Not Actor.Animation($PLAYER_ACTOR) = 'sword_4' Not actor.Animation($PLAYER_ACTOR) = "sword_5d" Not Actor.Animation($PLAYER_ACTOR) = "sword_5b" Not actor.Animation($PLAYER_ACTOR) = 'knife_2' Not Actor.Animation($PLAYER_ACTOR) = 'sword_2' Not actor.Animation($PLAYER_ACTOR) = 'knife_3' Not Actor.Animation($PLAYER_ACTOR) = 'sword_3' Not actor.Animation($PLAYER_ACTOR) = 'knife_1' Not Actor.Animation($PLAYER_ACTOR) = 'sword_1' 0245: set_actor $PLAYER_ACTOR walk_style_to 'GOW'Ġ2AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0Ġ9C7: change_player $PLAYER_CHAR model_to #NULLĠ555: remove_weapon 8 from_actor $PLAYER_ACTORĠA8C: write_memory 9867628 size 4 value 0 virtual_protect 0 Not actor.Model($PLAYER_ACTOR) = #SPECIAL10Ġ23C: load_special_actor 'KR' as 10 // models 290-299ĠA92: create_custom_thread "GOW\GOW1.gow"ĠA92: create_custom_thread "GOW\GOW2.gow"ĠA8C: write_memory 9867536 size 4 value 0 virtual_protect 0ĠA8C: write_memory 9867628 size 4 value 1 virtual_protect 0Īctor.GiveWeaponAndAmmo($PLAYER_ACTOR, BASEBALLBAT, 1)Īctor.GiveWeaponAndAmmo($PLAYER_ACTOR, KATANA, 1)Ġ9C7: change_player $PLAYER_CHAR model_to #SPECIAL10Ġ330: set_player $PLAYER_CHAR infinite_run 1 This file was decompiled using SASCM.ini published by GTAG () on I'm not terribly familiar with the cheat functions. However, in addition to setting specific CheatActive flags, which works great for mega-jump and other environmental cheats that can be turned on or off, the Cheat script can activate cheat functions that execute commands, like spawn a vehicle. The Cheat script is using the same strategy that I suggested wrapped up in a nice panel display. Note that_ZN6CCheat15m_aCheatsActiveE is the same as the label I was suggesting. The examples I linked can be used as a template for the conversion. csi file with a hex editor it's easy to read the strings at the end of the file, and with a bit of effort convert them back to strings in your scripts.
Sanny doesn't decompile the search labels properly, so this option allows those strings to be decompiled as HEX instead. The script is a bit tricky to decompile but it's not locked deliberately.įirst make sure the CleoAB opcodes are included in SASCM.ini and set Sanny's edit mode to sa_mobile (click icon in lower right corner).Įnable Sanny's debug option (gear icon) SKIP_SCM_HEADER.
You know how the cheats.csi and cheats.fxt scripts work, since they seem to activate cheats without any problem (I thought I had a complete opcode.txt reference for CleoAB, I'll keep looking.)ĠDD0: = get_label_pointer CleoABĠDD6: get_game_version CleoABĠDD8: = read_memory size 1 add_ib true CleoABĠDD9: write_memory value 1 size 1 add_ib true protect true CleoABĠDDC: set_cleo_shared_var 0 to 10 CleoABĠDDD: = get_shared_cleo_var 0 CleoAB 0A8E=1,award_achievement %1d% remasteredĠDD0=2,%1d% = get_label_pointer %2p% CleoABĠDD1=2,%1d% = get_func_addr_by_cstr_name %2d% CleoABĠDD3=2,context_set_reg %1d% value %2d% CleoABĠDD4=2,%1d% = context_get_reg %2d% CleoABĠDD8=4,%1d% = read_memory %2d% size %3d% add_ib %4d% CleoABĠDD9=5,write_memory %1d% value %2d% size %3d% add_ib %4d% protect %5d% CleoABĠDDC=2,set_cleo_shared_var %1d% to %2d% CleoABĠDDD=2,%1d% = get_shared_cleo_var %2d% CleoABĠDE0=3,%1d% = get_touch_point_state %2d% mintime %3d% CleoABĠDE1=5,%1d% = get_touch_slide_state from %2d% to %3d% mintime %4d% maxtime %5d% CleoABĠDE2=1,%1d% = get_menu_button_state read opcode info before using CleoABĠDE3=2,%1d% = get_menu_button_pressed mintime %2d% read opcode info before using CleoABĪddendum to sa_mobile\opcode.txt (so the codes show up in Sanny's Opcode Search Tool:
These original CleoA opcodes were added by Alexander Blade, and are described as CleoAB in this addendum to be consistent with fastman92's documentation since he's taken creative control of CleoA for the Mobile v2 update.
Note: CleoA describes any version of Cleo for Android. The new remastered opcodes are commented out in this example but included for reference. I don't think these codes are included by default yet. You may need to add the CleoA opcodes to SASCM.ini in Sanny's data\sa_mobile edit mode folder.