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GTA Modification Forums
The Mission Builder thread
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Barton Waterduck  |
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retired modder

Group: Members
Joined: Feb 12, 2002


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GTA SA PS2 MB v0.33 released. http://home.tiscali.no/donkey99/SA-MB033.zipNew stuff in version 0.33: - Proper support for custom global variables and arrays (because the new memory system has finally been debugged). - Setting up an array at address 0 didn't work. Fixed. - New label format in decompiler. - Decompiler now supports custom label names. - Custom global variable names removed from the 'sascm.ini' and put in 'variables.ini' with a new easier format. New stuff in version 0.32: - Opcode parameter definition 't%' in the 'SAscm.ini' file was changed to use objects from the 'default.ide' file only while 'o%' is used with any objects. - Named references to the second segment objects added. - Original mission titles added to hardcoded mission descriptions. - Some cosmetical bugs fixed. :-) -------------- GTA Vice City Mission Builder v1.41 released. New: | CODE | DEFINE OBJECT BARREL4; object number irrelevant now ... 0107: $898 = create_object #BARREL4 at 284.3 -312.4 10.9 |
more in the readme. Links in my signature. This post has been edited by Barton Waterduck on Tuesday, Jan 18 2005, 08:16
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Barton Waterduck  |
Posted: Wednesday, Nov 17 2004, 16:10
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retired modder

Group: Members
Joined: Feb 12, 2002


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Version 0.31 released. This is like a bug-fix to version 0.3. New stuff in Version 0.31: - Main scripts with empty segments can now be decompiled and recompiled. - A debug message has been removed. - Some tiny potentional bugs removed. - Math system complete. CyQ found the new math codes. Code tested with the new math system using the compiler and decompiler. Opcode 08FA could be wrong. The code has not been tested ingame: | CODE | if 0 $728($727,32i) == 0 $728($727,32f) == 0.0 $728($727,32s) == 'test' $728($727,32v) == "test" jf ££Label0146EB
if 0 @728($727,32i) == 0 @728($727,32f) == 0.0 @728($727,32s) == 'test' @728($727,32v) == "test" jf ££Label0146EB
$1735 = $760($727,32i) $1735 = $760($727,32f) s$1735 = $760($727,32s) v$1735 = $760($727,32v) $760($727,32s) = 'test' $760($727,32v) = "test" s$1735 = 'test' v$1735 = "test"
@1735 = $760($727,32i) @1735 = $760($727,32f) s@1735 = $760($727,32s) v@1735 = $760($727,32v) @760($727,32s) = 'test' @760($727,32v) = "test" s@1735 = 'test' v@1735 = "test"
$728(1) = 123; same as $729 when DMA support enabled $728(2) = 234; same as $730 when DMA support enabled $728(3) = 345; same as $731 when DMA support enabled
Same code decompiled: 00D6: if 0 0038: $728($727,32i) == 0;; integer values 0042: $728($727,32f) == 0.0;; floating-point values 05AD: $728($727,32s) == 'TEST';; 8-byte strings 08F9: $728($727,32v) == "TEST";; 16-byte strings 004D: jump_if_false ££Label0118A1
00D6: if 0 0039: @728($727,32i) == 0;; integer values 0043: @728($727,32f) == 0.0;; floating-point values 05AE: @728($727,32s) == 'TEST';; 8-byte strings 08FA: @728($727,32,3) == "TEST";; 16-byte strings 004D: jump_if_false ££Label0118A1
0084: $1735 = $760($727,32i);; integer values and handles 0086: $1735 = $760($727,32f);; floating-point values only 05A9: s$1735 = $760($727,32s);; 8-byte strings 06D1: v$1735 = $760($727,32v);; 16-byte strings 05A9: $760($727,32s) = 'TEST';; 8-byte strings 06D1: $760($727,32v) = "TEST";; 16-byte strings 05A9: s$1735 = 'TEST';; 8-byte strings 06D1: v$1735 = "TEST";; 16-byte strings
008B: @1735 = $760($727,32i);; integer values and handles 0089: @1735 = $760($727,32f);; floating-point values only 05AA: s@1735 = $760($727,32s);; 8-byte strings 06D2: v@1735 = $760($727,32v);; 16-byte strings 05AA: @760($727,32s) = 'TEST';; 8-byte strings 06D2: @760($727,32,3) = "TEST";; 16-byte strings 05AA: s@1735 = 'TEST';; 8-byte strings 06D2: v@1735 = "TEST";; 16-byte strings
0004: $728(1) = 123;; integer values 0004: $728(2) = 234;; integer values 0004: $728(3) = 345;; integer values
| This post has been edited by Barton Waterduck on Wednesday, Nov 17 2004, 16:12
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MarD  |
Posted: Thursday, Dec 2 2004, 20:46
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Rat

Group: Members
Joined: Aug 21, 2003

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Heyyo, I agree, it's free, so it's legal. This's how 3rd party software/mods work in general: it can use parts of the original game and can be given to others AS LONG AS IT'S NOT SOLD FOR PROFITS. So since your mission builder is free, and doesn't include a whole pirated version of the game? it's legal, you have a tool for creating images yes, BUT it requires the user to already HAVE the game, further proving this program is legal. Hey, if R* diddn't like what we're doing? I'm sure they'd have stopped us by now, even they probably know aboot what we're doing. I've got a great example of a company SUPPORTING a 3rd party mod, and I believe they actually sell their product too! and that's the machinima stylings of the series known as "Red Vs Blue: the chronicles of blood gultch." They use like, all aspects of Halo, and now? even Halo2, and Marathon (w00t! Marathon's free software, so you can download it, and mod it as you see fit and it's all legal! Also, Abuse is freeware! so dl that, n' start up a 2D side-scrolling shooting fury!  ) So yeah, Bungie diddn't shut down RvB, they supported it. R* may not have been so supportive of what we do, but they seem just as nice as Bungie since they're givin' out some classic games for free (GTA1's freeware... ok, it's not free software like Marathon1 with complete source codes, but it's still cool). Don't worry aboot those other sites/forums, they're just paranoid dude, and don't truly support the modding community. So BW? I say dude, keep going. The further you improve your mission builder while the PS2 version's out, the better the PC version will be.
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Y_Less  |
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629

Group: Members
Joined: Mar 14, 2004



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You could use a ROM, but I think that may be illegal.
And yes, there are lots of exmples of companies supporting mods (Counter strike/ gunman chronicles for one (two)).
Just because Rockstar don't support the moding scene (and, as I understand it, they have covertly supported it a bit at some points), but they don't hate it. they said the files were free to be modded, so mod them. I don't think this could have gone un-noticed, especially with a community this big on the biggest gta site, and with all the publicity of myriad islands and LC.
If they didn't want it, they'd have stopped it LONG ago.
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Barton Waterduck  |
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retired modder

Group: Members
Joined: Feb 12, 2002


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fidrouple posting (spelling ?) OK, if anybody is interrested in helping me with the new 'customlabels.ini' and 'variables.ini' you could probably need the newest version of the SA MB. GTA San Andreas, PS2 version, Mission Builder v0.33: http://home.tiscali.no/donkey99/SA-MB033.zipNew stuff in version 0.33: - Proper support for custom global variables and arrays (because the new memory system has finally been debugged). - Setting up an array at address 0 didn't work. Fixed. - New label format in decompiler. - Decompiler now supports custom label names. - Custom global variable names removed from the 'sascm.ini' and put in 'variables.ini' with a new easier format. New stuff in version 0.32: - Opcode parameter definition 't%' in the 'SAscm.ini' file was changed to use objects from the 'default.ide' file only while 'o%' is used with any objects. - Named references to the second segment objects added. - Original mission titles added to hardcoded mission descriptions. - Some cosmetical bugs fixed. :-) The 0.32 version was never released (I think). Don't use the 0.31 version or earlier versions. They should never have been released. They don't handle any custom global variables correctly. This post has been edited by Barton Waterduck on Monday, Jan 17 2005, 09:52
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