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Introduction

Sanny Builder is a fast and powerful tool designed for the GTA 3D game series (GTA3, VC, SA, LCS, VCS).

It includes a disassembler, permitting the end-user to transform the game scripts into text. The compiler feature offers a convenient editor with a large number of features such as a debugger, syntax highlighting, error checking, advanced search tools, player coordinates reading, fast movement through code and much more.

Sanny offers an advanced code syntax which is similar to existing programming languages. This syntax includes changeable classes, keywords and high-level statements. We recommend you continue reading and fully explore the documentation to learn more about SB and its capabilities. We provide a wealth of information that will help you get started in mission coding.

Installation and Updates

Run the installer and follow its instructions. During installation you could optionally select the game directory you plan to work with, associate files with the .scm extension with Sanny Builder and install the CLEO library. You can always update these settings in the program options.

To uninstall the program, run the file unins000.exe located in its root folder.

Latest versions and updates are always available on sannybuilder.com

Contacts

Discord
Sanny Builder on GitHub
Sanny Builder on ๐•

Use responsibly at your own risk. In Backup We Trust.

ยฉ 2005-2024 Seemann

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docs's Issues

A Documentation for GTA 3

A Documentation for GTA 3 would be perfect! Some people like me, use GTA 3 to make mods. We have SA, VC, LCS but don't have a GTA 3 one. If it can include: Map Icons, Character models (or ped types), Gang IDs, Weapon Numbers that would be perfect.

Move Templates from Features to Edit Modes

Starting v3.4.0 templates can be of two types: shared (available in any edit mode) and exclusive (available in one edit mode). this allows to write a template using mode-specific commands and constructions not available on other platforms (e.g. classes, CLEO opcodes, etc).

GTA III SCM Documentation

Currently nothing for GTA III.

Mostly should be equivalent to Vice City with a few minor exceptions.

Add Indexes for Garage Zones and Save Garages to SA Garage Names

This data is a bit out of place for SCM reference but is very useful for managing garage memory with cleo scripts. Documentation for garages is seldom presented in index order so this information is hard to find anywhere else.

I figured out how to download the help-system repository using Visual Studio Code and was experimenting with adding the data but got distracted trying to hunt down a conversion strategy that could maintain the integrity of the HHP format. No luck so far.

Anyway, I think I can figure out how to squeeze in the info if I shorted the garage descriptions a little, so I'm wondering what's the best way to submit something.

Provide documentation on Limits of SA Mobile and Remastered

In particular, I just fielded a PM on global variable limits for mobile.

There are a few other differences in limits, I should be able to collect the required info but don't want to lose track of the issue in the meantime.

Is it worth the trouble to document that PS2 only supports 400 cargens?

Add glossary

Page with the collection of commonly used terms and acronyms to link to.

  • aDMA
  • DMA
  • headerless
    etc

"games.xml" persists in some documentation

I noticed games.xml being used instead of modes.xml while browsing the online documentation for templates. A quick search found two reference in Code Templates and another in Constants.

Function Repository for call_scm_func

The idea is based on the Online Script and Template Repositories available through the menu system of the 010 Editor. The repositories contain a list of user and creator made examples that can be adapted to other purposes or used as is. I was thinking call_scm_func would be a good response to requests for custom opcodes from new coders.

Why reinvent the wheel? I've only seen a handful of examples of call_scm_func, and have only written a few myself. I think I'd be more likely to use and write scm functions if they were easier to find or share.

For context, I figured my memory management scripts would be a whole lot easier to write if the read and write memory commands included a parameter of an offset from the initial address. For that matter, even easier if array parameters for index, record size and field offsets were also part of the command. Something like,

`0AB1: call_scm_func @WriteMemory 0xBA86F0 size 2 value 1 virtual_protect 0 offset 0 array_index 3 record_length 40 field_offset 20'

Something like this would work well for read and write, but how could this be written as a conditional command? That's a nice bonus to the aDMA strategies I've been using for embedded scripts; the form for reading and writing addresses can be used directly in conditional commands.

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