Talk:List of opcodes
Jump to navigation
Jump to search
spaceeinstein, I would love if you will check all those opcodes I marked as needed to be confirmed =) As I don't have GTA III/VC installed right now, and doing all researches basing upon the disassembled exe file. Seemann?!
- Oh wow, it's amazing how correct most of them are. I didn't know that you didn't have them installed. I was on vacation for a week and was only able to test some opcodes for III. The ones I had tested so far work great. I have VC installed on this computer so I can test VC anytime. In two weeks I might be able to test more for III if I have the time/motivation. It's surprising how many of these useful opcodes are just removed in later games.--Spaceeinstein 20:11, 22 March 2010 (UTC)
- 01F8 - confirmed, 2nd param is the number
- 021F - confirmed, taxi lights only light up on newly spawned taxis, not old ones
- 021A - confirmed, last param doesn't seem to do anything but it creates a garage nonetheless, crashes in VC
- 0251 - confirmed
- 0252 - confirmed
- 02BA - tried but no noticeable effect, params seem correct as the game didn't crash
- 02BB - tried but no noticeable effect, params seem correct as the game didn't crash
- 02DA - confirmed, only difference is that there is no model, it can only create one pickup, use it again and it moves the old one to the new location
- Ok, thanks. Some of opcodes still need to be tested (013b, 013c, 0195, etc...), hope you will find time to sort them out. ;) And I see there are opcodes meant of being unsupported while they actually work. I'm about 0292, 0295. I wonder on how many hidden opcodes still can be there... Seemann?! 20:46, 22 March 2010 (UTC)