Difference between revisions of "GXT"

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(Add gxt file links for IV, SA, VCS, LCS)
 
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A '''G'''TA Te'''xt''' (''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 <code>text\</code> 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.  
+
A '''G'''TA Te'''xt''' (''GXT'') file is a file that contains strings that are presented to the player in GTA2 and above. Their placement differs between games, but GXT files are usually located in a <code>text</code> directory in the game installation folder. In games other than [[GTA 2]], there is one GXT file for each language, but the number of GXT files does not necessarily match the number of supported languages.
 +
 
 +
== Purpose ==
 +
GXT files act as dictionaries that map short, symbolic strings (or some other unique value) to longer strings. Programmers use only the short key strings (such as "GM_OVR"), and then before these strings are shown to the user they are replaced with translated versions in their own language – "Game Over" if the user selected the English language. This allows the game to be easily translated into other languages without the need for major code changes: translators can simply translate the game text into the correct language and strings from the new language's GXT file will be used if the player selects that language.
  
 
== File format ==
 
== File format ==
 
=== GTA 2 ===
 
=== 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.
+
GTA 2's GXT files begin with a header followed by a ''TKEY'' block and then a ''TDAT'' block. The TKEY block contains an array of entries that give the offset and name of the corresponding entry in the TDAT table. The TDAT entry contains the text that will be displayed in the game.
  
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
Line 76: Line 79:
  
 
=== GTA III ===
 
=== 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.
+
GTA III's GXT files are identical to those of GTA 2, except that they do not have headers – they start with the TKEY block instead. There is also no special treatment of characters starting with <code>0x21</code> in TDAT entries.
 +
 
 +
The Xbox version of Vice City uses this format as well.
 +
 
 +
=== GTA VC/LCS/VCS ===
 +
In Vice City, Vice City Stories and Liberty City Stories, there is a new ''TABL'' block which precedes the TKEY block. The Xbox version of Vice City uses the GTA III format.
  
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
!colspan="3" |Block 1 (TKEY)
+
!colspan="3" |Block 1 (TABL)
 
|-
 
|-
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |Description
 
|-
 
|-
|0x00 ||char[4] ||<code>TKEY</code>
+
|0x00 ||char[4] ||<code>TABL</code>
 
|-
 
|-
|0x04 ||dword ||Size of TKEY block
+
|0x04 ||dword ||Size of TABL block
 
|-
 
|-
|0x08 ||TKEY[n] ||Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order.
+
|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, <code>MAIN</code>.
 
|}
 
|}
 
<div style="margin-left: 3em;">
 
<div style="margin-left: 3em;">
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes):
+
|+ style="text-align: left;" |TABL ({{Hint|0xC|12}} bytes):
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |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.
+
|0x00 ||char[8] ||TKEY entry name
 
|-
 
|-
|0x04 ||char[8] ||TDAT entry name
+
|0x04 ||dword ||TKEY entry offset. The value is absolute.
 
|}
 
|}
 
</div>
 
</div>
  
The absolute location of the TDAT block is the size of TKEY block + 8.
+
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 <code>MAIN</code>. Hover over the dotted lines for information specific to that block. All other blocks follow the format shown below.
  
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
!colspan="3" |Block 2 (TDAT)
+
!colspan="3" |Block 2 (TKEY)
 
|-
 
|-
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |Description
 
|-
 
|-
|0x00 ||char[4] ||<code>TDAT</code>
+
|{{Hint|0x00|Omit for MAIN}} ||char[8] ||TKEY entry name
 +
|-
 +
|{{Hint|0x08|0x00 for MAIN}} ||char[4] ||<code>TKEY</code>
 
|-
 
|-
|0x04 ||dword ||Size of TDAT block
+
|{{Hint|0x0C|0x04 for MAIN}} ||dword ||Size of TKEY 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 [[#External links|GXT source file]].
+
|{{Hint|0x10|0x08 for MAIN}} ||TKEY[n] ||Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order.
 
|}
 
|}
 
<div style="margin-left: 3em;">
 
<div style="margin-left: 3em;">
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
|+ style="text-align: left;" |TDAT (m * 2 bytes):
+
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes):
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |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 (<code>0x0000</code>). 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.
+
|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 + {{Hint|16|12 for MAIN}}.
 +
|-
 +
|0x04 ||char[8] ||TDAT entry name
 
|}
 
|}
 
</div>
 
</div>
  
=== Vice City, Liberty City Stories, and Vice City Stories ===
+
The absolute location of the TDAT block is the TKEY entry offset + size of TKEY block + {{Hint|16|8 for MAIN}}.
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.
+
 
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
!colspan="3" |Block 1 (TABL)
+
!colspan="3" |Block 3 (TDAT)
 
|-
 
|-
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |Description
 
|-
 
|-
|0x00 ||char[4] ||<code>TABL</code>
+
|0x00 ||char[4] ||<code>TDAT</code>
 
|-
 
|-
|0x04 ||dword ||Size of TABL block
+
|0x04 ||dword ||Size of TDAT 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, <code>MAIN</code>.
+
|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 [[#External links|GXT source file]].
 
|}
 
|}
 
<div style="margin-left: 3em;">
 
<div style="margin-left: 3em;">
 
{|class="wikitable" style="max-width: 64em;"
 
{|class="wikitable" style="max-width: 64em;"
|+ style="text-align: left;" |TABL ({{Hint|0xC|12}} bytes):
+
|+ style="text-align: left;" |TDAT (m bytes):
 
!Offset ||Type ||style="width: 100%;" |Description
 
!Offset ||Type ||style="width: 100%;" |Description
 
|-
 
|-
|0x00 ||char[8] ||TKEY entry name
+
|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 (<code>0x0000</code>). 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.
|-
 
|0x04 ||dword ||TKEY entry offset. The value is absolute.
 
 
|}
 
|}
 
</div>
 
</div>
  
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 <code>MAIN</code>. Hover over the dotted lines for information specific to that block. All other blocks follow the format shown below.
+
=== GTA SA/IV ===
 +
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.
 +
 
 +
INT16  - 2b  - Version (4)
 +
INT16  - 2b  - Number of bits per character (8: ASCII, 16: UTF-16)
  
{|class="wikitable" style="max-width: 64em;"
+
==== Table Block ====
!colspan="3" |Block 2 (TKEY)
+
The ''Table Block'' contains data about the subtables and their offsets.
|-
+
 
!Offset ||Type ||style="width: 100%;" |Description
+
CHAR[4] - 4b  - TABL
|-
+
INT32  - 4b  - Blocksize
|{{Hint|0x00|Omit for MAIN}} ||char[8] ||TKEY entry name
+
|-
+
//Array of [Blocksize / 12 Entries]
|{{Hint|0x08|0x00 for MAIN}} ||char[4] ||<code>TKEY</code>
+
CHAR[8] - 8b  - Subtablename
|-
+
INT32  - 4b  - Offset
|{{Hint|0x0C|0x04 for MAIN}} ||dword ||Size of TKEY block
 
|-
 
|{{Hint|0x10|0x08 for MAIN}} ||TKEY[n] ||Array of TKEY entries, where n is the number of entries. All entries are sorted in alphabetical order.
 
|}
 
<div style="margin-left: 3em;">
 
{|class="wikitable" style="max-width: 64em;"
 
|+ style="text-align: left;" |TKEY ({{Hint|0xC|12}} bytes):
 
!Offset ||Type ||style="width: 100%;" |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 + {{Hint|16|12 for MAIN}}.
 
|-
 
|0x04 ||char[8] ||TDAT entry name
 
|}
 
</div>
 
  
The absolute location of the TDAT block is the TKEY entry offset + size of TKEY block + {{Hint|16|8 for MAIN}}.
+
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!
  
{|class="wikitable" style="max-width: 64em;"
+
GTA San Andreas has a limit of max 200 tables to be stored per GXT file.
!colspan="3" |Block 3 (TDAT)
 
|-
 
!Offset ||Type ||style="width: 100%;" |Description
 
|-
 
|0x00 ||char[4] ||<code>TDAT</code>
 
|-
 
|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 [[#External links|GXT source file]].
 
|}
 
<div style="margin-left: 3em;">
 
{|class="wikitable" style="max-width: 64em;"
 
|+ style="text-align: left;" |TDAT (m bytes):
 
!Offset ||Type ||style="width: 100%;" |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 (<code>0x0000</code>). 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.
 
|}
 
</div>
 
  
=== GTA San Andreas / GTA IV Format ===
+
==== TKEY and TDAT ====
Each GXT file contains certain tables with entries. And each entry has a unique CRC identifier and a normal text.
+
===== TKEY =====
  
==== Header ====
+
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.
The header contains information about the GXT version.
 
  
INT32  - 4b  - Version (0x080004 for ASCII, 0x100004 for UTF-16)
+
  CHAR[4] - 4b  - TKEY
 
 
==== Table Block ====
 
The ''Table Block'' contains data about the subtables and their offsets.
 
 
 
  CHAR[4] - 4b  - TABL
 
 
  INT32  - 4b  - Blocksize
 
  INT32  - 4b  - Blocksize
 
   
 
   
//Array of [Blocksize / 12 Entries]
+
  //Array of [Blocksize / 8]
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  - Entryoffset
 
  INT32  - 4b  - [[Cryptography#CRC32|CRC32]] (Entryname)
 
  INT32  - 4b  - [[Cryptography#CRC32|CRC32]] (Entryname)
Line 1,483: Line 1,446:
  
 
=== Symbols and colors ===
 
=== Symbols and colors ===
{|class="wikitable center-col-1 center-col-2 center-col-3"
+
{|class="wikitable center-col-1 center-col-2 center-col-3 center-col-4"
 
! style="width: 5em;"  | Token
 
! style="width: 5em;"  | Token
 
! style="width: 15em;" | {{Icon|3}}
 
! style="width: 15em;" | {{Icon|3}}
Line 1,489: Line 1,452:
 
! style="width: 15em;" | {{Icon|SA}}
 
! style="width: 15em;" | {{Icon|SA}}
 
! style="width: 15em;" | {{Icon|LCS}}
 
! style="width: 15em;" | {{Icon|LCS}}
 +
! style="width: 15em;" | {{Icon|IV}}
 
|-
 
|-
 
| ~1~
 
| ~1~
 
| colspan="4" | number within a text
 
| colspan="4" | number within a text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~A~
 
| ~A~
Line 1,497: Line 1,462:
 
| -
 
| -
 
| L3 icon (PS2) / LStick icon (XBOX)
 
| L3 icon (PS2) / LStick icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
Line 1,503: Line 1,469:
 
| bold and unbold text; text must be enclosed by two of these tokens
 
| bold and unbold text; text must be enclosed by two of these tokens
 
| {{a|c}} | -
 
| {{a|c}} | -
|
+
| {{a|c}} | -
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~K~
 
| ~K~
Line 1,509: Line 1,476:
 
| -
 
| -
 
| L1 icon (PS2) / LT icon (XBOX)
 
| L1 icon (PS2) / LT icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
Line 1,514: Line 1,482:
 
| -
 
| -
 
| -
 
| -
|
+
| {{a|c}} | -
 
| style="color:#FFE34F; text-align: center;" | yellow text
 
| style="color:#FFE34F; text-align: center;" | yellow text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~a~
 
| ~a~
| colspan="4" | text within a text
+
| colspan="4" | area text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~b~
 
| ~b~
Line 1,525: Line 1,495:
 
| blue text
 
| blue text
 
| style="color:#4D9BD2; text-align: center;" | blue text
 
| style="color:#4D9BD2; text-align: center;" | blue text
 +
| style="color:#336972; text-align: center;" | blue text
 
|-
 
|-
 
| ~c~
 
| ~c~
Line 1,530: Line 1,501:
 
| -
 
| -
 
| R3 icon (PS2) / RStick icon (XBOX)
 
| R3 icon (PS2) / RStick icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
Line 1,536: Line 1,508:
 
| -
 
| -
 
| &#9660;-icon
 
| &#9660;-icon
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
Line 1,543: Line 1,516:
 
| green text
 
| green text
 
| style="color:#4B974B; text-align: center;" | green text
 
| style="color:#4B974B; text-align: center;" | green text
 +
| style="color:#577c58; text-align: center;" | green text
 
|-
 
|-
 
| ~h~
 
| ~h~
 
| colspan="2" style="color:#E1E1E1;" | white text
 
| colspan="2" style="color:#E1E1E1;" | white text
| {{a|l}} | highlight
+
| {{a|c}} | highlight
 
| style="text-align: center;" | white text
 
| style="text-align: center;" | white text
 +
| style="color:#d2d2d2; text-align: center;" | white text
 
|-
 
|-
 
| ~j~
 
| ~j~
Line 1,553: Line 1,528:
 
| -
 
| -
 
| R1 icon (PS2) / RT icon (XBOX)
 
| R1 icon (PS2) / RT icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
 
| ~k~
 
| ~k~
 
| colspan="4" | key (followed by [[#Buttons|buttons]])
 
| colspan="4" | key (followed by [[#Buttons|buttons]])
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~l~
 
| ~l~
Line 1,563: Line 1,540:
 
| black text
 
| black text
 
|
 
|
 +
| style="text-align: center;" | black text
 
|-
 
|-
| ~n~
+
| ~m~
 
| -
 
| -
 
| -
 
| -
| newline
+
| L2 icon (PS2) / WHITE icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
| ~m~
+
| ~n~
 
| -
 
| -
| -
+
| style="text-align: center;" | Empty character, allows blanking out subtitles
| L2 icon (PS2) / WHITE icon (XBOX)
+
| style="text-align: center;" | newline
| {{a|c}} | -
+
| style="text-align: center;" | newline
 +
| style="text-align: center;" | newline
 
|-
 
|-
 
| ~o~
 
| ~o~
Line 1,581: Line 1,561:
 
| Circle icon (PS2) / B icon (XBOX)
 
| Circle icon (PS2) / B icon (XBOX)
 
| style="color:#E57D7E; text-align: center;" | pink text
 
| style="color:#E57D7E; text-align: center;" | pink text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~p~
 
| ~p~
 
| colspan="2" style="color:#A86EFC;" | purple text
 
| colspan="2" style="color:#A86EFC;" | purple text
| {{a|l}} | purple text
+
| {{a|c}} | purple text
 
| style="color:#9752C5; text-align: center;" | purple text
 
| style="color:#9752C5; text-align: center;" | purple text
 +
| style="color:#986f9e; text-align: center;" | purple text
 
|-
 
|-
 
| ~q~
 
| ~q~
Line 1,592: Line 1,574:
 
| Square icon (PS2) / X icon (XBOX)
 
| Square icon (PS2) / X icon (XBOX)
 
| style="color:#C790CB; text-align: center;" | plum pink text
 
| style="color:#C790CB; text-align: center;" | plum pink text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~r~
 
| ~r~
Line 1,598: Line 1,581:
 
| red text
 
| red text
 
| style="color:#AE0000; text-align: center;" | red text
 
| style="color:#AE0000; text-align: center;" | red text
 +
| style="color:#994545; text-align: center;" | red text
 
|-
 
|-
 
| ~s~
 
| ~s~
Line 1,604: Line 1,588:
 
| reset color to standard
 
| reset color to standard
 
| {{a|c}} | -
 
| {{a|c}} | -
 +
| style="color:#e1e1e1; text-align: center;" | white text
 
|-
 
|-
 
| ~t~
 
| ~t~
Line 1,610: Line 1,595:
 
| Triangle icon (PS2) / Y icon (XBOX)
 
| Triangle icon (PS2) / Y icon (XBOX)
 
| style="color:#56D492; text-align: center;" | green text
 
| style="color:#56D492; text-align: center;" | green text
 +
| {{a|c}} | -
 
|-
 
|-
 
| ~u~
 
| ~u~
Line 1,615: Line 1,601:
 
| -
 
| -
 
| &#9650;-icon
 
| &#9650;-icon
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
Line 1,621: Line 1,608:
 
| -
 
| -
 
| R2 icon (PS2) / BLACK icon (XBOX)
 
| R2 icon (PS2) / BLACK icon (XBOX)
 +
| {{a|c}} | -
 
| {{a|c}} | -
 
| {{a|c}} | -
 
|-
 
|-
 
| ~w~
 
| ~w~
 
| colspan="2" style="color:#AFAFAF;" | gray text
 
| colspan="2" style="color:#AFAFAF;" | gray text
| {{a|l}} | white text
+
| {{a|c}} | white text
 
| style="color:#E1E1E1; text-align: center;" | white text
 
| style="color:#E1E1E1; text-align: center;" | white text
 +
| style="color:#e1e1e1; text-align: center;" | white text
 
|-
 
|-
 
| ~x~
 
| ~x~
 
| -
 
| -
| style="color:#8492C5;" | light blue text
+
| style="color:#8492C5;" | light blue text
| Cross icon (PS2) / A icon (XBOX)
+
| Cross icon (PS2) / A icon (XBOX)
| style="color:#8492C5; text-align: center;" | light blue text
+
| style="color:#8492C5; text-align: center;" | light blue text
|-
+
| {{a|c}} | -
| ~y~
+
|-
| style="color:#D2C46A;" | yellow text
+
| ~y~
| style="color:#FFE34F;" | yellow text
+
| style="color:#D2C46A;" | yellow text
| yellow text
+
| style="color:#FFE34F;" | yellow text
| style="color:#FFFF00; text-align: center;" | yellow text
+
| yellow text
|-
+
| style="color:#FFFF00; text-align: center;" | yellow text
| ~z~
+
| style="color:#d7c579; text-align: center;" | yellow text
| -
+
|-
| -
+
| ~z~
| subtitle (doesn't shown when the Subtitles option is off)
+
| -
| {{a|c}} | -
+
| -
|-
+
| subtitle (doesn't shown when the Subtitles option is off)
| ~<~
+
| {{a|c}} | -
| -
+
| {{a|c}} | -
 +
|-
 +
| ~<~
 +
| -
 +
| -
 +
| &#9668;-icon
 +
| {{a|c}} | -
 +
| {{a|c}} | -
 +
|-
 +
| ~>~
 +
| -
 +
| -
 +
| &#9658;-icon
 +
| {{a|c}} | -
 +
| {{a|c}} | -
 +
|-
 +
| ~f~
 +
| -
 +
| Text flashing
 
| -
 
| -
| &#9668;-icon
 
 
| {{a|c}} | -
 
| {{a|c}} | -
|-
 
| ~>~
 
| -
 
| -
 
| &#9658;-icon
 
 
| {{a|c}} | -
 
| {{a|c}} | -
|-
 
| ~f~
 
| -
 
| Text flashing
 
| -
 
|
 
 
|}
 
|}
 
In GTA III's original GXT files for the PC version, the token <code>l</code> is unused. The token <code>W</code> appears erroneously in GXT key <code>AS3_A</code> in all language files except the Italian one. In Vice City's original GXT files for the PC version, the tokens <code>B</code> and <code>l</code> are unused. <code>t</code> and <code>x</code> are unused in the English language file but appear to be used erroneously in other language files. The token <code>c</code> appears erroneously in GXT key <code>FIN_B5</code>; it could have represented the cyan color to match the color of the blip the text represents.{{Ref|1|[1]}} The token also appears in GXT key <code>RCH1_3</code> in all language files except the English one.
 
In GTA III's original GXT files for the PC version, the token <code>l</code> is unused. The token <code>W</code> appears erroneously in GXT key <code>AS3_A</code> in all language files except the Italian one. In Vice City's original GXT files for the PC version, the tokens <code>B</code> and <code>l</code> are unused. <code>t</code> and <code>x</code> are unused in the English language file but appear to be used erroneously in other language files. The token <code>c</code> appears erroneously in GXT key <code>FIN_B5</code>; it could have represented the cyan color to match the color of the blip the text represents.{{Ref|1|[1]}} The token also appears in GXT key <code>RCH1_3</code> in all language files except the English one.
Line 1,951: Line 1,946:
 
==External links==
 
==External links==
 
*{{Icon|2}} [http://spaceeinstein.altervista.org/gxt/GTA2_EN.txt GXT entries in e.gxt]
 
*{{Icon|2}} [http://spaceeinstein.altervista.org/gxt/GTA2_EN.txt GXT entries in e.gxt]
*{{Icon|t}} {{Icon|LCS}} {{Icon|VCS}} [http://public.sannybuilder.com/GXT/ List of all English GXT entries]
+
*{{Icon|t}} {{Icon|LCS}} {{Icon|VCS}} [https://web.archive.org/web/20171028075956/http://public.sannybuilder.com/GXT/ List of all English GXT entries]
 +
*{{Icon|SA}} [https://anonymfile.com/39Lk/american.gxt San Andreas american.gxt file]
 +
*{{Icon|VCS}} [https://anonymfile.com/VxjB/american.gxt Vice City Stories american.gxt file]
 +
*{{Icon|LCS}} [https://anonymfile.com/k0Qb/english.gxt Liberty City Stories english.gxt file]
 +
*{{Icon|4}} [https://anonymfile.com/4YV8/american.gxt IV american.gxt file]
 
*{{Icon|3}} {{Icon|VC}} [http://spaceeinstein.altervista.org/gxt/ List of non-English GXT entries]
 
*{{Icon|3}} {{Icon|VC}} [http://spaceeinstein.altervista.org/gxt/ List of non-English GXT entries]
*{{Icon|3}} [http://pastebin.com/raw.php?i=HwDP132U american.gxt source] - original code found by {{U|Wesser}}
 
 
*{{Icon|4}} [http://public.sannybuilder.com/GTA4/american.gxt.reversed.rar Some of GTA IV GXT text entry names]
 
*{{Icon|4}} [http://public.sannybuilder.com/GTA4/american.gxt.reversed.rar Some of GTA IV GXT text entry names]
 
*{{GTAF|458584|List of usable characters}}
 
*{{GTAF|458584|List of usable characters}}
  
{{N|4|SA|VC|3}}
+
{{N|IV|VCS|LCS|SA|VC|III}}
[[Category:File Formats]][[Category:GTA 2]][[Category:GTA LCS]][[Category:GTA VCS]]
+
[[Category:File Formats]][[Category:GTA 2]]

Latest revision as of 10:43, 10 September 2023

A GTA Text (GXT) file is a file that contains strings that are presented to the player in GTA2 and above. Their placement differs between games, but GXT files are usually located in a text directory in the game installation folder. In games other than GTA 2, there is one GXT file for each language, but the number of GXT files does not necessarily match the number of supported languages.

Purpose

GXT files act as dictionaries that map short, symbolic strings (or some other unique value) to longer strings. Programmers use only the short key strings (such as "GM_OVR"), and then before these strings are shown to the user they are replaced with translated versions in their own language – "Game Over" if the user selected the English language. This allows the game to be easily translated into other languages without the need for major code changes: translators can simply translate the game text into the correct language and strings from the new language's GXT file will be used if the player selects that language.

File format

GTA 2

GTA 2's GXT files begin with a header followed by a TKEY block and then a TDAT block. The TKEY block contains an array of entries that give the offset and name of the corresponding entry in the TDAT table. The TDAT entry contains the text that will be displayed in the game.

Header
Offset Type Description
0x00 char[3] GBL
0x03 char
  • E: English
  • F: French
  • G: German
  • I: Italian
  • S: Spanish
  • J: Japanese
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.
TKEY (0xC bytes):
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.
TDAT (m * 2 bytes):
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:

  • 0x216B: Krishna
  • 0x216C: Loony
  • 0x216D: Russian
  • 0x216E: Neutral
  • 0x2170: Police
  • 0x2172: Redneck
  • 0x2173: Scientist
  • 0x2179: Yakuza
  • 0x217A: Zaibatsu

GTA III

GTA III's GXT files are identical to those of GTA 2, except that they do not have headers – they start with the TKEY block instead. There is also no special treatment of characters starting with 0x21 in TDAT entries.

The Xbox version of Vice City uses this format as well.

GTA VC/LCS/VCS

In Vice City, Vice City Stories and Liberty City Stories, there is a new TABL block which precedes the TKEY block. The Xbox version of Vice City uses the GTA III format.

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.
TABL (0xC bytes):
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.
TKEY (0xC bytes):
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.
TDAT (m bytes):
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 SA/IV

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.

INT16   - 2b   - Version (4)
INT16   - 2b   - Number of bits per character (8: ASCII, 16: 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.

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 GTA III Vice City San Andreas Liberty City Stories GTA IV
~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~ area text -
~b~ blue text 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 green text
~h~ white text highlight white text 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 black text
~m~ - - L2 icon (PS2) / WHITE icon (XBOX) - -
~n~ - Empty character, allows blanking out subtitles newline newline newline
~o~ - pink text Circle icon (PS2) / B icon (XBOX) pink text -
~p~ purple text 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 red text
~s~ - - reset color to standard - white text
~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 white text
~x~ - light blue text Cross icon (PS2) / A icon (XBOX) light blue text -
~y~ yellow text 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 GTA III Vice City San Andreas ~PED_FIREWEAPON~
Next Weapon / Target GTA III Vice City San Andreas ~PED_CYCLE_WEAPON_RIGHT~
Previous Weapon / Target GTA III Vice City San Andreas ~PED_CYCLE_WEAPON_LEFT~
Group Ctrl Forward San Andreas ~GROUP_CONTROL_FWD~
Group Ctrl Back San Andreas ~GROUP_CONTROL_BWD~
Conversation - No San Andreas ~CONVERSATION_NO~
Conversation - Yes San Andreas ~CONVERSATION_YES~
Forward GTA III Vice City San Andreas ~GO_FORWARD~
Backwards GTA III Vice City San Andreas ~GO_BACK~
Left GTA III Vice City San Andreas ~GO_LEFT~
Right GTA III Vice City San Andreas ~GO_RIGHT~
Zoom In GTA III Vice City San Andreas ~PED_SNIPER_ZOOM_IN~
Zoom Out GTA III Vice City San Andreas ~PED_SNIPER_ZOOM_OUT~
Enter+Exit GTA III Vice City San Andreas ~VEHICLE_ENTER_EXIT~
Change Camera GTA III Vice City San Andreas ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~
Jump GTA III Vice City San Andreas ~PED_JUMPING~
Sprint GTA III Vice City San Andreas ~PED_SPRINT~
Target / Aim Weapon GTA III Vice City San Andreas ~PED_LOCK_TARGET~
Crouch Vice City San Andreas ~PED_DUCK~
Action Vice City San Andreas ~PED_ANSWER_PHONE~
Walk San Andreas ~SNEAK_ABOUT~
Look Behind GTA III Vice City San Andreas ~PED_LOOKBEHIND~
Look Left GTA III Vice City[a] ~PED_1RST_PERSON_LOOK_LEFT~
Look Right GTA III Vice City[a] ~PED_1RST_PERSON_LOOK_RIGHT~
Look Up GTA III Vice City[a] ~PED_1RST_PERSON_LOOK_UP~
Look Down GTA III Vice City[a] ~PED_1RST_PERSON_LOOK_DOWN~
Next Target GTA III Vice City[a] ~PED_CYCLE_TARGET_LEFT~
Previous Target GTA III Vice City[a] ~PED_CYCLE_TARGET_RIGHT~
Center Camera GTA III Vice City[a] ~PED_CENTER_CAMERA_BEHIND_PLAYER~

Vehicle Controls

Key Game Entry
Fire GTA III Vice City San Andreas ~VEHICLE_FIREWEAPON~
Secondary Fire San Andreas ~VEHICLE_FIREWEAPON_ALT~
Accelerate GTA III Vice City San Andreas ~VEHICLE_ACCELERATE~
Brake / Reverse GTA III Vice City San Andreas ~VEHICLE_BRAKE~
Left GTA III Vice City San Andreas ~VEHICLE_STEERLEFT~
Right GTA III Vice City San Andreas ~VEHICLE_STEERRIGHT~
Steer Forward / Down GTA III Vice City San Andreas ~VEHICLE_STEERDOWN~
Steer Back / Up GTA III Vice City San Andreas ~VEHICLE_STEERUP~
Enter+Exit GTA III Vice City San Andreas ~VEHICLE_ENTER_EXIT~
Trip Skip San Andreas ~CONVERSATION_YES~
Change Radio Station GTA III Vice City ~VEHICLE_CHANGE_RADIO_STATION~
Next Radio Station San Andreas ~VEHICLE_RADIO_STATION_UP~
Previous Radio Station San Andreas ~VEHICLE_RADIO_STATION_DOWN~
User Track Skip San Andreas none
Horn GTA III Vice City San Andreas ~VEHICLE_HORN~
Sub-mission GTA III Vice City San Andreas ~TOGGLE_SUBMISSIONS~
Change Camera GTA III Vice City San Andreas ~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~
Handbrake GTA III Vice City San Andreas ~VEHICLE_HANDBRAKE~
Mouse Look San Andreas ~VEHICLE_MOUSELOOK~
Look Left GTA III Vice City San Andreas ~VEHICLE_LOOKLEFT~
Look Right GTA III Vice City San Andreas ~VEHICLE_LOOKRIGHT~
Turret Left / Special Ctrl Left GTA III Vice City San Andreas ~VEHICLE_TURRETLEFT~
Turret Right / Special Ctrl Right GTA III Vice City San Andreas ~VEHICLE_TURRETRIGHT~
Turret Up / Special Ctrl Up GTA III Vice City San Andreas ~VEHICLE_TURRETUP~
Turret Down / Special Ctrl Down GTA III Vice City San Andreas ~VEHICLE_TURRETDOWN~
Look Behind GTA III Vice City San Andreas[b] ~VEHICLE_LOOKBEHIND~
a. ^ Classic controls key only
b. ^ Hardcoded key in III and VC, unavailable in SA

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

GTA 2 GTA2 GXT Editor v2.0 - by Delfi
GTA III Vice City San Andreas Liberty City Stories Vice City Stories Grand Theft Auto GXT Editor v1.3 - by Zverik, retrieved from archive.org
GTA III Vice City San Andreas Liberty City Stories Vice City Stories GTA IV SAGE v0.9.7 - by AleX AciD
GTA III Vice City Liberty City Stories Vice City Stories GTA Texter v2.0b3 - by feroCT5
GTA III GTA Net GTAGarage: GXT Editor 1.3 - by Jevon
Vice City Liberty City Stories Vice City Stories GTA: Vice City GXT Editor v1.2 - by CyQ
Vice City San Andreas GXT Builder, by Silent
San Andreas GTA San Andreas Text Editor - by JernejL
San Andreas GTA: San Andreas GXT Editor v1.3 - by Hammer83
San Andreas A-GXT Editor v1.0a - by Aschratt
San Andreas GTA IV X GXT Editor v2.1 - by xmen
GTA IV OpenIV - Have Inbuilt GXT file viewer

Reference

1. ^ Post.png Post on GTAForums

External links