     // Offset from 0x002B83C8 to 0x002B85D9
            0A8C: write_memory [email protected] size 4 value 0x49425242 virtual_protect 0 // IBRB
            [email protected] += 4                                                         // Shifts value 4 bytes further
            0A8C: write_memory [email protected] size 2 value 0x454B virtual_protect 0     // EK
            [email protected] += 8                                                         // Shifts value 8 bytes further
            // SILVER into SILIKE
            0A8C: write_memory [email protected] size 4 value 0x494C4953 virtual_protect 0 // ILIS
            [email protected] += 4                                                         // Shifts value 4 bytes further
            0A8C: write_memory [email protected] size 2 value 0x454B virtual_protect 0     // EK
            [email protected] += 8                                                         // Shifts value 8 bytes further
            // GOLD into GOLO
            0A8C: write_memory [email protected] size 4 value 0x454B4F47 virtual_protect 0 // OBOG                   
            [email protected] = 1
        end
    else
        if [email protected] == 0
        then
        [email protected] = 0
        end
    end
end
and because of this mod, every time i blipfix my game, the mod just deletes the icon from the boat school, i don't really know what this mod does, i just got it from a hd gui mod that had this cleo file, i might just share this and everyone knows the location but the thing is i want to share my 100 file and my modded gta sa file and the savefile still needs work (aztecas are still kinda disliking me and gf even tough i set on the savegame editor to be respectful)
anyway, i'll leave the savefile here, maybe this file will have a feature that will return deleted or missing icons as of too many icons that pass 202 if i remember correctly, it beggins to delete in some cases the icons
https://gtasnp.com/ilZiLV

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OrionSR
Posted (edited)
7 hours ago, yLavaly said:

i don't really know what this mod does

The script you posted is changing which textures are loaded during the boat and bike school missions after it's been loaded into memory. Like this bit from boat school.
 

:BOAT_1060
0390: load_txd_dictionary 'LD_DRV' 
038F: load_texture "BRONZE" as 1 // Load dictionary with 0390 first 
038F: load_texture "SILVER" as 2 // Load dictionary with 0390 first 
038F: load_texture "GOLD" as 3 // Load dictionary with 0390 first 

This script by itself would not cause problems with the radar blips.

 

Looking at your save, global variable $630, the variable that should hold the handle for the boat school's blip, is set to 0. The BlipFix script would interpret this as the blip doesn't exist, and if the blip exists without a valid handle then BlipFix will remove it as an unknown blip. It could be that some other mod has reset this variable. It's not a named custom variable and is located near other commonly used variable names, so it wouldn't be surprising if a carelessly written script with invented variable names corrupted this value. I'm afraid that BlipFix will always be particularly sensitive to variable corruption, and will find issues that would otherwise go unnoticed. Most blips are placed and then never reference by the main scripts again; you'd never notice if the handle was missing. 

 

I can't find your boat school blip in this save, or any hint that it had recently been deleted by BlipFix. What is this save supposed to show?

 

How to replace standard markers:

 

Open BlipFix.txt, or decompile BlipFix.cs and use the included script. At the end of the script are two large allocation tables, one for PC and another for Android (commented out). Each global variable associated with blips is named and numbered. In your case, find;

Alloc($Marker_Boat_School, 630)

Search for $630 in a decompiled main.scm. You'll find an early reference in some unused debug code in :MAIN, and the standard reference in the mobile call script for SF, :MOB_SF. Shown below:

0164: disable_marker $630 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 


This snippet needs to be wrapped in a cleo script, compiled, and executed. Below is a basic template that includes this snippet. 

{$CLEO .cs}
// MyBlips.txt

const
  CheatString = "MYBLIPS"
  SOUND_BUY_CAR_MOD = 1133
end

//=================================//

03A4: name_thread 'MyBlips'
wait 0

while true
  wait 0
  if  
    0ADC:   test_cheat CheatString 
  then

//--------------------------------------------------------------------------------------------//

0164: disable_marker $630 
0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 
018B: set_marker $630 radar_mode 2 

//--------------------------------------------------------------------------------------------//

    09F1: play_audio_at_actor $player_actor event SOUND_BUY_CAR_MOD
  end
end


If the blip is created using the standard global variable then it shouldn't get deleted by BlipFix.

 

It's normal for custom blips to be created using local variable, and the handle is often forgotten and it usually doesn't matter.  These would need to be replaced after running BlipFix.

 

I'm not sure what to suggest for blips placed by cleo scripts. Some use cleo saves to keep track of their local variables; it would be hard to re-attach a custom blip to it's controlling script. Resetting the script (delete cleo save?) runs the risk of duplicating other saved entities from the script - pickups, cargens, objects, etc.

Edited by OrionSR
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yLavaly

I can't find your boat school blip in this save, or any hint that it had recently been deleted by BlipFix. What is this save supposed to show?

well this is the save without the boatschool icon on the map, that is my current problem with this save, because the thing is, i need a script that readds the icon back and without having to worry about the blipfix deleting it, i hope this script does this
edit: every time i compile that last file you gave me, it gives an error "unknown dirrective when"

 

Edited by yLavaly
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yLavaly

what program of modding are you using becuase on sanny builder 3 i get this error

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OrionSR
25 minutes ago, yLavaly said:

sanny builder 3 i get this error

I was really hoping to avoid cluttering this topic with a discussion on how to compile cleo scripts, so here's a link to a compiled version of the script.

MyBlips.cs

 

My version of Sanny Builder 3 (v3.5.1) is slightly out of date but I doubt that's the problem.

 

Without more information about which error you are getting it's pretty hard to guess what the problem might be. The edit mode (lower right) needs to be set to Sanny's standard PC version for SA, the default setting. The edit mode's Options need to be configured with the game directory so Sanny can find the required data files and knows where to copy the compiled script.

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yLavaly

i will figure that out. For now, my save is kinda fine i gave it to my friends and played, made activities and easter eggs with no problem i needed only this fix thx
edit: i typed the cheat code and the icon its back on track
however, i found out that the bug wasn't that mod that i sent you because i deleted it and when i type blipfix again it still deletes it
i will find out the mod that causes this bug along with the aztecas friendly bug, i'll edit this message when i found out what mod causes it and maybe how to avoid

Edited by yLavaly
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yLavaly

AAAAAAAAAAAAAAAAAND i found out the mod... its the hangout mod: https://www.gtainside.com/en/sanandreas/mods/146787-hangout-with-story-characters-v2/
i saw it in a video about gta mods
basically after you finish the mission all story characters becomes recruitable, i noticed 2 things
1: every time you recruit someone all the save icons dissapears, maybe the bug is related to that
2: even if i delete the modloader folder for this, the bug will still continue, appearntly the bug its in the cleo mod and, even if the modloader is out, the cleo will still be active
so yeah, my fault for adding mods like a noob

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  • 1 month later...

I got problem when i type it says Abnormal varspace i see what you wrote but how should i FIX THIS?

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OrionSR
Posted (edited)
On 7/23/2021 at 2:13 AM, zlaca said:

how should i FIX THIS?

The Abnormal VarSpace error is a result of trying to use BlipFix on a game with modified scripts, main.scm and script.img. BlipFix relies on a list of all the global variables associated with "normal" icons and removes everything else. If the size of the varspace where the global variables are stored isn't normal, then BlipFix could cause a great deal of damage to the blip pool, and throws that error instead. BlipFix should work just fine on custom mains designed to be save compatible, v1 or v2, and should reject anything else.

 

One option would be to decompile your main scripts and confirm the blip variables are the same and account for anything new or removed, and then adapt the BlipFix script accordingly. This is a very complicated process, I wouldn't recommend it, but you could simply remove the varspace size check from the script, recompile, and hope for the best.

 

This topic describes how to remove blips manually with a hex editor. The editing part isn't so bad as the recommended strategy includes a template that can parse the save data and enumerate the settings. Still, players without much previous experience with hex editors struggle to identify the unwanted blips, a problem which inspired the BlipFix script.

 

The oldest and often the easiest solution to corruption from bad cleo scripts is to start a new game and be more careful about which scripts you choose.

Edited by OrionSR
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Hi @OrionSR - the instructions for PC say to 'activate by typing "BLIPFIX" '.  Where exactly do you type this?  Sorry for the newb question!

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OrionSR
Posted (edited)
On 7/25/2021 at 10:57 AM, R1fast said:

the instructions for PC say to 'activate by typing "BLIPFIX" '.  Where exactly do you type this?

Type "BLIPFIX" on a keyboard while playing. The script activation is similar to typing a cheat code like "ROCKETMAN" to get a jetpack, except it doesn't count as a cheat used. Letter case shouldn't matter, but the keys need to be typed reasonably quickly; long pauses can cause problems.

Edited by OrionSR
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  • 3 months later...
qadir_buhlal

when i typing blipfix, this message -> 'abnormal varspace!' is appear

 

anyone know how to fix this?

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5 hours ago, qadir_buhlal said:

when i typing blipfix, this message -> 'abnormal varspace!' is appear

 

anyone know how to fix this?

There is no easy fix for the abnormal varspace error. Blipfix is a complicated script designed to work only on normal v1 and v2 saves. It doesn't have the data required to fix saves using custom main.scm scripts and will refuse to work rather than risk creating additional corruption to the blip pool.

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This topic describes how to manually remove blips using a hex editor. Players unfamiliar with hex editing find this tool confusing and difficult to use, which inspired the automated BlipFix script. I am unaware of any other tools that can help players manage their blips.

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  • 3 weeks later...

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