Difference between revisions of "GXT"
m (→TKEY) |
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INT32 - 4b - [[Cryptography#CRC32|CRC32]] (Entryname) | INT32 - 4b - [[Cryptography#CRC32|CRC32]] (Entryname) | ||
− | The TKEY block is directly followed by the TDAT Block which contains the contents of the entries. The Entryoffset is relative to the TDAT + 8 | + | The TKEY block is directly followed by the TDAT Block which contains the contents of the entries. The Entryoffset is relative to the TDAT + 8 offset. |
===== TDAT ===== | ===== TDAT ===== |
Revision as of 12:49, 21 January 2018
A GTA Text (GXT) file contains almost all texts that are displayed on the screen of GTA2 and above. The location of those files may differ between the various game versions, but they are usualy located in a text\
folder inside the games installation directory. Except for GTA 2 There is one GXT file for each language, but the number of gxt files does not define the number of supported languages by the game.
File format
GTA 2
GTA 2 begins with a header followed by a TKEY block followed by a TDAT block. Within the TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game.
Header | ||
---|---|---|
Offset | Type | Description |
0x00 | char[3] | GBL
|
0x03 | char |
|
0x04 | word | File version, always 100 |
Block 1 (TKEY) | ||
0x06 | char[4] | TKEY
|
0x0A | dword | Size of TKEY block |
0x0E | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 22. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the size of TKEY block + 14.
Block 2 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | TDAT
|
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 22.
Characters beginning with 0x21 denote gang dialogue:
|
GTA III
GTA III is nearly identical to GTA 2 but without the header. It begins with a TKEY block followed by a TDAT block. Within the TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game. The Xbox version of Vice City uses this format also.
Block 1 (TKEY) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | TKEY
|
0x04 | dword | Size of TKEY block |
0x08 | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, size of TKEY block + 16. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the size of TKEY block + 8.
Block 2 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | TDAT
|
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16.
|
Vice City, Liberty City Stories, and Vice City Stories
Vice City, Liberty City Stories, and Vice City Stories begin with a TABL block, which was first introduced in Vice City, followed by an array of TKEY blocks. Within each TKEY block is an array of TKEY entries containing the offset to and the name of the TDAT entry. A TDAT entry contains the text to be displayed in the game. The Xbox version of Vice City uses GTA III's format instead.
Block 1 (TABL) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | TABL
|
0x04 | dword | Size of TABL block |
0x08 | TABL[n] | Array of TABL entries, where n is the number of entries. All entries are sorted in alphabetical order except the first one, MAIN .
|
Offset | Type | Description |
---|---|---|
0x00 | char[8] | TKEY entry name |
0x04 | dword | TKEY entry offset. The value is absolute. |
The absolute location of the TKEY block is simply the TKEY entry offset. The TKEY block format is slightly different for the first block named MAIN
. Hover over the dotted lines for information specific to that block. All other blocks follow the format shown below.
Block 2 (TKEY) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[8] | TKEY entry name |
0x08 | char[4] | TKEY
|
0x0C | dword | Size of TKEY block |
0x10 | TKEY[n] | Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order. |
Offset | Type | Description |
---|---|---|
0x00 | dword | TDAT entry offset. The value is relative to the location of the first entry of the array, which is, in absolute term, TKEY entry offset + size of TKEY block + 16. |
0x04 | char[8] | TDAT entry name |
The absolute location of the TDAT block is the TKEY entry offset + size of TKEY block + 16.
Block 3 (TDAT) | ||
---|---|---|
Offset | Type | Description |
0x00 | char[4] | TDAT
|
0x04 | dword | Size of TDAT block |
0x08 | TDAT[n] | Array of TDAT entries, where n is the number of entries. Entries are not sorted in alphabetical order but their order comes from the order of their entry in the GXT source file. |
Offset | Type | Description |
---|---|---|
0x00 | wchar_t[m] | An array of wide characters (2 bytes per character) to be displayed in the game, where m is the number of characters. The array is terminated by a null character (0x0000 ). The characters are based on the character table in the fonts.txd file, which mostly follows ASCII. The location of the entry in absolute term is TDAT entry offset + size of TKEY block + 16.
|
GTA San Andreas / GTA IV Format
Each GXT file contains certain tables with entries. And each entry has a unique CRC identifier and a normal text.
Header
The header contains information about the GXT version.
INT32 - 4b - Version (0x080004 for ASCII, 0x100004 for UTF-16)
Table Block
The Table Block contains data about the subtables and their offsets.
CHAR[4] - 4b - TABL INT32 - 4b - Blocksize //Array of [Blocksize / 12 Entries] CHAR[8] - 8b - Subtablename INT32 - 4b - Offset
The Offset of the subtable points to an 8-byte Char Array with the subtable's name, followed by TKEY. For the MAIN Table this points directly to TKEY!
GTA San Andreas has a limit of max 200 tables to be stored per GXT file.
TKEY and TDAT
TKEY
The TKEY Block of an subtable contains the CRC32-values of the entrytitles. The game calculates the CRC32-value out of a given string and checks if they exist in the GXT.
CHAR[4] - 4b - TKEY INT32 - 4b - Blocksize //Array of [Blocksize / 8] INT32 - 4b - Entryoffset INT32 - 4b - CRC32 (Entryname)
The TKEY block is directly followed by the TDAT Block which contains the contents of the entries. The Entryoffset is relative to the TDAT + 8 offset.
TDAT
CHAR[4] - 4b - TDAT INT32 - 4b - Blocksize
From here the entryoffset of each entry points to the content. The content can have different sizes. However it always ends in '\0'! For Example "Hello!" needs to be transformed to "Hello!\0" here and this gives a size of 6 bytes (To tell it in a short form content is a null-terminated string). If this is the 1st content in TDAT the next got an offset of 0x06!
Encodings
GTA SA : Windows-1252 always. GTA IV(8 bits) : Custom Encoding GTA IV(16 bits) : Well, its a fake 16 bits encoding, all you need to take care about first 8 bits(1 byte). Eg. A3F4 C2DD E922, read only A3, C2, E9.
Sorting
The sorting method for TABL, TKEY, TDAT is as follow:
Section | Sorting method |
---|---|
TABL | Sorted in alphabetical order |
TKEY | GTA SA: Sorted from the lowest crc32 to the highest crc32,
GTA IV: Unknown. Perhaps randomized order. |
TDAT | Not sorted. The data is stored from the first line to the last line in the GXT source file |
GTA 1 Format
GTA 1 language files have .fxt extension, and it's different from other games' format. Except the first 8 byte it uses very simple encryption. To get text, just substract 1 from every byte. First 8 bytes have different encryption, probably just to confuse modders. For every byte substract a value returned from left shifting 99.
Character maps
These character maps display all possible characters that can be used in the GXT file. Each character is represented by a hexadecimal value, which can be constructed by adding the value in the leftmost column to the value in the topmost row, e.g. a capital letter A is represented by 0x41 in hex.
GTA III
Font Style 0 (Bank)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | △ | # | $ | % | & | ' | ( | ) | * | + | , | - | . | / | |
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ; | ◀ | = | ▶ | ? |
40 | ™ | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
50 | P | Q | R | S | T | U | V | W | X | Y | Z | [ | \ | ] | ^ | ° |
60 | ` | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
70 | p | q | r | s | t | u | v | w | x | y | z | ◯ | ~ | |||
80 | À | Á | Â | Ä | Æ | Ç | È | É | Ê | Ë | Ì | Í | Î | Ï | Ò | Ó |
90 | Ô | Ö | Ù | Ú | Û | Ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | Ñ | ñ | ¿ |
B0 | ¡ | ' |
Font Style 1 (Pager)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | " | # | $ | % | & | ' | ( | ) | - | , | - | . | |||
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ? | ||||
40 | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
50 | P | Q | R | S | T | U | V | W | X | Y | Z | |||||
60 | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o | |
70 | p | q | r | s | t | u | v | w | x | y | z | ~ | ||||
80 | À | Á | Â | Ä | Æ | Ç | È | É | Ê | Ë | Ì | Í | Î | Ï | Ò | Ó |
90 | Ô | Ö | Ù | Ú | Û | Ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | Ñ | ñ | ¿ |
B0 | ¡ |
Font Style 2 (Heading)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | △ | ® | $ | % | & | ' | ( | ) | + | , | - | . | ✕ | ||
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ▲ | ◀ | ▼ | ▶ | ? |
40 | ™ | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
50 | p | q | r | s | t | u | v | w | x | y | z | \ | № | ° | ||
60 | © | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
70 | p | q | r | s | t | u | v | w | x | y | z | ◯ | ~ | |||
80 | à | á | â | ä | æ | ç | è | é | ê | ë | ì | í | î | ï | ò | ó |
90 | ô | ö | ù | ú | û | ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | ñ | ñ | ¿ |
B0 | ¡ |
- Characters in italic are the pager font.
- Characters in bold use Pricedown font or have a dirty look.
- Characters in both bold and italic use an italicized Pricedown font.
- Hover your mouse over the dotted line for characters that cannot be displayed in the browser.
Vice City
Font Style 0 (Bank)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | $ | % | & | ' | [ | ] | + | , | - | . | |||||
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ? | ||||
40 | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | |
50 | P | Q | R | S | T | U | V | W | X | Y | Z | \ | ¡ | \ | ||
60 | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o | |
70 | p | q | r | s | t | u | v | w | x | y | z | ~ | ||||
80 | À | Á | Â | Ä | Æ | Ç | È | É | Ê | Ë | Ì | Í | Î | Ï | Ò | Ó |
90 | Ô | Ö | Ù | Ú | Û | Ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | Ñ | ñ | ¿ |
B0 | i |
Font Style 1 (Standard)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | " | # | $ | % | & | ' | ( | ) | * | + | , | - | . | / | |
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ; | = | ? | ||
40 | ™ | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
50 | P | Q | R | S | T | U | V | W | X | Y | Z | [ | \ | ] | ¡ | ° |
60 | ` | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
70 | p | q | r | s | t | u | v | w | x | y | z | | | $ | ~ | ) | |
80 | À | Á | Â | Ä | Æ | Ç | È | É | Ê | Ë | Ì | Í | Î | Ï | Ò | Ó |
90 | Ô | Ö | Ù | Ú | Û | Ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | Ñ | ñ | ¿ |
B0 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | a |
Font Style 2 (Heading)
00 | 01 | 02 | 03 | 04 | 05 | 06 | 07 | 08 | 09 | 0A | 0B | 0C | 0D | 0E | 0F | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
20 | ! | " | # | $ | % | & | ' | ( | ) | * | + | , | - | . | / | |
30 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | ; | = | ? | ||
40 | ™ | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
50 | p | q | r | s | t | u | v | w | x | y | z | [ | \ | ] | ¡ | ° |
60 | ` | a | b | c | d | e | f | g | h | i | j | k | l | m | n | o |
70 | p | q | r | s | t | u | v | w | x | y | z | | | $ | ~ | ) | |
80 | à | á | â | ä | æ | ç | è | é | ê | ë | ì | í | î | ï | ò | ó |
90 | ô | ö | ù | ú | û | ü | ß | à | á | â | ä | æ | ç | è | é | ê |
A0 | ë | ì | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | ñ | ñ | ¿ |
B0 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | : | a | b | c | d | e |
C0 | f | g | h | i | j | k | l | m | n | o | p | q | r | s | t | u |
D0 | v | w | x | y | z | à | á | â | ä | æ | ç | è | é | ê | ë | ì |
E0 | í | î | ï | ò | ó | ô | ö | ù | ú | û | ü | ß | ñ | ¿ | ' | . |
- Characters in italic use Rage Italic font.
- Characters in bold use Pricedown font or have a dirty look.
- Hover your mouse over the dotted line for characters that cannot be displayed in the browser.
- See also: Japanese character map
Tokens
A token is a character or string surrounded by ~
and is used for displaying colors, symbols, dynamic text, and button controls in text. Tokens with visible effects are listed in tables below. Note that using ~
by itself will crash the game when the game attempts to display it.
Symbols and colors
Token | ||||
---|---|---|---|---|
~1~ | number within a text | |||
~A~ | - | - | L3 icon (PS2) / LStick icon (XBOX) | - |
~B~ | - | bold and unbold text; text must be enclosed by two of these tokens | - | |
~K~ | - | - | L1 icon (PS2) / LT icon (XBOX) | - |
~Y~ | - | - | yellow text | |
~a~ | text within a text | |||
~b~ | blue text | blue text | blue text | blue text |
~c~ | - | - | R3 icon (PS2) / RStick icon (XBOX) | - |
~d~ | - | - | ▼-icon | - |
~g~ | green text | hot pink text | green text | green text |
~h~ | white text | highlight | white text | |
~j~ | - | - | R1 icon (PS2) / RT icon (XBOX) | - |
~k~ | key (followed by buttons) | |||
~l~ | black text | forces text to default color and ignores set colors | black text | |
~n~ | - | - | newline | - |
~m~ | - | - | L2 icon (PS2) / WHITE icon (XBOX) | - |
~o~ | - | pink text | Circle icon (PS2) / B icon (XBOX) | pink text |
~p~ | purple text | purple text | purple text | |
~q~ | - | plum pink text | Square icon (PS2) / X icon (XBOX) | plum pink text |
~r~ | red text | hot pink text | red text | red text |
~s~ | - | - | reset color to standard | - |
~t~ | - | green text | Triangle icon (PS2) / Y icon (XBOX) | green text |
~u~ | - | - | ▲-icon | - |
~v~ | - | - | R2 icon (PS2) / BLACK icon (XBOX) | - |
~w~ | gray text | white text | white text | |
~x~ | - | light blue text | Cross icon (PS2) / A icon (XBOX) | light blue text |
~y~ | yellow text | yellow text | yellow text | yellow text |
~z~ | - | - | subtitle (doesn't shown when the Subtitles option is off) | - |
~<~ | - | - | ◄-icon | - |
~>~ | - | - | ►-icon | - |
~f~ | - | Text flashing | - |
In GTA III's original GXT files for the PC version, the token l
is unused. The token W
appears erroneously in GXT key AS3_A
in all language files except the Italian one. In Vice City's original GXT files for the PC version, the tokens B
and l
are unused. t
and x
are unused in the English language file but appear to be used erroneously in other language files. The token c
appears erroneously in GXT key FIN_B5
; it could have represented the cyan color to match the color of the blip the text represents.[1] The token also appears in GXT key RCH1_3
in all language files except the English one.
Buttons
You can use opcode 00E1 to check if these keys are being pressed.
Foot Controls
Key | Game | Entry |
---|---|---|
Fire | ~PED_FIREWEAPON~ | |
Next Weapon / Target | ~PED_CYCLE_WEAPON_RIGHT~ | |
Previous Weapon / Target | ~PED_CYCLE_WEAPON_LEFT~ | |
Group Ctrl Forward | ~GROUP_CONTROL_FWD~ | |
Group Ctrl Back | ~GROUP_CONTROL_BWD~ | |
Conversation - No | ~CONVERSATION_NO~ | |
Conversation - Yes | ~CONVERSATION_YES~ | |
Forward | ~GO_FORWARD~ | |
Backwards | ~GO_BACK~ | |
Left | ~GO_LEFT~ | |
Right | ~GO_RIGHT~ | |
Zoom In | ~PED_SNIPER_ZOOM_IN~ | |
Zoom Out | ~PED_SNIPER_ZOOM_OUT~ | |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | |
Jump | ~PED_JUMPING~ | |
Sprint | ~PED_SPRINT~ | |
Target / Aim Weapon | ~PED_LOCK_TARGET~ | |
Crouch | ~PED_DUCK~ | |
Action | ~PED_ANSWER_PHONE~ | |
Walk | ~SNEAK_ABOUT~ | |
Look Behind | ~PED_LOOKBEHIND~ | |
Look Left | [a] | ~PED_1RST_PERSON_LOOK_LEFT~ |
Look Right | [a] | ~PED_1RST_PERSON_LOOK_RIGHT~ |
Look Up | [a] | ~PED_1RST_PERSON_LOOK_UP~ |
Look Down | [a] | ~PED_1RST_PERSON_LOOK_DOWN~ |
Next Target | [a] | ~PED_CYCLE_TARGET_LEFT~ |
Previous Target | [a] | ~PED_CYCLE_TARGET_RIGHT~ |
Center Camera | [a] | ~PED_CENTER_CAMERA_BEHIND_PLAYER~ |
Vehicle Controls
Key | Game | Entry |
---|---|---|
Fire | ~VEHICLE_FIREWEAPON~ | |
Secondary Fire | ~VEHICLE_FIREWEAPON_ALT~ | |
Accelerate | ~VEHICLE_ACCELERATE~ | |
Brake / Reverse | ~VEHICLE_BRAKE~ | |
Left | ~VEHICLE_STEERLEFT~ | |
Right | ~VEHICLE_STEERRIGHT~ | |
Steer Forward / Down | ~VEHICLE_STEERDOWN~ | |
Steer Back / Up | ~VEHICLE_STEERUP~ | |
Enter+Exit | ~VEHICLE_ENTER_EXIT~ | |
Trip Skip | ~CONVERSATION_YES~ | |
Change Radio Station | ~VEHICLE_CHANGE_RADIO_STATION~ | |
Next Radio Station | ~VEHICLE_RADIO_STATION_UP~ | |
Previous Radio Station | ~VEHICLE_RADIO_STATION_DOWN~ | |
User Track Skip | none | |
Horn | ~VEHICLE_HORN~ | |
Sub-mission | ~TOGGLE_SUBMISSIONS~ | |
Change Camera | ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~ | |
Handbrake | ~VEHICLE_HANDBRAKE~ | |
Mouse Look | ~VEHICLE_MOUSELOOK~ | |
Look Left | ~VEHICLE_LOOKLEFT~ | |
Look Right | ~VEHICLE_LOOKRIGHT~ | |
Turret Left / Special Ctrl Left | ~VEHICLE_TURRETLEFT~ | |
Turret Right / Special Ctrl Right | ~VEHICLE_TURRETRIGHT~ | |
Turret Up / Special Ctrl Up | ~VEHICLE_TURRETUP~ | |
Turret Down / Special Ctrl Down | ~VEHICLE_TURRETDOWN~ | |
Look Behind | [b] | ~VEHICLE_LOOKBEHIND~ |
Unused
Here are some keypress codes only used during development stage. They were removed or replaced later but probably they are still working. Maybe this is useful for further research. Some are only used in PS2 Version.
~TAKE_SCREEN_SHOT~ |
~SWITCH_DEBUG_CAM_ON~ |
~TOGGLE_DPAD~ |
~NETWORK_TALK~ |
Tools
GTA2 GXT Editor v2.0 - by Delfi | |
Grand Theft Auto GXT Editor v1.3 - by Zverik, retrieved from archive.org | |
SAGE v0.9.7 - by AleX AciD | |
GTA Texter v2.0b3 - by feroCT5 | |
GTAGarage: GXT Editor 1.3 - by Jevon | |
GTA: Vice City GXT Editor v1.2 - by CyQ | |
GXT Builder, by Silent | |
GTA San Andreas Text Editor - by JernejL | |
GTA: San Andreas GXT Editor v1.3 - by Hammer83 | |
A-GXT Editor v1.0a - by Aschratt | |
X GXT Editor v2.1 - by xmen | |
OpenIV - Have Inbuilt GXT file viewer |
Reference
External links
- GXT entries in e.gxt
- List of all English GXT entries
- List of non-English GXT entries
- american.gxt source - original code found by Wesser
- Some of GTA IV GXT text entry names
- GTAForums: List of usable characters
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |