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- ...r to San Andreas. For explanation of an SFX file in San Andreas see [[SFX (SA)]]}} '''SFX''' is a file [[archive]] of short audio effects used in [[GTA 2]], [[GTA III]], and [[Vice City]]. They consist of two file types, <code>.RAW</code>101 KB (13,143 words) - 09:23, 18 July 2020
- ...ity]], and [[San Andreas]], or the <code>.\common\data</code> directory of GTA IV. It contains a color table and its index can be used to associate a colo |<code>[[#car4|car4]]</code> ||{{Icon|SA}} {{Icon|4}} ||48 KB (5,721 words) - 15:20, 18 December 2017
- No GTA game uses all the available opcodes (32,767 or <code>0x7FFF</code>). There *** [[#Strings|Variable-length strings]] {{icon|sa}}17 KB (2,448 words) - 00:47, 14 February 2022
- ...thin these scripts do not require starting a new game. Opcode [[00D7]] for GTA III and Vice City behaves similarly to this opcode except scripts are not d === GTA III ===22 KB (3,109 words) - 03:22, 28 January 2017
- === GTA 2 === In GTA 2 each of three game levels contains 50 hidden badges resembling the game l18 KB (1,573 words) - 21:33, 18 July 2015
- This article deals with the format of a '''save game file''' for [[GTA San Andreas]]. It is specifically geared towards the PC version(s) but much By default, GTA SA places its saved game files into the folder "GTA San Andreas User Files" which is located in the current user's Documents fo50 KB (6,989 words) - 15:14, 22 October 2016
- ...in Vice City'''. Their appearance and order are directly based on [[Saves (GTA VC)#Block 19: Stats|block 19 of the save file]]. Stats not saved in that bl ...int ||0x9751F4 ||IndustrialPassed ||- ||- ||- ||- ||unused, left over from GTA III26 KB (3,947 words) - 22:49, 5 May 2017
- | [[04CE]] || {{a|r}} | {{Icon|VC}} {{Icon|SA}} || adds a short range sprite blip to a coordinates point | [[0570]] || {{a|r}} | {{Icon|VC}} {{Icon|SA}} || adds a short range sprite blip to a contact point15 KB (2,083 words) - 03:16, 7 August 2020
- ...ntain path information used by the mission script in [[San Andreas]] and [[GTA 4]]. It is a direct successor to the [[Chase.dat|chase*.dat]] files. The p ...lation has '''426''' R3 paths. Maximum number of these paths is '''475'''. GTA IV increases this limit. By default there are '''1813''' R3 paths. The limi7 KB (1,132 words) - 23:02, 25 May 2019
- | game = {{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}} ...n be heard once the player enters the defined zone. This section exists in GTA IV but it serves no function in the game.6 KB (913 words) - 09:51, 5 June 2016
- ...nal)}} {{Icon|VC|16||Vice City (not functional)}} {{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}} ...n [[San Andreas]]. The section exists in [[GTA III]], [[Vice City]], and [[GTA IV]] but it serves no function in them. It is used to define item [[pickup]3 KB (366 words) - 23:47, 14 June 2016
- Here is the almost complete list of all statistics used in [[GTA 4]] and its IDs. These IDs could be used in such [[native function]]s as [[ | 55 || Total race time || ||24 KB (2,869 words) - 15:40, 25 January 2024
- '''Note that all offsets thus posted have been confirmed for GTA San Andreas (GTA_SA.EXE) version 1.0.''' ...' for function addresses, for these look into [[Function Memory Addresses (SA)]].69 KB (9,778 words) - 17:26, 29 January 2024
- '''Statistics in GTA III''' is a set of different values reflecting the player activity during g As stats in GTA III have no IDs assigned to them, they are documented in order they appear21 KB (1,600 words) - 08:59, 23 May 2015
- ...MG archive|archive]] of [[streamed script]]s used in [[San Andreas]] and [[GTA IV]]. The following is a list of scripts that are used in these games. | 5514 KB (1,904 words) - 19:25, 3 February 2015
- ...icle [[CFG|configuration]] data and settings for the particle system for [[GTA III]] and [[Vice City]]. | [[File:GTA 3 Particle - Spark.png |100px]] || 0 || SPARK10 KB (1,467 words) - 14:33, 12 January 2019
- | 55 Also there are various [[native function]]s in [[GTA IV]] to use decision markers:4 KB (570 words) - 21:55, 11 June 2017