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GTAG Opcode Database

Spider-Vice
post Sep 12 2011, 04:25 PM
Post #121


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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. tongue.gif
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LINK/2012
post Sep 13 2011, 03:49 AM
Post #122


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The opcode database is "offline", is you working on around it?

This post has been edited by LINK2012: Sep 13 2011, 03:49 AM
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Deji
post Sep 14 2011, 05:56 PM
Post #123


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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.


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uokka
post Sep 15 2011, 10:00 AM
Post #124


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sad.gif

EDIT:
smile.gif

This post has been edited by uokka: Sep 17 2011, 03:24 PM


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My english is just perfekt. I am only not sure, whether I it rightly utilize..
. . .
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Deji
post Sep 17 2011, 06:48 PM
Post #125


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Yeah, found a copy of the file on my old hard drive. So it should be all good now smile.gif


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LINK/2012
post Sep 17 2011, 06:58 PM
Post #126


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OMG, Perfect, I can't live without this opcode database tongue.gif

This post has been edited by LINK2012: Sep 17 2011, 06:59 PM
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Deji
post Sep 18 2011, 12:09 AM
Post #127


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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


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LINK/2012
post Oct 10 2011, 10:18 PM
Post #128


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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

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Deji
post Oct 14 2011, 03:07 PM
Post #129


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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


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Yoda2604
post Oct 16 2011, 11:08 AM
Post #130


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QUOTE (Deji @ Nov 9 2010, 02:18 AM) *
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 tongue.gif 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)?


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QUOTE
Try not. Do or do not, there is no try.
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Deji
post Oct 25 2011, 01:40 PM
Post #131


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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).


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Deji
post Oct 25 2011, 02:34 PM
Post #132


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0941

CODE
0941: set_searchlight 0@ dont_render_ground_texture 4@

Proved myself wrong already smile.gif



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


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fastman92
post Nov 1 2011, 06:57 PM
Post #133


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http://gtagmodding.com/opcode-database.php?opcode=0095

QUOTE
Makes a negative number posotive.


Posotive?
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chlupac
post Nov 25 2011, 07:59 AM
Post #134


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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 .

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Deji
post Nov 25 2011, 10:12 AM
Post #135


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Yeah, it's helpful to have confirmation. The purpose seemed obvious regardless, though smile.gif


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chlupac
post Nov 25 2011, 11:04 AM
Post #136


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Sorry I just thought u are not sure about that. I just want to help smile.gif Anyway big thanks this opcode database is awesome smile.gif i found it today wub.gif

Good job!

Thank you again smile.gif
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Wesser
post Dec 20 2011, 12:18 PM
Post #137


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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.
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Deji
post Dec 20 2011, 02:40 PM
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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.


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Wesser
post Dec 20 2011, 04:14 PM
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077D returns the X angle of a vehicle. You should try that script to clear the mistake once for all. tongue.gif
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Deji
post Dec 20 2011, 09:51 PM
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I already tested both. They work as described...


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