Difference between revisions of "Time cycle"

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{{Cleanup-rewrite}}
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{{I|Information about [[GTA_4|GTA IV]] is missing|{{Note|?}} Some effects need confirmation.}}
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{{Research}}
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'''timecyc.dat''' is a [[DAT|data file]] containing information about the game's environment with respect to the current in-game time. It is responsible for details like the colour of the sky, the weather, and ambient light levels, amongst other things. The name, "time cycle", comes from the fact that the game cycles through each specified setting in the file.
  
The '''timecyc.dat''' file contains the information for how to display the sky, weather effects and time of day. It is split into the many sections. There is one line of data per hour in the game, per weather type. In the [[Vice City]] timecyc.dat, there is an extra section at the bottom of the file named "EXTRACOLOURS". These extra colours are used for building interiors, but should function the same.
+
In [[GTA VC|Vice City]] the <code>timecyc.dat</code> file also stores settings for different interior appearances. There are 23 of these extra settings in an extra section internally called <code>"EXTRACOLOURS"</code>. Each game hour represents one constant setting.
  
A comment in the <code>timecyc.dat</code> file is preceded by a series of slashes ("//") and they will precede each type of weather, and time of day in the file.
+
== File format ==
 +
A comment in the <code>timecyc.dat</code> file is preceded by a series of slashes ("//"). The game's parser simply ignores comments so that the number of ''uncommented'' lines must be a multiple of '''24''' for [[GTA 3|GTA III]] and ''Vice City'' (representing one for each ingame hour) and a multiple of '''8''' for [[GTA SA|San Andreas]] (representing ''00am, 05am, 06am, 07am, 00pm, 07pm, 08pm and 10pm'' in the order they appear). Each value of one entry gets interpolated with the previous and the next setting of the current ingame weather.
  
== File Format ==
+
=== Data types ===
The following lists describe format of the timecyc.dat in each game.
+
The file uses the following different data types directly or indirectly on an abstract level inside structures:
  
=== GTA 3 ===
+
* '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)''
{{Incomplete}}
+
* '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)''
 +
* '''FLOAT''' - single precision floating point number ''(4 byte)''
 +
* '''TColor''' - UINT8[3] representing the red, green and blue level (in the order they appear) of a color. ''(3 byte)''
 +
 
 +
=== File hierarchy ===
 +
As mentioned above each setting consists out of a constant number of entries separated by whitespaces. The following table lists the entries and their descriptions in the order they appear:
 +
 
 +
{|class="wikitable center-col-1" style="width: 100%;"
 +
!style="width: 1.3em;"|{{Icon|3}}
 +
!style="width: 1.3em;"|{{Icon|VC}}
 +
!style="width: 1.3em;"|{{Icon|SA}}
 +
!width="20%"|Name
 +
!width="10%"|Data type
 +
!Description
 +
|-
 +
|colspan="3"|X||Static ambience color||TColor||The color of ambient light on map objects ''(see [[Item Placement|IPL]])''.
 +
|-
 +
|colspan="3"|X||Dynamic ambience color||TColor||The color of ambient light on dynamically created objects like [[PEDS|pedestrians]] and [[CARS|vehicles]].
 +
|-
 +
|colspan="2"|X||{{a|c}}|&ndash;||Static ambience blur color||TColor||Blurrig color value for static ambience color.
 +
|-
 +
|colspan="2"|X||{{a|c}}|&ndash;||Dynamic ambience blur color||TColor||Blurrig color value for dynamic ambience color.
 +
|-
 +
|colspan="3"|X||Direct light color||TColor||The color of direct light on dynamicly created objects like ''pedestriants'' and ''vehicles''. Present in the timecyc.dat of GTA SA, but not loaded and unused by the game.
 +
|-
 +
|colspan="3"|X||Sky top color||TColor||The color of the top of the [[wikipedia:Skybox_(video_games)|skysphere]].
 +
|-
 +
|colspan="3"|X||Sky bottom color||TColor||The color of the bottom of the ''skysphere''.
 +
|-
 +
|colspan="3"|X||Sun core color||TColor||The color of the core [[wikipedia:Sprite_(computer_graphics)|sprite]] of the sun.
 +
|-
 +
|colspan="3"|X||Sun corona color||TColor||The color of the corona ''sprite'' of the sun.
 +
|-
 +
|colspan="3"|X||Sun core size||FLOAT||The size of the core ''sprite'' of the sun.
 +
|-
 +
|colspan="3"|X||Sun corona size||FLOAT||The size of the corona ''sprite'' of the sun.
 +
|-
 +
|colspan="3"|X||Sprite brightness||FLOAT||The the brightness of the above mentioned ''sprites''.
 +
|-
 +
|colspan="3"|X||Shadow intensity||INT32||The intensity of the shadows of objects like ''pedestriants'', ''vehicles'' or poles.
 +
|-
 +
|colspan="3"|X||Light shading value||INT32||Value used for the [[wikipedia:Shading|shading algorithm]] on ''pedestirants'' and ''vehicles'' {{ref|?}}.
 +
|-
 +
|colspan="3"|X||Pole shading value||INT32||''Shading'' value for map objects with [[Ide#IDE_Flags|flag 32768]].
 +
|-
 +
|colspan="3"|X||Far clipping offset||FLOAT||The distance of the [[wikipedia:Clipping_(computer_graphics)|far clipping plane]] from the camera.
 +
|-
 +
|colspan="3"|X||Fog start offset||FLOAT||The range of the distance fog from the camera.
 +
|-
 +
|colspan="3"|X||Light on ground||FLOAT||Amount of light on the ground of the sea {{ref|?}}.
 +
|-
 +
|colspan="3"|X||Lower clouds color||TColor||Color of the lower clounds.
 +
|-
 +
|colspan="2"|X||{{a|c}}|&ndash;||Upper clouds top color||TColor||Color of the top of the upper clouds.
 +
|-
 +
|colspan="3"|X||Upper clouds bottom color||TColor||Color of the bottom of the upper clouds.
 +
|-
 +
|colspan="2"|X||{{a|c}}|&ndash;||Blur color||TColor||The color of trails.
 +
|-
 +
|colspan="3"|X||Water color||TColor||Color of the water vertices.
 +
|-
 +
|colspan="3"|X||Water alpha level||UINT8||Alpha level for water vertices.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Color correction 1 alpha||UINT8||Alpha level for first color correction value.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Color correction 1||TColor||First color correction value.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Color correction 2 alpha||UINT8||Alpha level for second color correction value.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Color correction 2||TColor||Second color correction value.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Lower clouds alpha level||UINT8||Alpha level for lower clouds.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Highlight min intensity||UINT8||Intensity limit for PS2 radiosity effect.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Water fog alpha.||UINT8||Water fading to white, amount of white light on water. Usually 0.
 +
|-
 +
|colspan="2"|&ndash;||{{a|c}}|X||Directional multiplier||FLOAT||Multiplier for the main directional light. Always 1.0, but missing in PC timecyc.dat
 +
|}
 +
 
 +
=== GTA IV ===
 +
The formats are largely the same in GTA IV, but there are some key differences and new entries were added:
 +
Amb0 controls the colour of the shadows (RGB).
 +
Amb1 controls the colour of dynamic objects (RGB).
 +
Dir controls the colour of sunlight. The closer to 0 the values are, the less intense the sunlight is. It also affects the intensity of shadows (RGB).
 +
Sky top controls the colour of the top of the sky. Affects the colour of fog (RGB).
 +
Sky bot controls the colour of the skybox (RGB).
 +
SunCore controls the colour of the core of the sun (RGB).
 +
SunCorona controls the colour of the outer part of the sun (RGB).
 +
SunSz controls the size of the sun.
 +
SprBght controls the brightness of sprites (e.g. building and lamppost lights)
 +
FarClp controls the draw distance.
 +
 
 +
=== timecyc.dat and timecycp.dat ===
 +
The PS2, PC and Xbox versions of GTA San Andreas ship two time cycle files: <code>timecyc.dat</code> and <code>timecycp.dat</code>.
 +
Both console games ship with the same two files and load <code>timecyc.dat</code> in the NTSC version and <code>timecycp.dat</code> in the PAL version. The PC, PS3, XBOX 360, iOS and Android ports load <code>timecyc.dat</code>, which is different from the PS2/PS4/Xbox versions of the file. The PC port also ships the console PAL file but does not load it. The difference between the console NTSC and PAL files are minute, only a single color is actually different and it's not clear why Rockstar distinguishes the video modes at all.
 +
 
 +
The PC <code>timecyc.dat</code> on the other hand differs more and is actually broken in three ways: RAINY_COUNTRYSIDE 8PM starts with '255' instead of '22 22 22' which causes the whole line to be parsed incorrectly. Furthermore the last column (directionalMult) is missing in all lines and consequently interpreted as zero. This causes the main directional light (normally used on pedestrians and vehicles) to be effectively turned off. It is unclear whether this is intentional, but as a substitute for the disabled dynamic directional light a hardcoded fixed light that doesn't change color is used for vehicle rendering. If the directional multiplier is set to 1.0, vehicles will then become too bright and in addition the vehicle light will cause problems because it overrides D3D light 0 (this has been fixed in [[Fixes and restorations|SilentPatch]], a third-party patch).
 +
 
 +
Another difference in the PC/mobile <code>timecyc.dat</code> are the postfx alpha values. It's the only file that uses the standard alpha range (255 = opaque), while the other files use the PS2 alpha range (128 = opaque). To convert from the PS2 to standard range, all games (except the PS2 game naturally) double those alpha values after reading them. This can be considered a bug in the PC and mobile games as the alpha values already are in standard range.
 +
 
 +
In conclusion, all games expect a PS2 <code>timecyc(p).dat</code> file, so it is not recommended to use the PC <code>timecyc.dat</code> file at all.
 +
 
 +
== Weather types ==
 +
=== GTA III ===
 +
{|class="wikitable center-col-1"
 +
! Type
 +
! style="width: 15em;" | [[SCM_language_III/VC_definitions#WEATHER|Enum]]
 +
! Image
 +
|-
 +
| 0
 +
| WEATHER_SUNNY
 +
| [[File:III Weather-0.jpg|120px]]
 +
|-
 +
| 1
 +
| WEATHER_CLOUDY
 +
| [[File:III Weather-1.jpg|120px]]
 +
|-
 +
| 2
 +
| WEATHER_RAINY
 +
| [[File:III Weather-2.jpg|120px]]
 +
|-
 +
| 3
 +
| WEATHER_FOGGY
 +
| [[File:III Weather-3.jpg|120px]]
 +
|}
  
 
=== Vice City ===
 
=== Vice City ===
 +
{|class="wikitable center-col-1"
 +
! Type
 +
! style="width: 15em;" | [[SCM_language_III/VC_definitions#WEATHER|Enum]]
 +
! Image
 +
|-
 +
| 0
 +
| WEATHER_SUNNY
 +
| [[File:VC Weather-0.jpg|120px]]
 +
|-
 +
| 1
 +
| WEATHER_CLOUDY
 +
| [[File:VC Weather-1.jpg|120px]]
 +
|-
 +
| 2
 +
| WEATHER_RAINY
 +
| [[File:VC Weather-2.jpg|120px]]
 +
|-
 +
| 3
 +
| WEATHER_FOGGY
 +
| [[File:VC Weather-3.jpg|120px]]
 +
|-
 +
| 4
 +
| WEATHER_EXTRA_SUNNY
 +
| [[File:VC Weather-4.jpg|120px]]
 +
|-
 +
| 5
 +
| WEATHER_HURRICANE
 +
| [[File:VC Weather-5.jpg|120px]]
 +
|-
 +
| 6
 +
| WEATHER_EXTRA_COLOURS
 +
|
 +
|}
  
{|{{Prettytable}} class="collapsible"
+
=== San Andreas ===
!Column Name
+
* [http://hotmist.ddo.jp/id/weather.html Ryosuke's website]
!Data Type
+
* [https://wiki.multitheftauto.com/wiki/Weather Multi Theft Auto wiki]
!Description
+
 
 +
=== Liberty City Stories ===
 +
{|class="wikitable center-col-1"
 +
! Type
 +
! style="width: 15em;" | Description
 +
! Image
 +
|-
 +
| 0
 +
| Sunny
 +
| [[File:LCS Weather-0.jpg|120px]]
 +
|-
 +
| 1
 +
| Cloudy
 +
| [[File:LCS Weather-1.jpg|120px]]
 +
|-
 +
| 2
 +
| Rainy
 +
| [[File:LCS Weather-2.jpg|120px]]
 +
|-
 +
| 3
 +
| Foggy
 +
| [[File:LCS Weather-3.jpg|120px]]
 +
|-
 +
| 4
 +
| Extra Sunny
 +
| [[File:LCS Weather-4.jpg|120px]]
 +
|-
 +
| 5
 +
| Hurricane
 +
| [[File:LCS Weather-5.jpg|120px]]
 +
|-
 +
| 6
 +
| Extra Colors
 +
| [[File:LCS Weather-6.jpg|120px]]
 +
|-
 +
| 7
 +
| Snow
 +
| [[File:LCS Weather-7.jpg|120px]]
 +
|}
 +
 
 +
=== Vice City Stories ===
 +
{|class="wikitable"
 +
| Sunny
 +
| [http://thumbnails103.imagebam.com/21232/731498212310661.gif Image]
 +
|-
 +
| Cloudy
 +
| [http://thumbnails102.imagebam.com/21232/18a222212310667.gif Image]
 +
|-
 +
| Rainy
 +
| [http://thumbnails104.imagebam.com/21232/ae0f70212310672.gif Image]
 +
|-
 +
| Foggy
 +
| [http://thumbnails101.imagebam.com/21232/524564212310675.gif Image]
 +
|-
 +
| Extra Sunny
 +
| [http://thumbnails103.imagebam.com/21232/134ee0212310679.gif Image]
 +
|-
 +
| Hurricane
 +
| [http://thumbnails103.imagebam.com/21232/32c9bd212310684.gif Image]
 +
|-
 +
| Extra Colors
 +
| [http://thumbnails103.imagebam.com/21232/9a20de212310693.gif Image]
 +
|-
 +
| Extra Sunny #2
 +
| [http://thumbnails103.imagebam.com/21232/2b2596212310698.gif Image]
 +
|}
 +
 
 +
=== GTA IV & EFLC ===
 +
{|class="wikitable"
 +
| Extra Sunny
 +
|-
 +
| Sunny
 +
|-
 +
| Sunny Windy
 +
|-
 +
| Cloudy
 +
|-
 +
| Rainy
 +
|-
 +
| Drizzle
 +
|-
 +
| Foggy
 +
|-
 +
| Thunderstorm
 +
|-
 +
| Temp
 +
|}
 +
 
 +
=== GTA V ===
 +
{|class="wikitable"
 +
| EXTRASUNNY
 +
|-
 +
| CLEAR
 +
|
 +
|-
 +
| CLOUDS
 +
|
 +
|-
 +
| SMOG
 +
|
 +
|-
 +
| FOGGY
 +
|
 +
|-
 +
| OVERCAST
 +
|
 +
|-
 +
| RAIN
 +
|
 +
|-
 +
| THUNDER
 +
|
 +
|-
 +
| CLEARING
 +
|
 +
|-
 +
| NEUTRAL
 +
|
 +
|-
 +
| SNOW
 +
|
 +
|-
 +
| BLIZZARD
 +
|
 +
|-
 +
| SNOWLIGHT
 +
|
 
|-
 
|-
|'''Amb''' ||Color|| Controls amount of ambient color on static map objects, like most buildings, structures and landmasses.
+
| XMAS
 +
| Added in b416 (PS3/X360)
 
|-
 
|-
|'''Amb_Obj''' ||Color|| Controls the amount of ambient light on dynamic objects, like pedestrians and vehicles.
+
| HALLOWEEN
 +
| Added in b877.1 (PC/PS4/XO)
 +
|}
 +
 
 +
=== RDR II ===
 +
{|class="wikitable"
 +
| HIGHPRESSURE
 
|-
 
|-
|'''Amb_Bl''' ||Color|| Effect unknown, changing produces no visible results.
+
| SUNNY
 
|-
 
|-
|'''Amb_Obj_bl''' ||Color|| Effect unknown, changing produces no visible results.
+
| MISTY
 
|-
 
|-
|'''Dir''' ||Color|| Controls amount of direct light on pedestrians and vehicles.
+
| FOG
 
|-
 
|-
|'''Sky top'''||Color|| Color of the top of the sky.
+
| CLOUDS
 
|-
 
|-
|'''Sky bot'''||Color|| Color of the bottom of the sky.
+
| OVERCAST
 
|-
 
|-
|'''SunCore''' ||Color|| Color of the sun's core image.
+
| OVERCASTDARK
 
|-
 
|-
|'''SunCorona''' ||Color|| Color of the sun's corona image.
+
| DRIZZLE
 
|-
 
|-
|'''SunSz''' ||float|| Size of the sun's corona sprite.
+
| RAIN
 
|-
 
|-
|'''SprSz''' ||float|| Size of the sun's core sprite.
+
| THUNDER
 
|-
 
|-
|'''SprBght''' ||float|| How bright sprites will be.
+
| THUNDERSTORM
 
|-
 
|-
|'''Shdw''' ||integer|| Intensity of pedestrian, vehicle, and lamp shadows. 0 is transparent, 100 seems to be about "normal", and values past that make the shadow darker and darker. 500 will produce almost pure black shadows.
+
| HURRICANE
 
|-
 
|-
|'''LightShd''' ||integer|| The cast light alpha on traffic signals and lampposts. changing produces no visible results.
+
| SHOWER
 
|-
 
|-
|'''PoleShd''' ||integer|| Lamppost shadow alpha. changing produces no visible results.
+
| HAIL
 
|-
 
|-
|'''FarClp''' ||float|| The clipping plane that limits maximum visibility. Setting the value to a smaller number produces a short visibility range, wheras larger numbers mean you can see further. If the number is set too low (i tried 20.0), the game will get glitchy, and may not load textures! The average value for this entry is 2000.0 and most of the map is visible with this value.
+
| SLEET
 
|-
 
|-
|'''FogSt''' ||float|| Fog start position relative to camera? Negatives allowed. Untested.
+
| SNOWCLEARING
 
|-
 
|-
|'''LightOnGround''' ||float|| Effect unknown, changing produces no visible results.
+
| SNOWLIGHT
 
|-
 
|-
|'''LowCloudsRGB''' ||Color|| Sets colour for low thin clouds.  Untested.
+
| SNOW
 
|-
 
|-
|'''TopCloudRGB''' ||Color|| Sets colour for topside of large clouds. Untested.
+
| BLIZZARD
 
|-
 
|-
|'''BottomCloudRGB''' ||Color|| Sets colour for underside of large clouds. Untested.
+
| GROUNDBLIZZARD
 
|-
 
|-
|'''BlurRGB''' ||Color|| RGB values for Trails. If you have not somehow enabled trails on your game, then the values will not be noticable. 0 for no trails, 255 for a pure white screen. If your going to change them, follow the pattern R* set with their setup, as a little bit goes a very long way.
+
| WHITEOUT
 
|-
 
|-
|'''WaterRGBA''' ||Color|| Controls the color of the water. On the pc version of the game, the water texture is greenish-blue. It needs to be converted to grayscale to fully see the effect of changing the water color in the timecyc.dat, as the colors defined in this file, are multiplied by the water texture color ingame. The last part of RGBA, the A, is the alpha channel and it controls the level of transparency for the water. 0, will make the water totally transparent, while 255 will make the water as opaque as the game will allow.
+
| SandStorm
 
|}
 
|}
 +
 +
== Weather lists ==
 +
Weather is actually not random in GTA 3D Trilogy. Every game hour, the games go through the list of weather types to determine the upcoming weather.
 +
 +
=== GTA III ===
 +
{{Pre|style=max-width: 55em;|
 +
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 02 02 01 00 00 00 01 03 03 01 00 00 01 01
 +
00 00 00 00 00 00 00 00 01 01 02 02 01 02 01 00 00 00 00 00 00 00 00 00 00 03 03 00 00 00 02 01
 +
}}
 +
This array for v1.0 starts at 0x5FFBC8 in memory.
 +
 +
=== Vice City ===
 +
'''No hurricane'''
 +
{{Pre|style=max-width: 55em;|
 +
04 04 04 04 04 04 04 04 00 00 00 04 04 04 00 00 00 04 04 04 04 00 00 04 04 04 04 04 04 04 04 04
 +
04 04 00 00 00 00 00 00 00 00 00 01 02 02 02 02 01 00 00 00 00 04 04 04 04 04 04 04 04 04 04 04
 +
}}
 +
This array for v1.0 starts at 0x699EE4 in memory.
 +
 +
'''Hurricane'''
 +
{{Pre|style=max-width: 55em;|
 +
04 04 04 04 04 04 04 04 00 00 00 04 04 04 00 00 00 04 04 01 05 05 01 00 04 04 04 04 04 04 04 04
 +
04 04 00 00 00 00 00 00 00 00 00 00 01 05 05 05 01 00 00 00 00 04 04 04 04 04 04 04 04 04 04 04
 +
}}
 +
This array for v1.0 starts at 0x699F64 in memory.
  
 
=== San Andreas ===
 
=== San Andreas ===
In [[San Andreas]] the format is nearly the same, but some of the sections are left out.
+
[[File:Sa_weather_regions.jpg|thumb|Map of SA weather regions]]
 +
In San Andreas the map is divided into weather regions whose boundaries are hardcoded. These regions roughly cover major game cities and countryside locations. Each weather region has its own set of unique weathers listed below.
  
{|{{Prettytable}} class="collapsible"
+
'''Countryside'''
!Column Name
+
{{Pre|style=max-width: 55em;|
!Data Type
+
13 13 13 13 13 13 13 13 14 15 09 09 15 14 13 14 14 13 13 13 13 14 14 13 13 13 13 13 13 13 13 13
!Description
+
13 13 14 14 14 14 14 14 15 09 09 15 16 16 16 16 15 14 14 14 14 13 13 13 13 13 13 13 13 13 13 13
 +
}}
 +
This array for v1.0 starts at 0x8D5EB0 in memory.
 +
 
 +
'''Los Santos'''
 +
{{Pre|style=max-width: 55em;|
 +
02 02 00 00 00 02 02 02 03 00 03 02 00 00 03 03 03 04 04 00 00 01 01 00 02 02 02 02 02 02 02 02
 +
02 02 03 03 03 03 03 03 02 02 03 03 00 00 16 00 04 01 01 01 01 00 00 02 02 02 02 02 02 02 02 02
 +
}}
 +
This array for v1.0 starts at 0x8D5EF0 in memory.
 +
 
 +
'''San Fierro'''
 +
{{Pre|style=max-width: 55em;|
 +
05 05 05 05 05 07 07 09 09 07 05 05 05 05 05 07 07 07 08 08 07 07 05 05 05 05 06 06 05 07 09 09
 +
07 05 05 07 05 05 06 06 05 05 05 07 07 08 08 07 07 09 09 05 05 06 06 06 05 05 06 07 07 06 06 05
 +
}}
 +
This array for v1.0 starts at 0x8D5F30 in memory.
 +
 
 +
'''Las Venturas'''
 +
{{Pre|style=max-width: 55em;|
 +
11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 10 10 10 10 10 11 11 11 11 11 11 11 11
 +
11 10 11 11 11 11 10 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 10 10 12 12 10 12 10 10
 +
}}
 +
This array for v1.0 starts at 0x8D5F70 in memory.
 +
 
 +
'''Bone County'''
 +
{{Pre|style=max-width: 55em;|
 +
17 17 17 19 19 17 17 17 17 17 17 17 17 17 17 17 17 17 17 18 18 18 18 18 17 17 17 17 17 17 17 17
 +
17 17 17 17 17 19 19 19 17 17 17 17 17 17 17 17 17 17 18 18 18 17 17 17 17 17 17 17 19 19 19 17
 +
}}
 +
This array for v1.0 starts at 0x8D5FB0 in memory.
 +
 
 +
=== Liberty City Stories ===
 +
{{Pre|style=max-width: 55em;|
 +
00 04 00 01 01 00 00 00 04 04 00 02 00 00 01 01 03 01 00 00 00 01 02 03 01 01 00 04 00 00 01 03
 +
02 03 01 00 00 01 05 01 00 04 04 00 00 00 00 04 00 00 01 03 01 00 01 01 00 04 01 05 01 00 00 04
 +
}}
 +
This array for PCSX2 starts at 0x2039A2E0 in memory.
 +
 
 +
=== Grand Theft Auto V ===
 +
{|class="wikitable mw-collapsible mw-collapsed" style=text-align:center
 +
! Weather
 +
! Duration (Hours)
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| SMOG
 +
| 4
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| OVERCAST
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| CLOUDS
 +
| 2
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLOUDS
 +
| 5
 +
|-
 +
| CLEAR
 +
| 2
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| CLOUDS
 +
| 2
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| OVERCAST
 +
| 2
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| FOGGY
 +
| 1
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| CLOUDS
 +
| 4
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| OVERCAST
 +
| 1
 +
|-
 +
| CLOUDS
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| FOGGY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| CLEAR
 +
| 4
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| OVERCAST
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| OVERCAST
 +
| 3
 +
|-
 +
| THUNDER
 +
| 1
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 4
 +
|-
 +
| CLOUDS
 +
| 2
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| CLOUDS
 +
| 2
 +
|-
 +
| RAIN
 +
| 1
 +
|-
 +
| SMOG
 +
| 5
 +
|-
 +
| CLOUDS
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| FOGGY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 3
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| OVERCAST
 +
| 3
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| OVERCAST
 +
| 2
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| FOGGY
 +
| 1
 +
|-
 +
| FOGGY
 +
| 2
 +
|-
 +
| FOGGY
 +
| 1
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| CLEAR
 +
| 2
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| SMOG
 +
| 4
 +
|-
 +
| OVERCAST
 +
| 1
 +
|-
 +
| THUNDER
 +
| 2
 +
|-
 +
| CLEARING
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| OVERCAST
 +
| 1
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| OVERCAST
 +
| 3
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| CLEAR
 +
| 3
 +
|-
 +
| CLEAR
 +
| 5
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| OVERCAST
 +
| 2
 +
|-
 +
| SMOG
 +
| 2
 +
|-
 +
| CLEAR
 +
| 4
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 1
 +
|-
 +
| SMOG
 +
| 4
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| EXTRASUNNY
 +
| 1
 +
|-
 +
| SMOG
 +
| 3
 +
|-
 +
| EXTRASUNNY
 +
| 2
 +
|-
 +
| EXTRASUNNY
 +
| 1
 
|-
 
|-
|'''Amb''' ||Color|| Controls amount of ambient color on static map objects, like most buildings, structures and landmasses.
+
| CLOUDS
 +
| 5
 
|-
 
|-
|'''Amb_Obj''' ||Color|| Controls the amount of ambient light on dynamic objects, like pedestrians and vehicles.
+
| CLEAR
 +
| 2
 
|-
 
|-
|'''Dir''' ||Color|| Controls amount of direct light on pedestrians and vehicles.
+
| SMOG
 +
| 2
 
|-
 
|-
|'''Sky top'''||Color|| Color of the top of the sky's gradient.
+
| CLEAR
 +
| 5
 
|-
 
|-
|'''Sky bot'''||Color|| Color of the bottom of the sky's gradient.
+
| EXTRASUNNY
 +
| 2
 
|-
 
|-
|'''SunCore''' ||Color|| Color of the sun's core image.
+
| EXTRASUNNY
 +
| 1
 
|-
 
|-
|'''SunCorona''' ||Color|| Color of the sun's corona image.
+
| CLEAR
 +
| 3
 
|-
 
|-
|'''SunSz''' ||float|| Size of the sun's corona sprite.
+
| EXTRASUNNY
 +
| 1
 
|-
 
|-
|'''SprSz''' ||float|| Size of the sun's core sprite.
+
| CLEAR
 +
| 5
 
|-
 
|-
|'''SprBght''' ||float|| How bright sprites will be.
+
| SMOG
 +
| 3
 
|-
 
|-
|'''Shdw''' ||integer|| Intensity of pedestrian, vehicle, and lamp shadows. 0 is transparent, 100 seems to be about "normal", and values past that make the shadow darker and darker. 500 will produce almost pure black shadows.
+
| OVERCAST
 +
| 2
 
|-
 
|-
|'''LightShd''' ||integer|| The cast light alpha on traffic signals and lampposts. changing produces no visible results.
+
| SMOG
 +
| 2
 
|-
 
|-
|'''PoleShd''' ||integer|| Lamppost shadow alpha. changing produces no visible results.
+
| CLEAR
 +
| 4
 
|-
 
|-
|'''FarClp''' ||float|| The clipping plane that limits maximum visibility. Setting the value to a smaller number produces a short visibility range, wheras larger numbers mean you can see further. If the number is set too low (i tried 20.0), the game will get glitchy, and may not load textures! The average value for this entry is 2000.0 high numbers can cause draw distance problems.
+
| EXTRASUNNY
 +
| 2
 
|-
 
|-
|'''FogSt''' ||float|| Fog start position relative to camera. Negatives allowed. High numbers can cause draw distance problems
+
| SMOG
 +
| 3
 
|-
 
|-
|'''LightOnGround''' ||float|| Effect unknown, changing produces no visible results.
+
| OVERCAST
 +
| 1
 
|-
 
|-
|'''LowCloudsRGB''' ||Color|| Sets colour for low thin clouds.  Untested.
+
| CLOUDS
 +
| 2
 
|-
 
|-
|'''BottomCloudRGB''' ||Color|| Sets colour for underside of large clouds. Untested.
+
| RAIN
 +
| 1
 
|-
 
|-
|'''WaterRGBA''' ||Color|| Controls the color of the water. This value multiplies the texture's color and the last value 'A' is the alpha: 0, will make the water totally transparent, while 255 will make the water as opaque as the game will allow.
+
| THUNDER
 +
| 3
 
|-
 
|-
|'''Alpha1''' ||integer|| Alpha for RGB1. Leaving the Alpha1 and Alpha2 in 0 would give me better sky gradients, but the map and peds would be very dull/colorless (Gray)
+
| RAIN
 +
| 1
 
|-
 
|-
|'''RGB1''' ||Color|| Color correction 1
+
| CLEARING
 +
| 2
 
|-
 
|-
|'''Alpha2''' ||integer|| Alpha for RGB2 value
+
| CLOUDS
 +
| 1
 
|-
 
|-
|'''RGB2''' ||Color|| Color correction 2
+
| EXTRASUNNY
 +
| 4
 
|-
 
|-
|'''CloudAlpha''' ||Color|| Defines alpha of the cloud. Untested.
+
| SMOG
 +
| 3
 
|}
 
|}
  
=== GTA 4 ===
+
== Mission script ==
{{Incomplete}}
+
{|
 +
| [[01B5]] || {{Icon|t}} || forces the upcoming weather type
 +
|-
 +
| [[01B6]] || {{Icon|t}} || forces the weather type immediately
 +
|-
 +
| [[01B7]] || {{Icon|t}} || releases the forced weather type
 +
|-
 +
| [[0251]] || {{Icon|3}} || stores the weather state
 +
|-
 +
| [[0252]] || {{Icon|3}} || restores the weather state
 +
|-
 +
| [[04F9]] || {{a|r}} | {{Icon|VC}} {{Icon|SA}} || sets the extra colors
 +
|-
 +
| [[04FA]] || {{a|r}} | {{Icon|VC}} {{Icon|SA}} || clears the extra colors
 +
|-
 +
| [[057C]] || {{a|c}} | {{Icon|VC}} || allows hurricane weather
 +
|}
  
 
== Tools ==
 
== Tools ==
 
* [[VC.Config#VC:Weather|VC:Weather]]
 
* [[VC.Config#VC:Weather|VC:Weather]]
 
* [[G-Tools#G-CYC|G-CYC]]
 
* [[G-Tools#G-CYC|G-CYC]]
 +
* [http://www.gtaforums.com/index.php?showtopic=496825 In-game Timecyc Editor]
  
== External Link ==
+
== External links ==
{{GTAF|255093|Modding timecyc.dat for Vice City}}
+
* {{GTAF|255093|Modding timecyc.dat for Vice City}}
 
 
{{GTA4-navi|state=autocollapse}}
 
{{SA-navi|state=autocollapse}}
 
  
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]]
+
{{N|4|SA|VC|3}}
 +
[[Category:Map Formats]]

Latest revision as of 02:54, 25 February 2024

timecyc.dat is a data file containing information about the game's environment with respect to the current in-game time. It is responsible for details like the colour of the sky, the weather, and ambient light levels, amongst other things. The name, "time cycle", comes from the fact that the game cycles through each specified setting in the file.

In Vice City the timecyc.dat file also stores settings for different interior appearances. There are 23 of these extra settings in an extra section internally called "EXTRACOLOURS". Each game hour represents one constant setting.

File format

A comment in the timecyc.dat file is preceded by a series of slashes ("//"). The game's parser simply ignores comments so that the number of uncommented lines must be a multiple of 24 for GTA III and Vice City (representing one for each ingame hour) and a multiple of 8 for San Andreas (representing 00am, 05am, 06am, 07am, 00pm, 07pm, 08pm and 10pm in the order they appear). Each value of one entry gets interpolated with the previous and the next setting of the current ingame weather.

Data types

The file uses the following different data types directly or indirectly on an abstract level inside structures:

  • INT8/UINT8 - signed/unsigned 8 bit integer (1 byte)
  • INT32/UINT32 - signed/unsigned 32 bit integer (4 byte)
  • FLOAT - single precision floating point number (4 byte)
  • TColor - UINT8[3] representing the red, green and blue level (in the order they appear) of a color. (3 byte)

File hierarchy

As mentioned above each setting consists out of a constant number of entries separated by whitespaces. The following table lists the entries and their descriptions in the order they appear:

GTA III Vice City San Andreas Name Data type Description
X Static ambience color TColor The color of ambient light on map objects (see IPL).
X Dynamic ambience color TColor The color of ambient light on dynamically created objects like pedestrians and vehicles.
X Static ambience blur color TColor Blurrig color value for static ambience color.
X Dynamic ambience blur color TColor Blurrig color value for dynamic ambience color.
X Direct light color TColor The color of direct light on dynamicly created objects like pedestriants and vehicles. Present in the timecyc.dat of GTA SA, but not loaded and unused by the game.
X Sky top color TColor The color of the top of the skysphere.
X Sky bottom color TColor The color of the bottom of the skysphere.
X Sun core color TColor The color of the core sprite of the sun.
X Sun corona color TColor The color of the corona sprite of the sun.
X Sun core size FLOAT The size of the core sprite of the sun.
X Sun corona size FLOAT The size of the corona sprite of the sun.
X Sprite brightness FLOAT The the brightness of the above mentioned sprites.
X Shadow intensity INT32 The intensity of the shadows of objects like pedestriants, vehicles or poles.
X Light shading value INT32 Value used for the shading algorithm on pedestirants and vehicles [?].
X Pole shading value INT32 Shading value for map objects with flag 32768.
X Far clipping offset FLOAT The distance of the far clipping plane from the camera.
X Fog start offset FLOAT The range of the distance fog from the camera.
X Light on ground FLOAT Amount of light on the ground of the sea [?].
X Lower clouds color TColor Color of the lower clounds.
X Upper clouds top color TColor Color of the top of the upper clouds.
X Upper clouds bottom color TColor Color of the bottom of the upper clouds.
X Blur color TColor The color of trails.
X Water color TColor Color of the water vertices.
X Water alpha level UINT8 Alpha level for water vertices.
X Color correction 1 alpha UINT8 Alpha level for first color correction value.
X Color correction 1 TColor First color correction value.
X Color correction 2 alpha UINT8 Alpha level for second color correction value.
X Color correction 2 TColor Second color correction value.
X Lower clouds alpha level UINT8 Alpha level for lower clouds.
X Highlight min intensity UINT8 Intensity limit for PS2 radiosity effect.
X Water fog alpha. UINT8 Water fading to white, amount of white light on water. Usually 0.
X Directional multiplier FLOAT Multiplier for the main directional light. Always 1.0, but missing in PC timecyc.dat

GTA IV

The formats are largely the same in GTA IV, but there are some key differences and new entries were added: Amb0 controls the colour of the shadows (RGB). Amb1 controls the colour of dynamic objects (RGB). Dir controls the colour of sunlight. The closer to 0 the values are, the less intense the sunlight is. It also affects the intensity of shadows (RGB). Sky top controls the colour of the top of the sky. Affects the colour of fog (RGB). Sky bot controls the colour of the skybox (RGB). SunCore controls the colour of the core of the sun (RGB). SunCorona controls the colour of the outer part of the sun (RGB). SunSz controls the size of the sun. SprBght controls the brightness of sprites (e.g. building and lamppost lights) FarClp controls the draw distance.

timecyc.dat and timecycp.dat

The PS2, PC and Xbox versions of GTA San Andreas ship two time cycle files: timecyc.dat and timecycp.dat. Both console games ship with the same two files and load timecyc.dat in the NTSC version and timecycp.dat in the PAL version. The PC, PS3, XBOX 360, iOS and Android ports load timecyc.dat, which is different from the PS2/PS4/Xbox versions of the file. The PC port also ships the console PAL file but does not load it. The difference between the console NTSC and PAL files are minute, only a single color is actually different and it's not clear why Rockstar distinguishes the video modes at all.

The PC timecyc.dat on the other hand differs more and is actually broken in three ways: RAINY_COUNTRYSIDE 8PM starts with '255' instead of '22 22 22' which causes the whole line to be parsed incorrectly. Furthermore the last column (directionalMult) is missing in all lines and consequently interpreted as zero. This causes the main directional light (normally used on pedestrians and vehicles) to be effectively turned off. It is unclear whether this is intentional, but as a substitute for the disabled dynamic directional light a hardcoded fixed light that doesn't change color is used for vehicle rendering. If the directional multiplier is set to 1.0, vehicles will then become too bright and in addition the vehicle light will cause problems because it overrides D3D light 0 (this has been fixed in SilentPatch, a third-party patch).

Another difference in the PC/mobile timecyc.dat are the postfx alpha values. It's the only file that uses the standard alpha range (255 = opaque), while the other files use the PS2 alpha range (128 = opaque). To convert from the PS2 to standard range, all games (except the PS2 game naturally) double those alpha values after reading them. This can be considered a bug in the PC and mobile games as the alpha values already are in standard range.

In conclusion, all games expect a PS2 timecyc(p).dat file, so it is not recommended to use the PC timecyc.dat file at all.

Weather types

GTA III

Type Enum Image
0 WEATHER_SUNNY III Weather-0.jpg
1 WEATHER_CLOUDY III Weather-1.jpg
2 WEATHER_RAINY III Weather-2.jpg
3 WEATHER_FOGGY III Weather-3.jpg

Vice City

Type Enum Image
0 WEATHER_SUNNY VC Weather-0.jpg
1 WEATHER_CLOUDY VC Weather-1.jpg
2 WEATHER_RAINY VC Weather-2.jpg
3 WEATHER_FOGGY VC Weather-3.jpg
4 WEATHER_EXTRA_SUNNY VC Weather-4.jpg
5 WEATHER_HURRICANE VC Weather-5.jpg
6 WEATHER_EXTRA_COLOURS

San Andreas

Liberty City Stories

Type Description Image
0 Sunny LCS Weather-0.jpg
1 Cloudy LCS Weather-1.jpg
2 Rainy LCS Weather-2.jpg
3 Foggy LCS Weather-3.jpg
4 Extra Sunny LCS Weather-4.jpg
5 Hurricane LCS Weather-5.jpg
6 Extra Colors LCS Weather-6.jpg
7 Snow LCS Weather-7.jpg

Vice City Stories

Sunny Image
Cloudy Image
Rainy Image
Foggy Image
Extra Sunny Image
Hurricane Image
Extra Colors Image
Extra Sunny #2 Image

GTA IV & EFLC

Extra Sunny
Sunny
Sunny Windy
Cloudy
Rainy
Drizzle
Foggy
Thunderstorm
Temp

GTA V

EXTRASUNNY
CLEAR
CLOUDS
SMOG
FOGGY
OVERCAST
RAIN
THUNDER
CLEARING
NEUTRAL
SNOW
BLIZZARD
SNOWLIGHT
XMAS Added in b416 (PS3/X360)
HALLOWEEN Added in b877.1 (PC/PS4/XO)

RDR II

HIGHPRESSURE
SUNNY
MISTY
FOG
CLOUDS
OVERCAST
OVERCASTDARK
DRIZZLE
RAIN
THUNDER
THUNDERSTORM
HURRICANE
SHOWER
HAIL
SLEET
SNOWCLEARING
SNOWLIGHT
SNOW
BLIZZARD
GROUNDBLIZZARD
WHITEOUT
SandStorm

Weather lists

Weather is actually not random in GTA 3D Trilogy. Every game hour, the games go through the list of weather types to determine the upcoming weather.

GTA III

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 01 02 02 01 00 00 00 01 03 03 01 00 00 01 01 
00 00 00 00 00 00 00 00 01 01 02 02 01 02 01 00 00 00 00 00 00 00 00 00 00 03 03 00 00 00 02 01

This array for v1.0 starts at 0x5FFBC8 in memory.

Vice City

No hurricane

04 04 04 04 04 04 04 04 00 00 00 04 04 04 00 00 00 04 04 04 04 00 00 04 04 04 04 04 04 04 04 04 
04 04 00 00 00 00 00 00 00 00 00 01 02 02 02 02 01 00 00 00 00 04 04 04 04 04 04 04 04 04 04 04

This array for v1.0 starts at 0x699EE4 in memory.

Hurricane

04 04 04 04 04 04 04 04 00 00 00 04 04 04 00 00 00 04 04 01 05 05 01 00 04 04 04 04 04 04 04 04 
04 04 00 00 00 00 00 00 00 00 00 00 01 05 05 05 01 00 00 00 00 04 04 04 04 04 04 04 04 04 04 04

This array for v1.0 starts at 0x699F64 in memory.

San Andreas

Map of SA weather regions

In San Andreas the map is divided into weather regions whose boundaries are hardcoded. These regions roughly cover major game cities and countryside locations. Each weather region has its own set of unique weathers listed below.

Countryside

13 13 13 13 13 13 13 13 14 15 09 09 15 14 13 14 14 13 13 13 13 14 14 13 13 13 13 13 13 13 13 13 
13 13 14 14 14 14 14 14 15 09 09 15 16 16 16 16 15 14 14 14 14 13 13 13 13 13 13 13 13 13 13 13

This array for v1.0 starts at 0x8D5EB0 in memory.

Los Santos

02 02 00 00 00 02 02 02 03 00 03 02 00 00 03 03 03 04 04 00 00 01 01 00 02 02 02 02 02 02 02 02 
02 02 03 03 03 03 03 03 02 02 03 03 00 00 16 00 04 01 01 01 01 00 00 02 02 02 02 02 02 02 02 02

This array for v1.0 starts at 0x8D5EF0 in memory.

San Fierro

05 05 05 05 05 07 07 09 09 07 05 05 05 05 05 07 07 07 08 08 07 07 05 05 05 05 06 06 05 07 09 09 
07 05 05 07 05 05 06 06 05 05 05 07 07 08 08 07 07 09 09 05 05 06 06 06 05 05 06 07 07 06 06 05

This array for v1.0 starts at 0x8D5F30 in memory.

Las Venturas

11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 10 10 10 10 10 11 11 11 11 11 11 11 11 
11 10 11 11 11 11 10 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 11 10 10 12 12 10 12 10 10

This array for v1.0 starts at 0x8D5F70 in memory.

Bone County

17 17 17 19 19 17 17 17 17 17 17 17 17 17 17 17 17 17 17 18 18 18 18 18 17 17 17 17 17 17 17 17 
17 17 17 17 17 19 19 19 17 17 17 17 17 17 17 17 17 17 18 18 18 17 17 17 17 17 17 17 19 19 19 17

This array for v1.0 starts at 0x8D5FB0 in memory.

Liberty City Stories

00 04 00 01 01 00 00 00 04 04 00 02 00 00 01 01 03 01 00 00 00 01 02 03 01 01 00 04 00 00 01 03
02 03 01 00 00 01 05 01 00 04 04 00 00 00 00 04 00 00 01 03 01 00 01 01 00 04 01 05 01 00 00 04

This array for PCSX2 starts at 0x2039A2E0 in memory.

Grand Theft Auto V

Weather Duration (Hours)
EXTRASUNNY 2
CLEAR 1
SMOG 4
EXTRASUNNY 1
SMOG 3
EXTRASUNNY 2
EXTRASUNNY 1
OVERCAST 1
EXTRASUNNY 2
SMOG 3
CLOUDS 2
CLEAR 5
EXTRASUNNY 1
SMOG 3
EXTRASUNNY 2
EXTRASUNNY 1
CLOUDS 5
CLEAR 2
SMOG 2
CLOUDS 2
CLEAR 1
SMOG 2
OVERCAST 2
SMOG 2
CLEAR 1
EXTRASUNNY 1
EXTRASUNNY 2
CLEAR 2
EXTRASUNNY 2
SMOG 3
FOGGY 1
SMOG 2
CLOUDS 4
SMOG 1
EXTRASUNNY 2
EXTRASUNNY 1
SMOG 2
OVERCAST 1
CLOUDS 1
EXTRASUNNY 1
FOGGY 1
CLEAR 3
CLEAR 4
CLEAR 5
EXTRASUNNY 2
EXTRASUNNY 2
SMOG 3
OVERCAST 1
SMOG 3
OVERCAST 3
THUNDER 1
SMOG 1
CLEAR 1
EXTRASUNNY 1
EXTRASUNNY 2
CLEAR 4
CLOUDS 2
CLEAR 3
EXTRASUNNY 1
CLEAR 1
CLEAR 5
SMOG 1
CLOUDS 2
RAIN 1
SMOG 5
CLOUDS 2
EXTRASUNNY 1
SMOG 2
EXTRASUNNY 1
EXTRASUNNY 2
CLEAR 3
CLEAR 5
SMOG 3
FOGGY 2
CLEAR 1
EXTRASUNNY 1
EXTRASUNNY 3
SMOG 2
OVERCAST 3
SMOG 1
EXTRASUNNY 1
EXTRASUNNY 1
SMOG 3
EXTRASUNNY 2
EXTRASUNNY 1
CLEAR 3
CLEAR 5
SMOG 3
EXTRASUNNY 2
SMOG 1
OVERCAST 2
SMOG 3
FOGGY 1
FOGGY 2
FOGGY 1
SMOG 1
EXTRASUNNY 2
EXTRASUNNY 1
EXTRASUNNY 3
EXTRASUNNY 1
CLEAR 5
SMOG 2
CLEAR 5
EXTRASUNNY 2
EXTRASUNNY 1
CLEAR 5
SMOG 1
CLEAR 5
EXTRASUNNY 1
CLEAR 3
CLEAR 2
SMOG 2
SMOG 4
OVERCAST 1
THUNDER 2
CLEARING 1
EXTRASUNNY 2
CLEAR 2
EXTRASUNNY 1
EXTRASUNNY 2
CLEAR 5
SMOG 3
OVERCAST 1
SMOG 2
OVERCAST 3
SMOG 1
CLEAR 5
EXTRASUNNY 1
EXTRASUNNY 1
SMOG 3
EXTRASUNNY 2
EXTRASUNNY 1
CLEAR 3
CLEAR 5
SMOG 3
OVERCAST 2
SMOG 2
CLEAR 4
EXTRASUNNY 2
EXTRASUNNY 1
EXTRASUNNY 3
EXTRASUNNY 1
SMOG 1
SMOG 4
EXTRASUNNY 1
EXTRASUNNY 1
SMOG 3
EXTRASUNNY 2
EXTRASUNNY 1
CLOUDS 5
CLEAR 2
SMOG 2
CLEAR 5
EXTRASUNNY 2
EXTRASUNNY 1
CLEAR 3
EXTRASUNNY 1
CLEAR 5
SMOG 3
OVERCAST 2
SMOG 2
CLEAR 4
EXTRASUNNY 2
SMOG 3
OVERCAST 1
CLOUDS 2
RAIN 1
THUNDER 3
RAIN 1
CLEARING 2
CLOUDS 1
EXTRASUNNY 4
SMOG 3

Mission script

01B5 GTA III Vice City San Andreas forces the upcoming weather type
01B6 GTA III Vice City San Andreas forces the weather type immediately
01B7 GTA III Vice City San Andreas releases the forced weather type
0251 GTA III stores the weather state
0252 GTA III restores the weather state
04F9 Vice City San Andreas sets the extra colors
04FA Vice City San Andreas clears the extra colors
057C Vice City allows hurricane weather

Tools

External links