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Grand Theft Auto: San Andreas/Unused Code

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This is a sub-page of Grand Theft Auto: San Andreas.

Hmmm...
To do:
Make a video showcasing those features.

Features

Mission Packs

Perhaps most spectacularly is the inherent native ability of the game to support additional content, in the form of Mission Packs. This appears to be an experiment by Rockstar and was perhaps the precursor to downloadable content, which would come to fruition as Episodes from Liberty City in Grand Theft Auto IV. These would comprise of script files (the missions) along with another file containing the text strings required for that mission pack. The feature seems to have been planned for inclusion in the console versions as well, since text for loading and saving Mission Packs from the memory card exists.

Because no extra content was ever produced for San Andreas, this feature went relatively unknown for some time and is currently used as the basis of distribution for user created content with the Design Your Own Mission mod. A technical explanation of how this method works can be found at GTA Modding.

GTASAPS2-FIN MPACKExample.png GTASAPS2-FIN MPACKLoadConfirm.png GTASAPS2-FIN MPACKLoadScr.png
Please select which new game you wish to start:
San Andreas (standard game)
Mission Pack
Are you sure you want to start a new standard game? All current game progress in this Mission Pack will be lost. Proceed?
Are you sure you want to load a San Andreas Mission Pack? All current game progress will be lost. Proceed?
Loading Mission Pack Game. Do not remove memory card (8MB) (for PlayStation#2), controller, or reset/switch off the console.
Load failed!~n~~n~A memory card (8MB) (for PlayStation#2) containing the current Mission Pack is not inserted into MEMORY CARD slot 1. Please re-insert the current Mission Pack or start a new game.
Save failed! memory card (8MB) (for PlayStation#2) containing current Mission Pack is not inserted into MEMORY CARD slot 1. Please try again.
THIS LABEL NEEDS TO BE HERE !!!

Rusty Brown's Ring Donuts

Rusty Brown's was meant to appear as an additional fast food location. The interior does actually make an appearance, as it was used in the cutscene for Burning Desire (the exterior building, funny enough, being of an entirely different donut chain). shopping.dat, which includes data for the shops in the game, has entries for the meal that could be purchased. Interestingly, Rusty Brown's received brand new menu icons in the remastered version of the game, where they still go unused.

GTASA-Mobile shop icons.png
	section Food
		#name,                  nametag,	stats to change,			        price
		burgerlow		BURLOW		calories	20	-	-		2
		burgermed		BURMED		calories	40	-	-  		5
		burgerhigh		BURHIG		calories	70	-	-		10
		burger_healthy	        BURHEAL		health		40	-	-		5
		clucklow 		CLULOW		calories	20	-	-		2
		cluckmed		CLUMED		calories	40	-	-		5
		cluckhigh		CLUHIG		calories	70	-	-  		10
		cluck_healthy	        CLUHEAL		health		40	-	-		10
		pizzalow		PIZLOW		calories	20	-	-		2
		pizzamed		PIZMED		calories	40	-	-		5
		pizzahigh		PIZHIG		calories	70	-	-		10
		pizza_healthy	        PIZHEAL		health		40	-	-		10
		rustylow		RUSLOW		calories	20	-	-  		2
		rustymed		RUSMED		calories 	40	-	-		5
		rustyhigh		RUSHIG		calories	70	-	-		10

	end

Furniture, Gifts, and Properties

shopping.dat also includes empty entries for furniture, gift, and property shops. While property can still be purchased, it is not done through a menu.

	section Furniture
	end

	section Gifts
	end

	section Property
	end

Unused text for the relevant stats also exist.

Number of furniture purchased
Furniture budget
Girlfriend budget

There are also 5 unused strings in american.gxt for what are likely furniture shops, since they all have FURN at the beginning of their names. The shops in question are Cheap Furn (FURNCHP), Tableau (FURNDES), Helmut (FURNEXP), Nice Idea (FURNIKA), and Homebuys (FURNMRF). The only store with any remnants left in the game are Tableau, which has a building with the name on it in Rodeo, Los Santos, and even then it doesn't actually have an entrance box anyway, meaning this feature was probably cut very early.

There are also some leftover strings in american.gxt under MAIN that imply you would have been able to buy electrical appliances at some point and likely put them in your house similar to the furniture. The strings refer to Arcox Electrical (ELEC1), Cheap Electrical (ELEC2), and Schnidt & Priss (ELECTRC), and there is also a building called Shafted Appliances in Las Venturas that actually has an entrance box behind a door, but no respective interior. It's also seemingly not listed along with the other three stores. Interestingly, there is an appliance brand present in future games known as Schmidt & Priss.

(Source: Vadim M (1, 2))

Drug Dealing

Drug dealing was planned at one point it seems. You can still talk to the drug dealers present within gang territories, but Carl will either bluntly ask them to go away or antagonize them outright when interacted with. Also of note is the decidedly anti-drug undertone of the game in general, with CJ and Sweet in particular wanting nothing to do with drug dealers in their turf (going so far as to kill their former friends), along with many missions in the game involving hindering the distribution of drugs in Los Santos and San Andreas as a whole, so this idea was likely scrapped early on.

Drugs budget
Amount of drugs sold
Amount of drugs bought

Safecracking

Possibly related to the Burglary side mission, there are strings for a cut safecracking minigame. Text for the instructions and stat entries exist, as well as models for the safe itself. The safes actually still appear in game as "decorations" during certain missions, namely Catalina's burglaries.

Number of safes cracked

Safe
Instructions
Carefully rotate tumbler, listen closely for any clicking and pay attention to any irregular vibrating
left analog stick: Rotate
~x~ Enter Number
~t~ Exit

1st Number: ~1~
2nd Number: ~1~
3rd Number: ~1~
4th Number: ~1~
WRONG NUMBER!

PC 2-Player Mode

Residual coding from the console versions of the game means that code exists in the PC version that allows 2-players to play against each other at the pool mini game which can be found in the game's bars - this is disabled but is easily re-enabled through the games' proprietary scripting language in the MAIN.SCM and SCRIPT.IMG files. The PC version does not however support more than one simultaneous input method, so players have to take turns to play the minigame.

GTA III/Vice City Features

Hmmm...
To do:
There's more, such as sunlight detail on cars.

As in Grand Theft Auto III and Vice City, code exists (and works) for the use of Adrenaline pickups which allow you to perform feats of great strength in a slowed-down game world, but there are no such pickups in San Andreas (an "adrenaline effects" cheat exists to trigger this effect, however). Similarly, the code from Vice City that gave the player a $50 Good Citizen Bonus for stopping criminals that were running from police exists in the game, but is not used.

In line with those games, there is also game code perfectly supporting 3 different types of Bomb Shops - "engine start", "timed", and "remote detonator". However, only the "timed" bomb type is present in the final game.

Overworld

Homeless Ped Behaviors

An external script in the game code named HOME_BRAINS goes unused as it is not attached to any character in the game world. This would have created another character on the streets, a homeless bum, who would have behaved in any one of a random number of ways, including begging for money, sitting on the street, urinating or walking around drunk, drinking beer, and throwing up. A type of character called "BUM" can be defined in the PEDGROUP.DAT file, but this causes the game to crash.

Earthquakes

In the game's EXE, there's a string referring to an unused Earthquake "weather" setting called "CWeather::Earthquake" that is always set to 0. Increasing the number will cause your car to shake more and more violently the higher it's set, and setting it high enough will cause CJ as well as pedestrians to "shake" in a very very glitchy manner. Other cars will not shake until bumped into or shot at, and parked cars will slowly float upwards for some reason.


(Source: Vadim M)

Flammable Oil

There is another string in the game's EXE called "CShadow::GunShotSetsOilOnFire". While there's not really any oil to speak of in the game outside of explosive barrels, this can be applied to a blood puddle which will make it light on fire upon shooting near the puddle. The puddle will disappear upon doing this, and the emerging fire will also go away shortly after. There are also two opcodes present named CREATE_OIL_PUDDLE and REMOVE_OIL_PUDDLES_IN_AREA, the first of which does nothing, and the second of which is used in the beginning of the mission New Model Army for unknown reasons.

Of note is that some cut dialogue for the mission End of the Line has Sweet mention the fire truck dropping oil.

(Source: Vadim M)

Other

Sniper Rifle and Rifle Skill Levels

In weapon.dat there are strings for the game's two rifles with disabled stats, which would have meant that they could be leveled up like most other weapons in the game. As it is, the game seems to only use the second level's stats.

#$ COUNTRYRIFLE		INSTANT_HIT	50.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		0  0	0.75 1.0 	 6 17  7	 6 17  7  99	A018
$ COUNTRYRIFLE		INSTANT_HIT	55.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		1  300	1.0	 1.2 	 6 17  7	 6 17  7  99	A008
#$ COUNTRYRIFLE		INSTANT_HIT	60.0 100.0	357	-1		6	sniper		1	 75		0.7  -0.05  0.2		2  999	1.25 1.3 	 6 17  7	 6 17  7  99	A038

#$ SNIPERRIFLE		INSTANT_HIT	40.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	0  0	0.75 1.0 	 6 17  7	6  17  7  99	A014
$ SNIPERRIFLE		INSTANT_HIT	50.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	1  300	1.0	 1.0 	 6 17  7	6  17  7  99	A014
#$ SNIPERRIFLE		INSTANT_HIT	60.0 100.0	358	-1		6	sniper		1	 125	0.7  -0.05  0.2 	2  999	1.25 1.0 	 6 17  7	6  17  7  99	A014
(Source: Vadim M)

Jetpack in Inventory

In weapons.dat, there is a string that seems to imply the Jetpack would have counted as a "weapon" at some point (or more accurately, something in your inventory). It is grouped with the nightvision and infrared goggles.

$ NIGHTVISION		USE			70.0 100.0	368	-1		11	goggles		0	 0		0.0   -0.0  -0.0    1  0	1.0	 1.0 	10 99 11	14 99 15   0	0
$ INFRARED			USE			70.0 100.0	369	-1		11	goggles		0	 0		0.0   -0.0  -0.0    1  0	1.0	 1.0 	10 99 11	14 99 15   0	0
#$ JETPACK			USE			25.0 25.0	370	-1		9	null		1	 0		0.0   0.0   0.13    1  0	1.0	 1.0 	 0 10  3  	 0 10  3  99	0
(Source: Vadim M)

Insane Stunt Types

Although the code is present, an error in the game's internal scripting means that it is impossible to complete a Quadruple Insane Stunt, even though this can be done and the game supports it through the stats system. The game scripting also skips the portion of this code that allows players to be rewarded for completing Perfect Insane Stunts (Insane Stunts of any degree completed without causing any damage to the vehicle the player used). Both of these can be fixed with knowledge of the games' internal scripting language and the relevant tools.

QUADRUPLE INSANE STUNT BONUS: $~1~