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Pages: (13) « First ... 10 11 [12] 13   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Opcodes for Bartons Editor (GTA3 + VC)

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spaceeinstein  
Posted: Sunday, Sep 12 2010, 03:07
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Hmm..., apparently I never posted this here. This opcode was never used in VC but it works.
CODE
04E9:   is_object $88 in_rectangle 300.0 -1295.0 310.0 -1285.0 sphere 1

Its 3D counterpart, 04EA, was used in the game.

This post has been edited by spaceeinstein on Sunday, Sep 12 2010, 03:10
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spaceeinstein  
Posted: Monday, Jan 3 2011, 00:40
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QUOTE (spaceeinstein @ Feb 23 2010, 14:40)
• 038D: draw_texture 1 position 20.0 20.0 size 100.0 100.0 brightness 128 128 128 255

Note: Textures has to be compressed. Uncompressed textures crash the game.

EDIT: Amazing work by Towncivilian, many opcodes are now known. Here's an update to the INI file:
VICESCM.INI update

This post has been edited by spaceeinstein on Tuesday, Jan 4 2011, 21:33
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krasiejow  
Posted: Wednesday, Apr 27 2011, 11:11
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Good to know that someone still updates the opcode list for SB. But what about opcodes.txt? No updates for it? SB's opcode search tool is very useful...
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spaceeinstein  
Posted: Thursday, Apr 28 2011, 03:30
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Opcodes.txt can be updated through menu bar. The one in SB is automatically generated so it was pointless for me to create one.
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krasiejow  
Posted: Thursday, Apr 28 2011, 18:58
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Tools > Make opcode.txt? But as I see it generates a list with only used opcodes in a script, not full list (and even VC's default main.scm doesn't use all available opcodes?). And it also generates "junk" like Actor.Dead().
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spaceeinstein  
Posted: Thursday, Apr 28 2011, 20:17
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You can download Deji's opcodes.txt. His was generated from his own INI file, so not all updates from my INI file were made there, but it should be enough.

This post has been edited by spaceeinstein on Thursday, Apr 28 2011, 20:22
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BadaBing15  
Posted: Saturday, Apr 30 2011, 12:40
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0423: improve_car_handling <car> by <float>

can this code be used to create a car that can be used while not on a mission??
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krasiejow  
Posted: Monday, May 2 2011, 08:20
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Opcode list at gtam doesn't say, that this opcode can used only in missions, so you can use it whenever you want. But maybe it works only for created actors cars?
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spaceeinstein  
Posted: Friday, Dec 23 2011, 03:46
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The SCM from the mobile version seems formatted exactly the same as the PC version, but with two extra opcodes:
CODE
03A8 - 1 parameter
03A9 - 0 parameter

Add these to Sanny Builder's SCM.INI file if you want it to decompile correctly:
CODE
03A8=1,
03A9=0,


This post has been edited by spaceeinstein on Friday, Dec 23 2011, 03:49
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fireguy109  
Posted: Friday, Dec 23 2011, 04:10
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Thanks for the info, Spaceeinstein! This will hopefully make mobile scm modding possible! inlove.gif

E: indeed it seems to. No more errors decompiling the scm file anymore. cookie.gif

This post has been edited by fireguy109 on Friday, Dec 23 2011, 04:12
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spaceeinstein  
Posted: Tuesday, Dec 27 2011, 09:04
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A little odd behavior I found for opcode 0299 for GTA III. It is described as "activate garage", the opposite of 02B9's "deactivate garage". It does what the description says, but with an extra behavior for garage type 11. Using 0299 will also open the door of the garage! Type 11 garage behaves exactly like in VC. The garage door cannot open itself, but once the door is opened, the door will only close if there's nothing in the garage or if nothing is blocking the garage door.

0299 was used only once in GTA III, during "Silence The Sneak" when McAffrey attempts to escape by car. The advantage of this opcode is to allow the garage door to open for the car to get out and to remain open as long as something is in the garage, even after the mission. This prevents you, the player, from getting stuck in the garage if the "open/close garage" was used instead.

This post has been edited by spaceeinstein on Tuesday, Dec 27 2011, 09:08
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spaceeinstein  
Posted: Thursday, Dec 29 2011, 07:41
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Cool new stuff for III.
CODE
031B:   is_car [car handle] primary_color [int]
031C:   is_car [car handle] secondary_color [int]

These check if the primary/secondary color of the car matches the value in question.

CODE
0328: get_car_in_zone '[string]' with_model [int] store_to [var]

This searches for a car with the specified model ID and stores that car to a handle.

CODE
046A: get_law_enforcement_in_zone '[string]' store_to [var]

This searches for a law enforcement personnel and stores that to a handle.

All of these were never used in the original script.

This post has been edited by spaceeinstein on Thursday, Dec 29 2011, 08:42
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fireguy109  
Posted: Thursday, Dec 29 2011, 15:03
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Interesting. I guess R* was too lazy to just use
CODE
03F3: get_car $EIGHT_CAR color $1581 $1582

and then check to see if it matched the integer. tounge.gif
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spaceeinstein  
Posted: Thursday, Dec 29 2011, 17:04
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I wouldn't consider it lazy when they hadn't used them at all.

Big update for the list of opcodes at GTAModding. The major change is the switching of columns and attempting to match R*'s naming conventions. I will create a separate list for Sanny Builder once I am done with GTAMA. I am updating all the opcodes pages to match the more commonly used Sanny Builder format. Instead of numbering the parameters, I used datatypes instead to avoid confusion if some of you are using uncommon INI files. I'm still figuring whether to shove all the opcodes on one page or keep SA's introduced opcodes separate. It is already way too large with what I have done so far.

This post has been edited by spaceeinstein on Thursday, Dec 29 2011, 19:48
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spaceeinstein  
Posted: Wednesday, Jan 4 2012, 02:02
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Deji  
Posted: Wednesday, Jan 4 2012, 03:03
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GTA III Mobile Source tounge.gif

Already been through it and added the command names to the Opcode Database.
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Wesser  
Posted: Wednesday, Jan 4 2012, 09:51
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Really nice spaceeinstein. It'll help me with NSB (take a look at my signature). I'd be pleasure if someone gives me a hand on matching GTA SA opcodes with their real native name (see my pastes here).

Anyone noticed "{" before the body of mission which ends with "}"? What's that?
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spaceeinstein  
Posted: Wednesday, Jan 4 2012, 14:42
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Someone at the Russian modding wiki documented the majority of the source code from the SCM file last month. Looking through the names, I am surprised at how many were spot on correct, and surprised at how many were dead wrong.

This post has been edited by spaceeinstein on Wednesday, Jan 4 2012, 14:45
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SilentPL  
Posted: Wednesday, Jan 4 2012, 16:34
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QUOTE (spaceeinstein @ Jan 4 2012, 02:02)
WHAT?! HOW?!


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QUOTE (Wesser @ Jan 4 2012, 09:51)
Anyone noticed "{" before the body of mission which ends with "}"? What's that?


I believe it's a local variables scope.
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Deji  
Posted: Wednesday, Jan 4 2012, 16:39
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QUOTE (Wesser @ Wednesday, Jan 4 2012, 09:51)
Really nice spaceeinstein. It'll help me with NSB (take a look at my signature). I'd be pleasure if someone gives me a hand on matching GTA SA opcodes with their real native name (see my pastes here).

Anyone noticed "{" before the body of mission which ends with "}"? What's that?

QUOTE
Already been through it and added the command names to the Opcode Database.


Just tell me what kind of format you want and I can export a list. Currently it also has matched IV command names as well (mainly for SA). So they're not quite as accurate. But as you can see from Silent's post, it makes a nice difference.
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