Difference between revisions of "III/VC SCM"

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(I feel sorriest to remove somebody's else information but better refer to Opcode article from now on.)
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  (02 00 01)h + 32-bit int      Jump to second segment
+
  (02 00 01)h + 32-bit offset    '''GOTO''' next header chunk
  byte                          Target game ('l' - Liberty for III, 'm' - Miami for VC)
+
  byte                          Target game ('l' - Liberty for III, 'm' - Miami for VC, unused at runtime)
 
   32-bit int                  Number of cutscene starts (VC Mobile only, unused at runtime)
 
   32-bit int                  Number of cutscene starts (VC Mobile only, unused at runtime)
   (Cutscene start array)      32-bit offset (of '''START_CUTSCENE''' command) * 300 (VC Mobile only, unused at runtime)
+
   (Cutscene start array)      32-bit offset of '''START_CUTSCENE''' command * 300 (VC Mobile only, unused at runtime)
   (Globals space)             Space for global variable storage (first global offset is 8, 1212 in VC Mobile)
+
   (Global variable space)     Space for global variable storage (first global offset is 8, 1212 in VC Mobile)
  (02 00 01)h + 32-bit int      Jump to third segment
+
  (02 00 01)h + 32-bit offset    '''GOTO''' next header chunk
  byte                          Align (always 0)
+
  byte                          Alignment (always 0, ignored)
   32-bit int                  Number of used objects (always 1 in VC Mobile{{ref|1}})
+
   32-bit int                  Number of used objects (always 1 in VC Mobile{{ref|*}})
 
   (Used object array)          24-byte object name * number of used objects (first object name is empty and therefore unused)
 
   (Used object array)          24-byte object name * number of used objects (first object name is empty and therefore unused)
  (02 00 01)h + 32-bit int      Jump to fourth segment
+
  (02 00 01)h + 32-bit offset    '''GOTO''' main script space (third header chunk is compiled only in script multifile)
  byte                          Align (always 0)
+
  byte                          Alignment (always 0, ignored)
 
   32-bit int                  Main script size
 
   32-bit int                  Main script size
 
   32-bit int                  Largest mission script size
 
   32-bit int                  Largest mission script size
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   (Multi script array)        32-bit offset * number of mission scripts
 
   (Multi script array)        32-bit offset * number of mission scripts
 
  (Main script space)            Space of main script (equal to size defined earlier)
 
  (Main script space)            Space of main script (equal to size defined earlier)
  (Mission scripts space)        Space of mission scripts (each one is stored at offsets defined earlier)
+
  (Mission scripts space)        Space of mission scripts (each one is stored at file offsets defined earlier)
  
{{note|1}} The model names of level objects are picked directly from [[OBJS]] and [[TOBJ]] sections of the [[IDE]] files whose <code>IDE Filename</code> begins with <code>DATA\</code> in [[Gta.dat|gta_vc.dat]].
+
{{note|*}} Compiler-wise, the model names of level objects are picked directly from [[OBJS]] and [[TOBJ]] sections of the [[IDE]] files whose <code>IDE Filename</code> begins with <code>DATA\</code> in [[Gta.dat|gta_vc.dat]].
  
 +
{{N|VC|III}}
 
[[Category:Mission Script]] [[Category:File Formats]]
 
[[Category:Mission Script]] [[Category:File Formats]]

Latest revision as of 23:25, 12 January 2021

(02 00 01)h + 32-bit offset    GOTO next header chunk
byte                           Target game ('l' - Liberty for III, 'm' - Miami for VC, unused at runtime)
  32-bit int                   Number of cutscene starts (VC Mobile only, unused at runtime)
  (Cutscene start array)       32-bit offset of START_CUTSCENE command * 300 (VC Mobile only, unused at runtime)
  (Global variable space)      Space for global variable storage (first global offset is 8, 1212 in VC Mobile)
(02 00 01)h + 32-bit offset    GOTO next header chunk
byte                           Alignment (always 0, ignored)
  32-bit int                   Number of used objects (always 1 in VC Mobile[*])
  (Used object array)          24-byte object name * number of used objects (first object name is empty and therefore unused)
(02 00 01)h + 32-bit offset    GOTO main script space (third header chunk is compiled only in script multifile)
byte                           Alignment (always 0, ignored)
  32-bit int                   Main script size
  32-bit int                   Largest mission script size
  16-bit int                   Number of mission scripts (120 in total)
  16-bit int                   Number of exclusive mission scripts (possibly 1 in III, 2 in VC)
  (Multi script array)         32-bit offset * number of mission scripts
(Main script space)            Space of main script (equal to size defined earlier)
(Mission scripts space)        Space of mission scripts (each one is stored at file offsets defined earlier)

^ Compiler-wise, the model names of level objects are picked directly from OBJS and TOBJ sections of the IDE files whose IDE Filename begins with DATA\ in gta_vc.dat.