Sorry for my bad english. If the program does not work, check if you have Java. Block 1: Script Information pertaining to the in use when the game was saved. The location of this folder varies depending upon the version of Windows installed. It'll have a whole new revision of the save editor, check it out Comments News I have a problem. Via it's only possible to create a first kind of such object static - using opcode , so normally the 'type' parameter is equal to 2. There are 3 kinds of the types: 2 - static object; 3 - dynamic object; 4 - dummy.
Using the savegame editor from this page, you will be able to customzie a great deal of information about the in-game character. Following this array of structures there is a collection of byte flags which are related to high-number player Stats. Initially this value equals to 2. This is because each time the game is saved this name string is reset based upon the entry for the Last Mission Passed key stored in Block 16. .
These cubes are aligned with the coordinate axes and not rotated at all. Each of these elements is described below. Here is a link to the thread if you want more info-- the above is the gist of it. MaxChaos is a limit for current wanted level. As of right now, I can't figure it out. Thank you for the support from my other sources at gtaall.
The acquaintances flags could be changed via scripts using opcode and similar. The rest can be seen in the screenshots. Following this array of structures there is a collection of byte flags which are related to high-number player Stats. As the first section in this block can vary in size, offsets given are from the current section. Comments News Hey voodoo-- I used this to read a save on android as a member was having issues getting a jump to register. These Stats are used to trigger different episodes and radio clips throughout the game.
Is there a solution for this problem? The 80 saved vehicles 4 each in 20 garages is a fixed number and probably cannot be exceeded. These cubes are aligned with the coordinate axes and not rotated at all. Since I don't have access to the source code, I couldn't fix it myself. This is a work-in-progress as some of the scripts needed to change items on your save will corrupt your save! Includes all global variables and information about running threads including thread pointers and local variables. The second array contains entries for each of the uniquely-named zones defined in the first array and stores information about things like gang densities and group info for each zone.
These Stats are used to trigger different episodes and radio clips throughout the game. If the program does not work, check if you have Java. When the censore flag is set to 0, some actions are disabled in the game, such as money drop from the killed people, no more headshots, etc. NoClassDefFoundError: Could not initialize class nl. Much of this info is set by specific opcodes such as , , , and. Use at your own risk! Mode What you want 3. The convention used by this article is to mark such gaps as an array of bytes with the description Align.
Use at your own risk! Each time you see the message, this counter is decreased. Each of these elements is described below. With its help, you can open and edit, save, for example, you can change the amount of money the character options, select clothes and much more. To download Java, go to www. MaxChaos is a limit for current wanted level. Block 26: Radio Data This block contains data relating to various radio stations. The game delivers great graphics and gameplay packed into plenty of missions.
The bulk of the block is an array of data structures for each station. These structures are aligned along 4-byte boundaries; thus if there's a field with size 1 or 2 bytes in the end of structure, there are also additional unused bytes present at the end of the structure which pad it to fill the remaining space. There are 3 kinds of the types: 2 - static object; 3 - dynamic object; 4 - dummy. This block can vary in size although in the unmodified game it will always be 0x23C7 bytes because there are 50 garages defined. Because the game internally uses a buffer of 0xC800 dec:51200 bytes for writing a save, each byte of padding data is simply a repetition of the data located 0xC800 dec:51200 bytes before it. While it is not strictly necessary to follow this convention for the padding when writing a modified save file, it is consistent with the original game and makes modifications harder to detect. I've also sent you a pm with my save game files.