Difference between revisions of "III/VC SCM"
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m (Fixed the way model names are loaded in VC Mobile by the so-called "official" compiler.) |
(I feel sorriest to remove somebody's else information but better refer to Opcode article from now on.) |
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(02 00 01)h + 32-bit int Jump to second segment | (02 00 01)h + 32-bit int Jump to second segment | ||
byte Target game ('l' - Liberty for III, 'm' - Miami for VC) | byte Target game ('l' - Liberty for III, 'm' - Miami for VC) | ||
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(Multi script array) 32-bit offset * number of mission scripts | (Multi script array) 32-bit offset * number of mission scripts | ||
(Main script space) Space of main script (equal to size defined earlier) | (Main script space) Space of main script (equal to size defined earlier) | ||
− | (Mission scripts space) Space of mission scripts (stored at offsets defined earlier) | + | (Mission scripts space) Space of mission scripts (each one is stored at offsets defined earlier) |
{{note|1}} The model names of level objects are picked directly from [[OBJS]] and [[TOBJ]] sections of the [[IDE]] files whose <code>IDE Filename</code> begins with <code>DATA\</code> in [[Gta.dat|gta_vc.dat]]. | {{note|1}} The model names of level objects are picked directly from [[OBJS]] and [[TOBJ]] sections of the [[IDE]] files whose <code>IDE Filename</code> begins with <code>DATA\</code> in [[Gta.dat|gta_vc.dat]]. | ||
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[[Category:Mission Script]] [[Category:File Formats]] | [[Category:Mission Script]] [[Category:File Formats]] |
Revision as of 14:14, 14 December 2016
(02 00 01)h + 32-bit int Jump to second segment byte Target game ('l' - Liberty for III, 'm' - Miami for VC) 32-bit int Number of cutscene starts (VC Mobile only, unused at runtime) (Cutscene start array) 32-bit offset (of START_CUTSCENE command) * 300 (VC Mobile only, unused at runtime) (Globals space) Space for global variable storage (first global offset is 8, 1212 in VC Mobile) (02 00 01)h + 32-bit int Jump to third segment byte Align (always 0) 32-bit int Number of used objects (always 1 in VC Mobile[1]) (Used object array) 24-byte object name * number of used objects (first object name is empty and therefore unused) (02 00 01)h + 32-bit int Jump to fourth segment byte Align (always 0) 32-bit int Main script size 32-bit int Largest mission script size 16-bit int Number of mission scripts (120 in total) 16-bit int Number of exclusive mission scripts (possibly 1 in III, 2 in VC) (Multi script array) 32-bit offset * number of mission scripts (Main script space) Space of main script (equal to size defined earlier) (Mission scripts space) Space of mission scripts (each one is stored at offsets defined earlier)
^ The model names of level objects are picked directly from OBJS and TOBJ sections of the IDE files whose IDE Filename
begins with DATA\
in gta_vc.dat.