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scripting

CheatDevice Remastered allows users to add scripts by creating text files in specific directories on the memory card, following Sanny Builder 3's syntax. The document provides links to resources for SCM documentation, opcode lists, and tutorials for scripting. Important notes include limitations on script size, the need for a disable key to prevent crashes, and the current lack of support for certain features like defined model names and block comments.

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0% found this document useful (0 votes)
29 views2 pages

scripting

CheatDevice Remastered allows users to add scripts by creating text files in specific directories on the memory card, following Sanny Builder 3's syntax. The document provides links to resources for SCM documentation, opcode lists, and tutorials for scripting. Important notes include limitations on script size, the need for a disable key to prevent crashes, and the current lack of support for certain features like defined model names and block comments.

Uploaded by

buivuhai666
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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Scripting for CheatDevice Remastered [WIP]

------------------------------------

Scripts can be added to CheatDevice Remastered by creating text files in the


/SCRIPTS/LCS and /VCS directories on the memory card.

Collection: https://github.com/Freakler/CheatDeviceRemastered-UserScripts

These script text files follow Sanny Builder 3's syntax and require opcodes for
each instruction. Cleo IF THEN END syntax is NOT supported!
Therefore it is recommended to enable "Write Opcodes" under "Tools > Options >
General" if you plan to copy paste from decompiled SCMs.

SCM documentation & useful links:


https://gtamods.com/wiki/SCM_language

Stories specific:
https://docs.sannybuilder.com/scm-documentation/lcs
https://docs.sannybuilder.com/scm-documentation/vcs

What opcodes exist?


https://docs.sannybuilder.com/edit-modes/opcodes-list-scm.ini
https://gtaforums.com/topic/502580-stories-opcodes/
https://github.com/Freakler/CheatDeviceRemastered-UserScripts/wiki/LCS-
Opcodes-Documentation
https://github.com/Freakler/CheatDeviceRemastered-UserScripts/wiki/VCS-
Opcodes-Documentation

Tutorial
--------

Part 1, Getting Started


https://github.com/Freakler/CheatDeviceRemastered-UserScripts/wiki/UserScript-
Tutorial---Part-1,-Getting-Started

Part 2, Game Looping, If Statements and Input


https://github.com/Freakler/CheatDeviceRemastered-UserScripts/wiki/UserScript-
Tutorial---Part-2,-Game-Looping,-If-Statements-and-Input

Good to know
------------
You can add metadata to your Script txt by using the keywords "Author:",
"Version:", "Category:", "Date:", "Description:" which will then show in the Legend
box.

You can call / jump to labels defined in the MAIN section too!

A script should always end with a return or terminate_script opcode or the game
might freeze.

The script is limited to 8192 translated Bytes with 256 possible Labels currently.

You can use up to 16 custom texts per script currently. If the GXT identifier
cannot be found the text will be displayed instead.
Starting a new script if another is still running WILL result in undefined
behaviour (probably crash) for now!!!!
--> Scripts should be created with a disable key to not run forever! See VCS
examples!

Currently not (maybe yet) supported


-----------------------------------

- Using defined Model names like Sanny does. Insert the actual IDE number
instead!
024C: request_model #CARDBOARDBOX -> NOT SUPPORTED
024C: request_model 547 -> OKAY!

- block comments. Only simple // comments for now

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