III/VC SCM

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Revision as of 14:18, 14 December 2016 by Wesser (talk | contribs) (Wesser moved page VC SCM to III/VC SCM: Header specs are mostly equivalent for both III and VC.)
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(02 00 01)h + 32-bit int       Jump to second segment
byte                           Target game ('l' - Liberty for III, 'm' - Miami for VC)
  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)
  (Globals 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
byte                           Align (always 0)
  32-bit int                   Number of used objects (always 1 in VC Mobile[1])
  (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
byte                           Align (always 0)
  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 offsets defined earlier)

^ 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.