Gta sa save game location




















Support UI. X Donate Contact us. New posts Trending Search forums. What's new. New posts New profile posts Latest activity. Current visitors New profile posts Search profile posts Billboard Trophies.

GTA San Andrea's save game location? Thread starter David Murphy Start date Jul 19, Forums Software PC Gaming. JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding. Previous Next Sort by votes. David Murphy Honorable. Jun 7, 48 0 10, 0. Hi there.

I was hoping somebody could help me find where my San Andrea's save game is located? Bit of a doo dah story. So I patched the game with something I downloaded that basically generated a new.

It makes 'reasonable' sense to be missing in some aspects but still. Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Store Page. I'm switching PC. And I'm wanting to continue my current save, where can I find my save file so I can move it over to my new PC? Showing 1 - 15 of 17 comments. Silent View Profile View Posts. Mine is not there. Agarillobob View Profile View Posts. A GTASA save file consists of 28 "blocks" of data followed by some duplicated data for padding and then ending with a checksum value.

Each of these elements is described below. 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 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.

Note that many of the blocks contain data structures. 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 type of gap can also occur in the middle of a structure. The convention used by this article is to mark such gaps as an array of bytes with the description Align. Game "meta-information" giving the overall state of things.

This block has a constant length of 0x bytes. Information pertaining to the mission scripts in use when the game was saved. Includes all global variables and information about running threads including thread pointers and local variables.

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.

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. Note: this structure related to opcode 03B6. This structure contains handle and type of an object created as invisible one.

There are 3 kinds of the types: 2 - static object; 3 - dynamic object; 4 - dummy. 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. This structure related to opcode This structure related to opcode 08E8. Information about players commonly only one and mission-script placed objects such as doors, etc.

This block can vary in size although in the unmodified game it will always be 0x23C7 bytes because there are 50 garages defined. The 80 saved vehicles 4 each in 20 garages is a fixed number and probably cannot be exceeded. Unknown data. Block can vary in size depending on number of entries; number of entries may be zero. This block contains information about map zones in three arrays.

The first array is for size and location information for the zones as initially defined in the data file info. 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. Much of this info is set by specific opcodes such as C , A , , and



0コメント

  • 1000 / 1000