2/25/2023 0 Comments 010 editor xor scriptWorking With a Hex Editor: It should be possible to embed scripts with a free hex editor like HxD, and I hope to provide enough reference that players can find the appropriate offsets, but this is a complex task and I don't want to handicap myself too much so I'll be describing the hex editing process based on the 010 Editor. When the script is working properly the codes can be copied to the nopped main (without the directive) and compile without any additional modification. In particular, all complex scripts are tested as cleo scripts on PC with Cleo4, or Android with CleoA. Testing with Cleo: The goal is to avoid using cleo opcodes and to run custom scripts in environments without cleo scripts, but I'm not the least bit shy about using cleo scripts while testing. Warp to Marker: Reading memory using ADMA addressing. Should work the same regardless of version. Save Anywhere: A useful tool using basic scm code and test of user input. Launch a Launcher: Hijack a running script to launch a new permanently running script that can easily launch other scripts. A simple test of the basic strategy.Įxtend Variable Space: Hijack a running script to increase the size of the global variable space and initialize the variables. When the nopped main is decompiled, custom labels are inserted into the sea of nops and provide reference for the accurate placement of the codes.īasic Test: Hijack a running script to display a message. This “NOPped” main includes only what is necessary to compile and decompile properly as an SCM file, jump addresses for the future location of the scripts, and thousands of 0000: NOP instructions. Managing Jump Addresses: Sanny Builder will accurately encode the proper jump addresses for labels if the script is compiled with the codes located at the proper offset in a custom main.scm file. Several thousand bytes of SCM memory can be recovered by permanently extending the global variable space and used to store compiled scripts. However, much of the SCM script beyond the global variable space is no longer needed when save data is loaded. Reclaiming Global Variable Space from SCM Memory: Several standard arrays provide a little room for temporary code in a standard save, but there is little room for permanent code. The custom codes end with a jump to the original relativeIP so the running script can resume normal operation. A currently running script is modified with a hex editor so the next instruction (relativeIP) will begin at the address of the codes embedded in the global variable space. A hex editor is used to copy the binary code in the compiled script and paste it into the global variable space of a saved game. Hijacking a Running Script: Custom scripts are compiled with Sanny Builder. Avoiding all global variables or manually adjusting each jump address are both terrible options. Most notably, when a global variable is used in an embedded script then global variable space is added at the start of SCM and embedded codes are offset accordingly, leading to incorrect jump addresses. The purpose of this topic is to document strategies used with San Andreas on PC and Android in the hope that these methods can be adapted to other GTA games, environments without custom cleo scripts, or as an alternative to a custom main.scm.īusted: Some strategies described in this documentation are not working as expected. Embedded scripts operate on the premise that the global variable space occupies the beginning of the same SCM script space used for running scripts, so any code written to the global variable space can be executed, or launched and remain active like any other running script.
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