🎰 San Andreas % Savegame [Grand Theft Auto: San Andreas] [Mods]

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GTA San Andreas Save Game FULL %. File Info, Stats. Author: ehab isaac, Views: 1,, Added: 6th Oct , Downloads: 1,, Last Update: 6th​.


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Saves into San Andeas - GTA SA / Grand Theft Auto: San Andreas - on 59srubov.ru
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Grand Theft Auto: San Andreas PC (Windows, Mac OS X) Uploaded January 18, , pm CST Every link is the same file, but for different save slots.


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59srubov.ru › eng › san-andreas › article › saves-into-san-andreas.


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Savegame A Grand Theft Auto: San Andreas (GTA:SA) Mod in the Other/Misc category, submitted by xlvxro. Save File to: Documents/GTA Sa User Files.


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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 folder. The location of.


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GTA SA Android Save File 100% Complete + Modified (NoCheat/NoRoot/NoCleo)

This block can vary in size although in the unmodified game it will always be 0x23C7 bytes because there are 50 garages defined. If the enex structure is removed from the block except for the -1 terminator the game will remap all connections based on the current IPL configuration. There are 3 kinds of the types: 2 - static object; 3 - dynamic object; 4 - dummy. Each byte represents the shopping items listed in the order of "section prices" at the beginning of shopping. Notes: The order of the flags corresponds to the order the IPLs appear in gta3. While it is not strictly necessary to follow this convention for the padding when writing a modified save file, it is consistent with the original game and makes modifications harder to detect. This structure contains handle and type of an object created as invisible one. This block has a constant length of 0x bytes. Stream the best stories.

It is specifically geared towards the PC version s but much of it may be applicable to console versions too. The enex path may be longer on modified saves. Following this array gta san andreas save files structures there is a collection of byte flags which are related to high-number player Stats.

Missions Weapons Safehouses Cheats. Block can vary in size depending on number of entries; number of entries may be zero. Boolean: All taxis have nitro opcode flag.

Boolean: time copy flag [3]. Information about players commonly only one and mission-script placed objects such as doors, etc. Fandom may earn an affiliate commission on sales made from links on this page. Categories :.

Click the "History" button to see the full list of authors. Obviously those locations can vary based upon different Windows configurations or installation options.

Sign In Don't have an account? These structures are aligned along 4-byte boundaries; thus if there's a field with size 1 or 2 bytes in the end of structure, there are also additional unused bytes present at the end of the structure which pad it to fill the remaining space.

This checksum is simply the sum of all the preceding 0xFC dec bytes. Additional links are appended to the gta san andreas save files. The location of this for shark nba odds this varies depending upon the version of Windows installed.

This block contains information about map zones in three arrays. Enex Click Normally 0 for outdoor saves, or 1 with the source index gta san andreas save files the enex used to access the interior where the game was saved.

The convention used by this article is to mark such gaps as an array of bytes with the description Align. There are 8 slots available in the game GTASA save files are always 0x bytes longin decimal and are not compressed or encoded in any way.

Following the last data block is a variable amount of padding. Information pertaining to the mission big dog mower in use when the game was saved.

A short summary of the flags is: CarMods, Clothes torso, legs, shoes, necklace, gta san andreas save files, glasses, hatsHaircuts, Tattoos, Food, and Weapons. Boolean: Gta san andreas save files pay you opcode 0A3D flag.

New enex connections can be added to the save after the save is created if temporary burglary connections are not present indoor or isolated saves.

Contents [ show ]. Related titles and mods.

Boolean: the vehicle stealing help was shown [7]. Radio Stations. Each data block consists of the 5 characters BLOCK followed by a variable amount of data; in general, each block has its own unique internal format. The starting and landing zones are cubes; each is defined by 2 points—point 1 is the lower, left, front of the cube and point 2 is the upper, right, rear. Since every valid save file is exactly 0x dec bytes in length, this padding is necessary to fill the space between the data blocks which start the file, and the checksum value which ends it. Start Your Free Trial. Boolean: riot mode flag opcode 06C8. For more on this glitch and how to fix it, see the GTAForums thread on it. The final four bytes of a save file are an unsigned integer checksum value. Not much is known about these structures currently but part of the data seems to be a record of which tracks have played recently. If a vehicle enters the starting zone while airborne, the USJ triggers and is marked as 'found' ; if the vehicle then lands inside the landing zone, the USJ is successful and is marked as 'done' and the reward is given. These Stats are used to trigger different episodes and radio clips throughout the game. Note also that the executable can be modified to use a different file location through the use of a hex editor and special registry key in a process outlined at GTAForums or use Save Game Path Editor. Each of these elements is described below. The bulk of the block is an array of data structures for each station. The 80 saved vehicles 4 each in 20 garages is a fixed number and probably cannot be exceeded. Also contains the script to recalculate the checksum. Via mission scripting it's only possible to create a first kind of such object static - using opcode , so normally the 'type' parameter is equal to 2. The second array contains entries for each of the uniquely-named zones defined in the first array and stores information about things like gang densities and popcycle. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished. Note that the "set by" comments refer to missions in the original, unmodified game and they can obviously be set at different times instead. Try Now. Note that many of the blocks contain data structures. A GTASA save file consists of 28 "blocks" of data followed by some duplicated data for padding and then ending with a checksum value. This block contains data relating to various radio stations. These cubes are aligned with the coordinate axes and not rotated at all. Because the game internally uses a buffer of 0xC dec bytes for writing a save, each byte of padding data is simply a repetition of the data located 0xC dec bytes before it. Start a Wiki. If the checksum value does not match the calculated sum of those bytes, the game will consider the save file to be "corrupted" and refuse to load it. Other Resources. Allows editing of any save data directly in the hex editor. This structure related to opcode This structure related to opcode 08E8. One interesting note about this block is that a small amount of corruption here causes the "Taxi Glitch" situation where the taxi mission always tells you there are no fares nearby no matter where you are. Unknown data. Game "meta-information" giving the overall state of things. The source code and documentation of the Savegame Editor of Paul Breeuwsma is put online. The first array is for size and location information for the zones as initially defined in the data file info. Much of this info is set by specific opcodes such as C , A , , and The ID number for a given entry in the first array refers to an entry in the second array. The enex path is used to display the zone name for the destination before CJ arrives in the zone. Grand Theft Auto: San Andreas. One can adjust the thread pointers in this block and if converting from 1 to 2 the Version ID String from block 0 to convert a save between the two versions; this applies to either completely unmodded or identically-modded installations of v1 and v2. A minor size difference between the MAIN section of the version 1 and version 2 scripts is the primary cause of incompatibility between version 1 and version 2 saves because it forces the other threads to be at slightly different memory locations. The flags and links for existing connections will not be updated by changes in the IPL file. Note: this structure related to opcode 03B6. You can download it or view the documentation online. Includes all global variables and information about running threads including thread pointers and local variables. This type of gap can also occur in the middle of a structure. The format descriptions in this article only deal with those internal block formats which follow the initial BLOCK identifier and all offsets start at the byte following the BLOCK identifier for the given block. Some typical locations for a user with an account named "Fred" would be:.