Sep 12 2011, 04:25 PM Post #121 | |
In motus... Posts: 361 From: Portugal Joined: 28-May 09 | Hmm, true, it seems like it's missing a file after the host problems we had, I'll try talking to Deji as he's the only one with FTP access. |
Sep 13 2011, 03:49 AM Post #122 | |
I will kill you Posts: 126 Joined: 13-May 11 | The opcode database is "offline", is you working on around it? This post has been edited by LINK2012: Sep 13 2011, 03:49 AM |
Sep 14 2011, 05:56 PM Post #123 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Seems I accidently uploaded a Opcode Database v2 file over the original and no longer have the original (in favour of version 2). So it may be offline for a while. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Sep 15 2011, 10:00 AM Post #124 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | EDIT: This post has been edited by uokka: Sep 17 2011, 03:24 PM -------------------- |
Sep 17 2011, 06:48 PM Post #125 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Yeah, found a copy of the file on my old hard drive. So it should be all good now -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Sep 17 2011, 06:58 PM Post #126 | |
I will kill you Posts: 126 Joined: 13-May 11 | OMG, Perfect, I can't live without this opcode database This post has been edited by LINK2012: Sep 17 2011, 06:59 PM |
Sep 18 2011, 12:09 AM Post #127 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | It seems obvious now, but I was confused about CLEO 4 opcode 0AE9 at first. It basically just returns what's stored in the fpu register to the variable. In layman's terms, it gets the float returned by the last called function (using 0AA5-0AA8). Anyway, here's a little preview of keywords.txt output from Opcode Database v2... keywords.txt v1 CODE 0001=wait 0002=goto 0002=jump 0003=shake_camera 004D=else_jump 004D=else_goto 004D=jf 004E=end_thread 004F=create_thread 0050=gosub 0051=return 00D6=if 00D7=create_thread_wb 00D7=create_thread_no_params 00D8=mission_cleanup 0111=set_wb_check_to 0112=wasted_or_busted 016A=fade 016B=fading 01B6=set_weather 0317=increment_mission_attempts 03A4=thread 0417=start_mission 0459=end_thread_named 04BB=select_interior 0A92=create_custom_thread 0A93=end_custom_thread 0A94=start_custom_mission 0A95=enable_thread_saving 0A99=chdir 0AA0=gosub_if_false 0AA1=return_if_false 0AA9=is_game_version_original 0AAB=file_exists 0AB0=key_pressed 0AB1=call_scm_func 0AB2=ret 0ABA=end_custom_thread_named 0ADC=test_cheat 0ADF=add_dynamic_gxt_entry 0AE0=remove_dynamic_gxt_entry 0AE4=directory_exists 0AE5=create_directory 0AE9=pop_float keywords.txt v2 CODE 0001=wait 0002=goto 004D=else_goto 004E=terminate_this_script 004F=start_new_script_with_args 0050=gosub 0051=return 00A0=get_char_coordinates 00A6=delete_car 00AA=get_car_coordinates 00BC=print_now 00D6=if 00D7=start_new_script 00D8=process_mission_deletion_list 00E1=is_button_pressed 0111=use_script_deatharrest_check 0112=has_deatharrest_executed 0119=is_car_dead 016A=do_fade 016B=is_screen_fading 0172=get_char_heading 01B6=force_weather_now 01C2=mark_char_as_no_longer_needed 01C3=mark_car_as_no_longer_needed 0247=request_model 0248=has_model_loaded 0249=mark_model_as_no_longer_needed 0256=is_player_playing 0317=playstats_mission_started 03A4=script_name 0417=launch_mission 0459=terminate_all_scripts_with_this_name 0A92=create_custom_script 0A93=terminate_this_custom_script 0A94=launch_custom_mission 0A95=save_this_custom_script 0A99=chdir 0AA0=else_gosub 0AA1=else_return 0AA9=is_game_version_original 0AAB=does_file_exist 0AB0=is_key_pressed 0AB1=call 0AB2=ret 0ABA=terminate_all_custom_scripts_with_this_name 0ABD=is_car_siren_on 0ABE=is_car_engine_on 0ADC=test_cheat 0ADD=spawn_cheat_car 0ADF=add_gxt 0AE0=remove_gxt 0AE4=does_directory_exist 0AE5=create_directory 0AE9=pop_float -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Oct 10 2011, 10:18 PM Post #128 | |
I will kill you Posts: 126 Joined: 13-May 11 | The opcode 0AD5, file seek, in the database have the following info: QUOTE - 1: SEEK_SET - 2: SEEK_CUR - 3: SEEK_END But, the correct is: QUOTE - 0: SEEK_SET - 1: SEEK_CUR - 2: SEEK_END |
Oct 14 2011, 03:07 PM Post #129 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | An original enum for weapon skillage... CODE WEAPONSKILL_POOR = 0, WEAPONSKILL_STD, WEAPONSKILL_PRO, WEAPONSKILL_SPECIAL, // for cops using pistols differently for example WEAPONSKILL_MAX_NUMBER This means that we can probably make characters shoot like a cop with 081A. CODE 081A: set_actor $ACTOR_SMOKE weapon_skill_to 3 -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Oct 16 2011, 11:08 AM Post #130 | |
The New Guy! Posts: 5 From: Moscow, Russia Joined: 15-October 11 | 099B >> unknown_enable_car 0@ collision_on_path (or SYNCH_RECORDING_WITH_WATER?) I can't be assed to make a new car recording to test this I tested one where the car was on land. I used a Lanstalker where the car path was obviously made for a lowrider, so the tall wheels of the Landstalker where squashed down a bit. Once I used this opcode, the wheels popped back up and the car was at normal height.. But.. I also tested this in water. A path obviously made for a boat (yet it still works, lol) and as soon as I activated this opcode, it sank. So I'm sure it's one of those, but I'm not sure which. Might be a combination of both or something slightly different. Since there is no value, it's actually more probable that the second one is right... A "use once" opcode never used in the main.scm. I've not tested this because i don't know how to test it, but i have a suggestion... can it be related to ground level (i mean, you know there is a difference between ground and sea level)? -------------------- QUOTE Try not. Do or do not, there is no try. |
Oct 25 2011, 01:40 PM Post #131 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 0941 CODE 0941: unknown_searchlight 0@ flag 4@ Flag seems unused (traced with CheatEngine and IDA). Anti-climax, eh? It's passed to the function which renders the actual light cones but then there is no further use of it. (Searchlight field +0x1). -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Oct 25 2011, 02:34 PM Post #132 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | 0941 CODE 0941: set_searchlight 0@ dont_render_ground_texture 4@ Proved myself wrong already R*N seem to turn it off when the searchlight is gonna be pointed at water, which makes sense if you think about it. CSearchlight CODE 00000000 CSearchlight struc; (sizeof=0x7C) 00000000 bUsed db ? 00000001 bUnusedFlag db ? 00000002 bDontRenderShadow db ? 00000003 bSearchlightType db ? ; 0=static 00000003 ; 1=used between path one way 00000003 ; 2=used between path other way 00000003 ; 3=follows entity? 00000004 wUniqueID dw ? 00000006 __pad1 dw ? 00000008 attachOffset RwV3D ? 00000014 ?position RwV3D ? 00000020 fEndRadius dd ? 00000024 fStartRadius dd ? 00000028 pathBetweenFrom RwV3D ? 00000034 pathBetweenTo RwV3D ? 00000040 fSpeed dd ? 00000044 pEntity dd ? ; offset 00000048 field_48 dd ? 0000004C pTower dd ? ; offset 00000050 pHousing dd ? ; offset 00000054 pBulb dd ? ; offset 00000058 searchlightTargetPoint RwV3D ? 00000064 ?fProgressX dd ? 00000068 ?fProgressY dd ? 0000006C ?fProgressZ dd ? 00000070 field_70 dd ? 00000074 field_74 dd ? 00000078 field_78 dd ? 0000007C CSearchlight ends -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Nov 1 2011, 06:57 PM Post #133 | |
Trained Member Posts: 77 Joined: 25-October 10 | http://gtagmodding.com/opcode-database.php?opcode=0095 QUOTE Makes a negative number posotive. Posotive? |
Nov 25 2011, 07:59 AM Post #134 | |
The New Guy! Posts: 5 Joined: 25-November 11 | Hello i want to help you with one opcode in opcode database. I mean this opcode: CODE 015B: unknown_shake_player_controller 0 time 200 unknown_intensity 255 Description: This opcode is used when player plays with joypad which can vibrate like on PS2. 1) 0/1 first or second controller 2) time of vibration 3) intensity of vibration I thought it may help you. If not nevermind . |
Nov 25 2011, 10:12 AM Post #135 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Yeah, it's helpful to have confirmation. The purpose seemed obvious regardless, though -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Nov 25 2011, 11:04 AM Post #136 | |
The New Guy! Posts: 5 Joined: 25-November 11 | Sorry I just thought u are not sure about that. I just want to help Anyway big thanks this opcode database is awesome i found it today Good job! Thank you again |
Dec 20 2011, 12:18 PM Post #137 | |
The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 | Deji, any response about this script concerning your opcode database mistake? Anyway, 0AD3 needs a little correction: QUOTE (GTAG Opcode Database > 0AD3 > Parameters) 3) Up to 30 extra parameters The parameters an opcode can have are 32. |
Dec 20 2011, 02:40 PM Post #138 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | What opcode database mistake? The parameter count for 0AD3 says up to 35 extra parameters, actually. But yeah, that was wrong. It'll be fixed in GTAG v2, but the parameter count may not be exact since I don't actually write each parameter description manually. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Dec 20 2011, 04:14 PM Post #139 | |
The Assistant Posts: 84 From: Matera, IT Joined: 16-June 11 | 077D returns the X angle of a vehicle. You should try that script to clear the mistake once for all. |
Dec 20 2011, 09:51 PM Post #140 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I already tested both. They work as described... -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |