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Thread: [TUT] How to Compile Code + Example Scripts
  

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  1. #11  
    jamie120 is offline Registered User
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    mate can u add me on psn : antos1994 and help me do dis plzz
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  2. #12  
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    JDMAlex is offline & developer
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    well i came out of my cave today and figured out on my own how to compile old natives with out SCOToolBox (winning!)
    Was gonna post ths up quick.. but got hit in the face by realizing this was already discovered!!!

    jeez
    my tutorial is now obsolete. lol
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  3. #13  
    Three-Socks's Avatar
    Three-Socks is offline Developer
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    Quote Originally Posted by jamie120 View Post
    mate can u add me on psn : antos1994 and help me do dis plzz
    I don't have psn. If something isn't clear. Post what your having problems with and I'll try and help.

    Quote Originally Posted by JDMAlex View Post
    well i came out of my cave today and figured out on my own how to compile old natives with out SCOToolBox (winning!)
    Was gonna post ths up quick.. but got hit in the face by realizing this was already discovered!!!

    jeez
    my tutorial is now obsolete. lol
    lol sorry about that.

    My first ever post here I actually posted them: http://psx-scene.com/forums/f276/%5B...tml#post953734 too :P

    I forgot I had done it tbh. It was not until recently that I realised that most people were still having to do the extra scotoolbox step. So I thought I better "package" it up. So more people can make use of it.

    BTW your original tutorial is still highly useful because of the scotoolbox stuff. Scotoolbox still has its uses. Like modding/research original gta sco's.
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  4. #14  
    JDMAlex's Avatar
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    Quote Originally Posted by Three-Socks View Post
    I don't have psn. If something isn't clear. Post what your having problems with and I'll try and help.



    lol sorry about that.

    My first ever post here I actually posted them: http://psx-scene.com/forums/f276/%5B...tml#post953734 too :P

    I forgot I had done it tbh. It was not until recently that I realised that most people were still having to do the extra scotoolbox step. So I thought I better "package" it up. So more people can make use of it.

    BTW your original tutorial is still highly useful because of the scotoolbox stuff. Scotoolbox still has its uses. Like modding/research original gta sco's.

    yeh I figured it may come in handy so I left it but put a link to yours at the top with a note to use the newest (yours) and if having issues refer to mine.

    keep up the good work.. Next time ill pay more attention i'm some times thick headed...
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  5. #15  
    josephrosello's Avatar
    josephrosello is online now JosephRosello
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    need help!!!!! where i put the sco??? i know is in Modmanager but??? how????
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  6. #16  
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    Quote Originally Posted by josephrosello View Post
    need help!!!!! where i put the sco??? i know is in Modmanager but??? how????
    Depends Do you currently have script mods?
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  7. #17 seperate hex for xbox 360? 
    dudeeitsbrian is offline Member
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    Quote Originally Posted by Three-Socks View Post
    <snip>
    as the title of my post states, does one need a different hex value for xbox? i would love to cut out the copy pasting part of the compiling process, that would save me a lot of time.

    thanks in advance.
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  8. #18  
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    Depends what hex values you are on about. The native hex's are the same. But the game signature hex is different on xbox. You could find it yourself using a hex viewer on an original xbox sco (offset 0x14 to 0x17). But like it says in the post its just for identification purposes anyway. You could just use 'GTAIV' and scocl will set it to the pc sig.
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  9. #19  
    dudeeitsbrian is offline Member
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    Quote Originally Posted by Three-Socks View Post
    Depends what hex values you are on about. The native hex's are the same. But the game signature hex is different on xbox. You could find it yourself using a hex viewer on an original xbox sco (offset 0x14 to 0x17). But like it says in the post its just for identification purposes anyway. You could just use 'GTAIV' and scocl will set it to the pc sig.
    thanks for the response, i realize i could use GTAIV, however would that not compile the script using the hashes for the new natives? i'll go find the xbox 360 signature now, thanks again.
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  10. #20  
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    Quote Originally Posted by dudeeitsbrian View Post
    thanks for the response, i realize i could use GTAIV, however would that not compile the script using the hashes for the new natives? i'll go find the xbox 360 signature now, thanks again.
    Nope. I'm not an expert in it but I'm pretty sure setting it as GTAIV, Just changes the game signature. Scocl compiles uses what ever the natives are in: /bin/natives.cfg
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