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Germanytduva8 years ago

Interesting, the Module Memory Size is more similiar to 1.0, but the offset is the same as 1.01. Did you check for a version number in the menu?

Germanytduva8 years ago

A little update:

I've been working on LiveSplit's Scriptable Auto Splitter Component to allow ASL scripts to define simple boolean GUI settings. If this is accepted by the LiveSplit developers, you can simply enable/disable certain splits in the GUI.

Example: http://i.imgur.com/DUzqJiQ.jpg

I'm also working on supporting more than version 1.0 with the ASL script I made. Some version information I got from the AHK Autosplitter, but it seems the current Steam version has quite different memory addresses. It requires more than just one offset, but luckily I have access to that version so I could already find out most of the required addresses myself. I'm hoping that the other versions (such as 1.01 which I tested a bit) work with one simple offset, so I could just use those from the AHK Autosplitter.

Also using the Module Memory Size to detect the version seems to work better in some situations. For my version it seemed like it wouldn't detect the version with the other method (checking some memory address for a specific value) if it was done while it was still checking the CD. I guess it may not load that part of the .exe into memory until it is past the DRM.

The Collecting Game Version Information thread is part of this effort of detecting versions better and finding out which versions people use in the first place.

dareka00, Blantas et 2 autres aime ceci
Germanytduva8 years ago

Seems like for some reason the value the memory scan is looking for wasn't unique. Did you start a new game and then ran the test or load a save/play a bit? Either way, the first result is probably the correct one since the offset is consistent with the 1.01 version I tested (and was already known from the AHK autosplitter).

Germanytduva8 years ago

I'm looking for some help with the different SA versions. I only have access to a few versions myself and I also want to double-check that the versions I have are the same that others have.

I wrote this CheatEngine script to output some information. If you have CheatEngine installed you can load up the Cheat Table (GTASA_Version_Test.CT) and run the included script or otherwise use the standalone trainer (GTASA_Version_Test.EXE) that was created from the Cheat Table using the CheatEngine trainer creator.

Trainer and Cheat Table: https://www.dropbox.com/s/msiaz2h56ol0dpz/GTASA_Version_Test.zip?dl=0

All PC versions could be interesting, if just to double-check the information.

  • Start the game
  • Start a New Game (CJ standing in front of the bike)
  • Execute the .exe or load the CheatTable in CheatEngine and run included script
  • Copy&Paste the information output in the textfield into this thread
  • Please also include the version number from the SA main menu (if present) or anything else that could identify the version (like Steam/Retail/Downgraded)

The information that it outputs:

  • The name of the process (this can either be gta_sa.exe or gta-sa.exe).
  • The Module Memory Size which should be different depending on the version and can be one way to detect the version.
  • The Module Address for the SA .exe (not sure if that is the correct term), this is usually 0x400000, but for Steam it seems to be different.
  • The detected version based on what the AHK autosplitter uses. This probably won't detect the Steam version correctly.
  • Memory Scan for the mission script global variable $480 (some coordinate added at the start of the game which seems to be pretty unique). This is why you need to actually start a New Game, so the mission script is loaded. This shows the offset for global variables compared to 1.0. Unfortunately that offset only works for some variables required for the Autosplitter, but it's a start and of course useful to double-check the version information.
Mungaru aiment ceci
Inconnu
Germanytduva8 years ago

I wouldn't say Discord is superior to IRC in every way. While it's nice that there is a message history on Discord so you don't have to be online all the time, using an established protocol like IRC also has it's advantages like being able to access it with a wide array of programs. Not sure how open Discord is to other clients, but there probably won't be many good alternatives if you don't like the standard one.

For some reason I don't like the Discord layout that much, I feel like it's harder to get an overview of the messages, but maybe it just needs some getting used to.

Germanytduva8 years ago

I know some people don't find AutoSplitters really necessary, but I think it's pretty nice to just concentrate on the game and just pay attention to the splits if you want to.

I feel like GTA:SA AutoSplitters are not very accessible right now. You have to search a bit to even fine a program and then you don't really know which one is actually the best one. I feel like this should be documented somewhere or at least added to the Resources.

I know there is the AHK one which zoton2 gave to Tirean (and I think Omega maybe also uses?). Maybe you could bundle the compiled .exe and the sourcecode in one ZIP with a readme (afaik you already made a readme) and add that to the Resources.

I kind of prefer having something in LiveSplit directly and not a separate program that presses keys for you (even though that also has the advantage of being usable with other timers as well). I also just wanted to experiment with that stuff a bit and find out how it works, so I wrote an ASL script which I added to GitHub: https://github.com/tduva/LiveSplit-ASL (GTASA ASL Script, Readme)

I've only tested it with Version 1.0 so far, I'm not really familiar with what GTASA versions there are and how their memory address differ.

It should possibly hopefully maybe work for GTASA any% already and also includes fun stuff like splitting Bustedwarps and Deathwarps in Badlands (which might not be absolutely necessary, but why not). As you might know, ASL Scripts don't really allow for GUI settings, so you have to edit and add the script manually in case you want to use it. But at least after that you don't have to run a separate program.

I'll try to turn this into a LiveSplit component (which allows for GUI settings) if there is demand for that. Unless ASL scripts get GUI settings soon, which of course would be very useful for creating scripts in general. The settings might not turn out to be as fancy as in the AHK AutoSplitter (with icons and stuf), but you should at least be able to simply select which splits you want to have split.

Pyman, Gaël et 7 autres aime ceci
Germanytduva8 years ago

I already had the skip cutscene to prevent the softlock thing in there, but I improved the information a bit.

https://kb.speeddemosarchive.com/Grand_Theft_Auto:_San_Andreas/Missions/Dupes#Black_Project

Germanytduva8 years ago

That's what it seems like at least. There may be other values in different memory regions than the ones I found, but that's more speculation at this point and generally being careful.

In any case, you could still come into a situation in any category where having a slighter higher Max Health earlier than usual could save the run (think surviving with just a bit of health). I guess it's not something that would affect every run, so not really comparable to consistently saving time to e.g. having to swim less, but it is something to consider.

The question is how strict/careful we want to be with this. I would say it is reasonable to allow a bit of leeway, so you don't have to restart your game everytime when you crash the bicycle in the first few seconds. The less exp progress you have before starting the run, the lower would probably be the chance of it affecting the run (getting Max Health upgrade 30s earlier means you'd have to get into a situation where it matters within those 30s). Not sure what the exact rule would be though.

How is cycling skill needed for 100%? Do you have to grind to max it or is it just because you use the bicycle more?

Germanytduva8 years ago

There you go: http://pastebin.com/FN8AR4wg

It also contains the script that I used to write the text files to use in OBS. If you're going to run it (under Table - Show Cheat Table Lua Script) then you're going to have to change the path it writes to first (search for v.txt). It runs until you close the dialog it opens.

I mostly made the script for overlaying it on videos, so there is no extra window with the proper formatting and stuff (which I think you could also make with Cheat Engine), that's only in the text files it writes.

Patrick_ aiment ceci
Germanytduva8 years ago

Ok, some more details. I found the following progress or EXP points memory values:

  • Lung Capacity¤
  • Muscle
  • Max Health¤
  • Stamina (4 different values)
  • Driving
  • Bike
  • Cycling¤
  • Flying

All of these reset to zero when starting a new game or loading a save, except for Lung Capacity, Max Health and Cycling.

So stuff like Muscle might not actually be an issue when starting a new game, but it still makes sense to restart the game, because even an earlier Max Health upgrade or other stuff that might not be reset properly could affect the run.

I made an explanation video for this with overlayed memory values for demonstration (sorry if I ramble on a bit sometimes):

I'll also make a wiki page to document the memory addresses I found and stuff.

RunnerHAWORTH, Kyle, et Odyssic aime ceci
Germanytduva8 years ago

I searched for some memory addresses of the skill progress. It seems like the progress of some skills does get reset when you start a new game or load a save. I found values that increase when you drive a car, drive a bike, run, sprint, fly a plane, cycle and dive. From those only cycling and diving progress didn't reset to 0 when I started a new game.

Germanytduva8 years ago

Just to clarify, weapon skills don't seem to matter in that regard, right? Their progress is shown in the Stats menu in points from 0-1000 and that number gets reset when you start a new game. Since those points are increased with basicially every shot (that actually damages something), there can't be much invisible progress that is being carried over, if there even is something like that for weapons.

Germanytduva8 years ago

I tried Amphibious Assault duping. Seems like sometimes the boats damage eachother which alerts them the same way as if you had jumped into the water. Sometimes they destroyed my boat pretty quickly, so you have to be careful with the red markers on the map. On board of the ship it seemed enough to just kill the guards you encounter running around. I used the Shotgun since the MicroSMG is removed by Bloodbowl (the Shotgun should be from Small Town Bank I guess). Seems like headshotting them quickly is a bit easier with the Shotgun than with the Silenced Pistol.

Germanytduva8 years ago

What delay do you mean?

Germanytduva8 years ago

Update since a few new things/stuff found by several people don't seem to have been mentioned here (probably nothing new for some people):

  • Fish in a Barrel: CJ appears to walk towards the door a bit during the fadeout, so you should enter the marker from the stairs when it's already there, while not sprinting (change to a weapon you can't sprint with on the stairs or don't sprint on the stairs before, since sprinting seems to be buffered somehow) Video
  • I added some phonecall information on the Wiki
  • I created a playlist of some duping videos for reference/explanation purposes
  • You can hold phonecalls in vehicles by holding AltFire (Video)
  • Bike School and Blood Bowl can be used to get an $OM=0 phonecall as well (Video of Highjack Duping with Bike School)
Germanytduva8 years ago

So you can attach a satchel to the Truck or Dozer and blow it up from across the city, so you can just not get into the Truck/Dozer at all and instead take a fast car and not worry about the mission fail timer (additionally not getting in the Truck apparently doesn't spawn traffic). You loose all your satchels you may still have from Catalina missions during The Da Nang Thang, so you'd have to get more for later dupes. I timed buying 3 satchels at the Ammunation near Toreno's to about 30s detour (on the way to Trucking after Monster) and picking up 15 satchels in SF north of the Hospital to about 32s detour (with the Ambulance after the Deathwarp).

Edit: Apparently you have to hold TAB when exploding the satchels and standing in the mission marker, otherwise the game crashes. I did that anyway because I figured using a weapon would otherwise cancel the phonecall. Maybe that has to do with the crash somehow.

Edit 2: Seems like you might not actually take the phonecall when using TAB as described above if you do it during a cutscene. I started Ran Fa Li holding TAB and exploding the satchel, then letting go of TAB during the cutscene and skipped the cutscene only after the second instance was started (no pressing F). After killing myself to end the mission fast I still got the same phonecall that I had before the mission (test save with only the Driving School phonecall in the queue).

Edit 3: For Highjack duping with satchel it seems like I do have to press F for the second instance to start and do actually take the phonecall, unless it's a timing thing or something.

Germanytduva8 years ago

I tried Highjack duping without taking the call and it worked as well (in the cutscene). Was there a specific reason to hold TAB and stuff when it's not an interior and you don't need to delay it? I found that unless I find a bike (fast vehicle) at the right place (not too far away and not too close), it may not be worth it to not just disconnect the trailer. Stealing a car also includes the danger of police and stuff (I guess you can usually loose them, but still. But these are details I guess.

I tried Fish in a Barrel duping and it appeared to worked fine. I just left the Dozer at the Quarry and exploded the Satchel from within the Casino. You also already mentioned that you don't need a replay to keep the phonecall inside the casino for the cutscene. Would be potentially useful to have better phonecall though, it's irritating to wait for Catalina if you're already ready. Although I'm not sure how it would be in an actual run.

Germanytduva8 years ago

Trying to dupe Highjack I didn't have a phonecall in the save, so I played through SF answering as little phonecalls as I could, however to get the Monster mission marker, I had to answer Truth, Zero and Jethro before it gave me the Monster phonecall, so basicially I don't have any additional phonecalls left. The phonecall you get for Highjack can be used to set up the dupe, but of course you have to answer it before you can start the mission. So I only had a Catalina phonecall left, which takes a minute to appear. Could any of you keep the faster phonecalls?

The way I did it now is: ¤ After Monster drive to Trucking ¤ Start Trucking (with Highjack Phonecall) ¤ Get in Truck and start driving towards Highjack ¤ Get out on the way to answer the Highjack phonecall ¤ Disconnect the trailer about halfway so the 60s timer starts (but don't change car because it takes 60s for the Catalina phonecall to appear, so the mission would run out before the phonecall, you can switch but have to be careful to do it correctly, not sure when/if it's worth it) ¤ Do the duping stuff once you get to Highjack in the truck (hold TAB to delay answering the call, Trucking ends, start first instance, let go of TAB, mash F to cancel call, without skipping the cutscene until the second instance starts)

Conveniently you don't seem to get traffic during the mission when you dupe Highjack.

It took me about 1:30 (depending on what vehicle you get from the road) to Trucking (getting out of the car, stopping a bit ahead), 30s to start it (from getting out of the car to entering the truck) and about 2:20 back (from entering the truck to having Highjack started twice, depending on truck speed I guess). So about 4:20 for the setup altogether (probably varying a lot depending on RNG), whereas you would start Highjack normally after about 15s (waiting for the phonecall). Could still save some time, but it sure is a long setup.

Are phonecalls also defined in the main SCM with all the missions or somewhere else?

Patrick_ aiment ceci
Germanytduva8 years ago

I added an updated list as a guide.

Inconnu
Germanytduva9 years ago

I created a repository for what I have already done: https://github.com/tduva/BingoJS

There is also an online example: http://tduva.github.io/BingoJS/example/ (you can change the markers locally for yourself, the loading from the server is only a static file for testing)

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