If neither works, and you are skilled with a hex editor, you can copy and paste your zone block into a normal save, edit it, and put it back in your save. An easy way to fix the checksum in the modified save is to upload it to GTASnP.com and download it again.
If you change anything in the save file you will need to adjust the checksum at the end of the file by the same amount. The checksum is a sum of all bytes in the save, it is stored as a 4 byte dword with the byte order reverse. Or, load the save with the savegame editor and save it again. This should fix your checksum so the file won't be recognized as corrupt by SA.
save game editor gta sa
If you just want to change the times busted stat and do not want to learn the save file format, make a new CLEO script which will reset needed stat (stat 133 Times busted) each time you start the game (new or saved previously).
hi i want to know a way to convert the save file from the normal gtasa version MAIN.scm into the two players mod that is possiply taken from the PS2 MAIN.scm file , and i want to change the clothes i have ..any help?!
Hey sorry to bump the topic after so long but the save editor is really giving me problems. No matter what it just seems to freeze when i try to open my save files they aren't corupted because i can load them up and play them. I was wondering if anyone knew how to overcome this problem due to the readme or the creators site is about as useful as having a car with no engine. I have used other tools such as gangs weapon editor and gangs car editor they both haven't given me any trouble. Any help would be greatly appreciated.
Has anyone looked into extracting a save from its container and then trying to run that through one of the well developed PC version editors out there? Those covered everything and it would be easier than reinventing the wheel.
With the savegame editor, you have the ability to save and edit the gameplay of the game. You can edit what you want, from tags to places to life to kills and you can make the most out of this app for the most interesting. When you open the app, the most noticeable thing is that the interface is quite simple and makes it easy for others to work with.
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 this folder varies depending upon the version of Windows installed. Some typical locations for a user with an account named "Fred" would be:
The save files themselves are named in the format GTASAsfX.b where X represents the in-game slot number. So, the game saved in slot 1 will be stored in the save file GTASAsf1.b and the game saved in slot 5 will be stored in the save file GTASAsf5.b. There are 8 slots available in the game (1-8). GTASA save files are always 0x31800 bytes long (202,752 in decimal) and are not compressed or encoded in any way.
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.
Information defining all garages (including bomb shops, pay & sprays, etc.) and also describing the cars stored in safehouse garages. 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. Also, the arrangement of the Garage Car structures in the save is non-intuitive: they follow the pattern Garage 1/Car 1, Garage 2/Car 1, ... Garage 20/Car 1, Garage 1/Car 2, Garage 2/Car 2 ...
Enex Path: Normally 0 for outdoor saves, or 1 with the source index of the enex used to access the interior where the game was saved. The enex path may be longer on modified saves. Additional links are appended to the path. The enex path is used to display the zone name for the destination before CJ arrives in the zone.
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). The flags and links for existing connections will not be updated by changes in the IPL file. 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.
This block contains data relating to various radio stations. The bulk of the block is an array of data structures for each station. Not much is known about these structures currently but part of the data seems to be a record of which tracks have played recently. Following this array of structures there is a collection of byte flags which are related to high-number player Stats. These Stats are used to trigger different episodes and radio clips throughout the game. Note that the "set by" comments refer to missions in the original, unmodified game and they can obviously be set at different times instead.
Following the last data block is a variable amount of padding. Since every valid save file is exactly 0x31800 (dec:202752) 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. Because the game internally uses a buffer of 0xC800 (dec:51200) bytes for writing a save, each byte of padding data is simply a repetition of the data located 0xC800 (dec:51200) bytes before it. 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.
The final four bytes of a save file are an unsigned integer checksum value. This checksum is simply the sum of all the preceding 0x317FC (dec:202748) bytes. 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. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished.
The GTA SA Savegame Editor is an excellent tool for customizing your Grand Theft Auto: San Andreas experience. It makes it easy to change the parameters of your character and environment to suit your needs. It can detect compatible files storing progress and settings data, and allows you to check and modify values such as the amount of in-game money owned, the level of health, etc. Highly recommended for anyone looking to customize their game.
GTA SA Savegame Editor 3.2 was available to download from the developer's website when we last checked. We cannot confirm if there is a free download of this software available. The following versions: 3.2 and 3.1 are the most frequently downloaded ones by the program users.
The software is categorized as Games. This free program is a product of Pauinternet.nl. According to the results of the Google Safe Browsing check, the developer's site is safe. Despite this, we recommend checking the downloaded files with any free antivirus software. GTA SA Savegame Editor can be installed on Windows XP/Vista/7/8 environment, 32-bit version.
Savegame Editor is developed for the computer game GTA San Andreas.Using this application, the users can open savegame files and edit some things, like the amount of money they own. For Windowas, the editor is simple in instal: double click "editor.jar" to run the program.
GTA San Andreas Savegame Editor is a free software published in the Adventure & Roleplay list of programs, part of Games & Entertainment.This Adventure & Roleplay program is available in English. It was last updated on 08 August, 2022. GTA San Andreas Savegame Editor is compatible with the following operating systems: Linux, Mac, Windows.The company that develops GTA San Andreas Savegame Editor is alfaomega08. The latest version released by its developer is 2.8.1. This version was rated by 2 users of our site and has an average rating of 3.0.The download we have available for GTA San Andreas Savegame Editor has a file size of 2.57 MB. Just click the green Download button above to start the downloading process. The program is listed on our website since 2009-03-18 and was downloaded 3362 times. We have already checked if the download link is safe, however for your own protection we recommend that you scan the downloaded software with your antivirus. Your antivirus may detect the GTA San Andreas Savegame Editor as malware if the download link is broken.How to install GTA San Andreas Savegame Editor on your Windows device:Click on the Download button on our website. This will start the download from the website of the developer.
Once the GTA San Andreas Savegame Editor is downloaded click on it to start the setup process (assuming you are on a desktop computer).
When the installation is finished you should be able to see and run the program.
Thank you for using our software library. Using the link given below and proceeding to the developer's website in order to download GTA SA Savegame Editor was possible when we last checked. We cannot confirm if there is a free download of this software available.
However, we must warn you that downloading GTA SA Savegame Editor from an external source releases FDM Lib from any responsibility. Please carefully check your downloads with antivirus software. Direct link to the product shall be included for your maximum convenience as soon as it becomes available. 2ff7e9595c
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