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steve-m.com

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----- Русский -----

Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


----- English -----

If your website has a big enough collection of SCM/CLEO scripts (more than 16) notify me by e-mail
, and I will add it to the list. The unique scripts are preferable ... Thank you. ))))
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Main.scm file

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1Main.scm file Empty Main.scm file Sun Feb 08, 2009 2:42 am

gtasbigfoot

gtasbigfoot
Admin

Main.scm is a binary file containing either all or most of the game scripts in GTA III, VC and SA. Tools to open such as a file are most notably, Sanny Builder, Point, and Mission Builder.

Editing with Sanny Builder







Opcodes


Each instruction is represented by a number – opcode (operation code), which is UINT16. By this number the game engine identifies an action to perform. Say, opcode 0001 tells to wait for amount of time, 0003 shakes the camera, 0053 creates a player, etc.

This is how an opcode 0001 looks in a scm file:

Code:

0100 04 00

* First part is the opcode number in a little-endian format.
* Second part is the data type
* Third part is a parameter value

When a mission script is disassembled, opcodes are written in a creature-readable format. The example above ^ will look something like this:

Code:

0001: wait 0 ms

This is made for the end-user convenience only. The game does not know what the word wait means, but it knows what the opcode 0001 is, so when a mission script is assembled the commands are written back in raw byte form.

As it has been said, an opcode is UINT16 number. It means the minimum opcode is 0000 and maximum opcode is 0xFFFF.

Cracking the SCM


As has been said, very little of the code was supplied with the game in a decompiled state (only two small files, both test scripts), so how, as asked, do we create our own scripts based on the original? With a decompiler - but how do these work (no decompilers have been provided by Rockstar).

The original SCM format was cracked shortly after the release of GTA 3 (the first game to use this mission coding method), with people having to first figure out what all the sections did (there are 5 segments is an SCM - memory, objects, mission defines, MAIN and missions (GTA SA has more, but only one of these (global variables) has had its use determined), where they started/ended etc, figuring out how many parameters each opcode had and a lot more. Once this was done, they knew where each opcode began and ended, so they could split them up to make it more readable, but the data on what each one does was lost in the compiling, so they still only had something that looked like this:

Code:

:label035F78
0001: 0?
00D6: 0?
0256: 4??


SCM structure


Code:

(02 00 01)h + 32 bit int    Jump to second segment
byte                        Padding
  (Global vars)              Space for variable saving
(02 00 01)h + 32 bit int    Jump to third segment
byte                        Segment id
  32 bit int                Number of models
  (model names)              24 byte model names * number of models(model 0 not used)
(02 00 01)h + 32 bit int    Jump to fourth segment
byte                        Segment id
  32 bit int                MAIN size
  32 bit int                Largest mission size
  32 bit int                Number of missions
  32 bit int                Highest number of locals used in mission/exernal
  (mission addresses)        32 bit addresses * number of missions
(02 00 01)h + 32 bit int    Jump to fifth segment
byte                        Segment id
  32 bit int                Largest external size
  32 bit int                Number of externals
  (external data):          28 byte external data * number of externals
    20 bytes                Name of external
    32 bit int              Offset of external
    32 bit int              Size of external
(02 00 01)h + 32 bit int    Jump to sixth segment
byte                        Segment id
  32 bit int                (Unused)
(02 00 01)h + 32 bit int    Jump to seventh segment
byte                        Segment id
  32 bit int                Size of global var space
  32 bit int                (Unused)
(MAIN code)                  MAIN section, equal to size defined earlier
(mission code)              The mission data, missions stored at offsets defined earlier

Sanny Builder format


Code:

$ - global variable
s$ - global string variable
v$ - global long string variable
@ - label (text directly AFTER used to reference this label in jumps)
@ - local variable (number BEFORE denotes variable)
@s - local string variable (number BEFORE denotes variable)
@v - local long string variable (number BEFORE denotes variable)
'...' - string (first 8 bytes after opcode when compiled)
"..." - debug string text
# - model identifier (means you can enter the id name of a model rather than the number)


Mission Builder format


Code:

? - small int (data type 04)
& - medium int (data type 05)
&& - big int (data type 01)
££ - global jump (data type 01)
£ - mission jump (data type 01 - negative addressing)
! - integer (data type 06)
$ - global variable (data type 02)
@ - local variable (data type 03)
?? - DMA global variable (like a global variable, only its memory position is its name, not assigned to it - data type 02)
: - label (text directly after used to reference this label in jumps)
"" - string (no data type, first 8 bytes after opcode when compiled)
# - model identifier (means you can enter the id name of a model rather than the number - data type 05 for the compiled number)


Examples


These scripts are in Sanny Builder format:

Press NO key to spawn an Infernus.

Code:

{$CLEO}
0000:

:1Example
0001: wait 250 ms
00D6: if
0256:  player $PLAYER_CHAR defined
004D: jump_if_false @1Example
00D6: if
00E1:  player 0 pressed_key 10
004D: jump_if_false @1Example
0247: load_model #infernus

:2Example
00d6: if
8248:  not model #infernus available
004d: jump_if_false @3Example
0001: wait 0 ms
0002: jump @2Example

:3Example
04C4: store_coords_to 0@ 1@ 2@ from_actor $player_actor with_offset 0.0 8.0 0.0
0395: clear_area 1 at 0@ 1@ 2@ radius 5.0
00A5: 3@ = create_car #infernus at 0@ 1@ 2@
0249: release_model #infernus
01C3: remove_references_to_car 3@ // Like turning a car into any random car
0001: wait 1200
0002: jump @1Example

Links


Sanny Builder
CLEO 3
GTAModding Wiki




GTA4


In GTA4 the main.scm file has been replaced with .sco file, see this topics for tools for modifying the games data files:

SCO File

Spark IV
Open GTA IV

http://gtamodding.com

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