#1 29-06-2011 19:11

Deji
From: UK
Registered: 09-11-2008
Posts: 189
Website

SA ScrDebug

[center]SA ScrDebug[/center]

Finally, Rockstar-style SCM Debugging for San Andreas.

ScrDebug

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#2 30-06-2011 10:11

Seemann
Registered: 07-08-2006
Posts: 2,155

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#3 17-07-2011 17:35

Deji
From: UK
Registered: 09-11-2008
Posts: 189
Website

Re: SA ScrDebug

* Updated *

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#4 08-09-2011 23:09

Deji
From: UK
Registered: 09-11-2008
Posts: 189
Website

Re: SA ScrDebug

Another update. Pretty exciting one, actually. Added an opcode to clear the onscreen debug messages.

But the best bit is also incomplete. 00CC isn't based on an Original R* Opcode (although judging from the GTA IV natives list, one may have existed) but is still pretty damn helpful. It adds a breakpoint to the script, making the game freeze midway through parsing the script. This means you can go through SA's memory and check everything is in order. It also creates a HTML file containing information about the script including it's variables and global variables 2-1024 (as I said, this isn't complete, but I had to release the ScrDebug updated from before anyway).

A window will open up while the game is frozen which gives you the option to continue the game or disable the breakpoint. So you could hapily have the breakpoint in a loop and just disable it when you want to continue. The breakpoint is simply replaced with 0000.

I've found this opcode pretty helpful. Hopefully others will too. I'll soon try to add a decompiled output of what has run up to the breakpoint showing what opcodes returned, what vars contained, what conditions returned etc.

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