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Grand Theft Auto: San Andreas

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Title Screen

Grand Theft Auto: San Andreas

Developers: Rockstar North, TransGaming (Mac OS X), War Drum Studios (Mobile)
Publishers: Rockstar Games, Capcom (JP)
Platforms: PlayStation 2, Xbox, Windows, Mac OS X, Xbox 360, PlayStation 3, iOS, Android
Released in JP: January 25, 2007
Released in US: October 26, 2004, November 12, 2010 (Mac OS X), December 12, 2013 (iOS), January 7, 2014 (Android)
Released in EU: October 29, 2004


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
Carts.png This game has revisional differences.


BugsIcon.png This game has a bugs page

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Hot Coffee

Grand Theft Auto: San Andreas, the third game in the Grand Theft Auto III era, was originally released in 2004 to high acclaim from both fans and critics ultimately becoming the best-selling PlayStation 2 game of all time. With sales of over 21.5 million units across all formats, in 2010 it was ranked as the 3rd best-selling game of all time. The game has a huge amount of unused content within it as well as evidence of other features that were removed or changed during its development cycle.

Hmmm...
To do:

Prerelease stuff. this is a good place to start

  • Need Regional Differences: Japanese version.
  • Revisional differences - dunno aboot NTSC versions, but the two PAL ones I have are labeled as 1.03 and 2.01

Sub-Pages

SoundIcon.png
Unused Mission Related Text and Audio
With 100+ missions, there are bound to be some cuts. Including whole missions.
SoundIcon.png
Unused Sounds
Sounds that never saw the light of day in San Andreas.
GraphicsIcon.png
Unused Textures
Some leftovers from the previous game, some a bit... out of place.
AreasIcon.png
Unused Interiors
With how many places you can be... some had to go!

Platform Differences

There are a number of differences between the PC version of the game and the console (PS2 and XBox) versions - most of these appear to be simple omissions, however several mods exist that re-implement some of these features.

  • In the stock PC version, vehicles are always dirty and do not get clean following rainfall or entering a Pay N Spray. On the console versions, vehicles accumulate dirt over time and get clean following rainfall or being re-sprayed. This omission was fixed in the 1.01 patch for the PC version (this patch also removes access to Hot Coffee which is explained in following section)
  • Some large trucks have double-rear wheels on the consoles, however they don't on the PC version. This caused a glitch present in the console versions, in which vehicles with double rear wheels would leave only single tire marks after burnouts or while powersliding.
  • When entertaining prostitutes in a vehicle, the resultant noises from CJ and the girl can be heard on the consoles but only the vehicle bumping sound can be heard on the PC.
  • The moon has correct phases on the consoles but not on the PC - it is always a full moon or the moon is not visible at all.
  • There is generally more rubbish and shrubbery on the PC version, mainly for visual effect, most notably in Los Santos - Grove Street certainly has more scenery on the PC - however there are significantly less pre-parked cars on the PC than the console versions.
  • The ambient lighting on the PC version is more life-like whilst the console versions maintain a more "smoggy" look - this is particularly evident in Los Santos which maintains an orange hint on the console versions.
  • The Shady Industries building in San Fierro was changed to Solarin Industries on the PC, although curiously the various vans around San Andreas maintained the Shady Industries logo and were not changed.
  • The targets in the Beefy Baron side mission are referred to as "Berkley's Topfun vans" on the original PS2 release and as "Berkley's delivery vans" on PC.
  • The PS2 has a glitched Pay N Spray in Las Venturas which doesn't work properly and is not marked on the radar map, this was completely disabled on the PC although it is possible to mod it back into the game.
  • There are a large number of objects in Las Venturas missing from the PC version - mainly outside the Four Dragons Casino and The Visage - this seems to be a simple omission from the map as they are still in the game.
  • Helicopters have much better rotor blade looks (using correct alpha) on the consoles, this feature doesn't work on the PC as the code was not implemented correctly.
  • There are more pedestrians in the console versions (notably if you go near Gant Bridge) compared to the PC version.
  • The statue at the Atrium can be destroyed in the console versions, but it cannot be destroyed in the PC version due to a bug.
  • Some cars like Bloodring Banger and Sandking had missing decals due to incorrect alpha.
  • The parachute animation was static even when you control the parachute while in the PS2 version the animation was displayed properly.
  • Hemlock Tattoo in San Fierro has a unique tattoo selection while in PS2 it uses the same tattoo selection as any other tattoo parlors throughout San Andreas.
  • The "Cars Drive in Water" cheat was only implemented in the console versions, while the PC versions doesn't have such cheat code to implement this.
  • There are more vehicle spawns in the PS2 version compared to the PC version.
  • The drivers became aggressive in the PC version right after you bump into the occupant's car.
  • Finally, there is the obvious difference that co-operative play was removed for the PC version, however single-player versions of the consoles' 2-player Rampages can be modded back into the PC version, and in either case code exists for a 2-player pool mini-game in the PC version but it is disabled and can be re-enabled fairly simply - the PC version however does not natively support more than one simultaneous input method/controller so players have to take it it turns to play the game.

"Hot Coffee"

The sequence in game

In the dating sequences of the game, you can normally conclude proceedings by choosing to leave your girlfriend at her home or entering her house for "coffee", which is treated with a tasteful fade to black. However, the development team had originally implemented another mini-game which allowed you to control what happened inside...

At one stage in development, this feature was disabled with a simple flag and due to time constraints was never removed and so ended up shipping as part of the final retail product. Because there was no outside knowledge of the flag, and thus the sequence was not available, this was not declared to the ESRB since there was no way of players being able to experience it through the normal course of gameplay.

Once the game was released and curious modders started to delve into the game files, the animations, models, textures, sound files and even the code for the sequence were discovered. It was not long before the flag to switch the feature back on was found and thus the resultant Hot Coffee mod and controversy ensued.

You can use this little tool to patch your savegame on any platform to switch the flag and thus enable this functionality.

Skateboard

How it would have looked, via a PC mod

Within the game files are a texture, model, text and a HUD icon for a skateboard item that would have acted as a combination weapon and vehicle. This feature was dropped during development but eventually made its way into Rockstar's subsequent game Bully.

The following text, from the AMERICAN.GXT file, describes how it would have been used - from the naming convention of these text strings, it can be assumed that the item would first appear instead of the bicycle when leaving Madd Dogg's mansion towards the end of the Madd Dogg's Rhymes mission;-

To use the skateboard pick it up and select it from the weapons inventory items.
Press ~k~~PED_ANSWER_PHONE~ whilst over it to pick it up if your inventory is full.
To use the skateboard, select the it from your weapons inventory. Use the movement
controls to steer the skateboard. Tapping ~k~~PED_SPRINT~ helps you pick up speed and
~k~~PED_JUMPING~ makes you jump.

There are no animations or supported functionality to re-enable the skateboard as a true weapon and vehicle combination although some very elaborate scripting can give the impression of it as a vehicle you can carry with you. Natively, it can be coded as a weapon (some of the original code remains in the DEFAULT.IDE and WEAPON.DAT files) provided it replaces an existing melee weapon as seen in this mod.

The game also alludes to skateboards with an unused character audio voice set - if VOICE_GEN_WMYSKAT is assigned to any existing character in the PEDS.IDE file that character will use a voice set for a skateboarder - this again is completely unused in the game.

Unused Characters & Models

Hmmm...
To do:
Get a better picture, some of those models are used.
Some of the unused character models in the game files.

There are a large number of unused character models in the game. One reason why many of these are not used is that the game was not properly coded to deal with several distinct locales of San Andreas properly - for example, there are models for specific police characters for desert, rural and countryside areas as well as specific motorbike cops for each city, specific taxi drivers for each area, specific drug dealers for each area and many more.

Because of the naming convention and arrays used by the coding, in most cases the absence of these characters meant that their voice and sound files were unused too. In the end, the game only used specific characters for the emergency services in each city and the countryside/desert (this meant police, ambulance and firemen although the same motorcycle cop is used in each city). Curiously, police helicopters do not have a pilot regardless of where you are when being chased by one.


The second version of the Bloodring Banger in GTA Vice City is disturbingly leftover in GTASA's gta3.img While the normal Bloodring Banger is present, this is more likely used as a reference since the only used Bloodring Banger there is a Glendale car too. It only exists as a model, and there is also a handling line present that is very similar to the GTA SA format, which would mean this vehicle was cut late on in development. The fact that the car's interior is messed up could mean a simple error while bringing the car to San Andreas.

Even though it it called FBI Truck in its DFF/TXD and ingame name, a few references make this vehicle also seem its supposed to be used by the SWAT. There is SAPD POLICE markings on it, and the cop radio addresses it as a Police Van ( like the Enforcer). Unlike the Bloodring Banger B, this car is fully functional and can be spawned in a SAMP server as Car ID 528, complete with a invisible siren.

Another cut FBI vehicle is the FBI Car from GTA Vice City, completely redesigned. The overall look of this vehicle would be recycled for the LVPD police car, but some interesting notes about this car is that the siren is located in the back, there are lights on the grille, and uses the VCPD police car interior from Vice City. It only exists as a model located in cutscene.img which might mean it would appear in a unused cutscene (you can actually see a brown version of this car in a in-game cutscene).

A copy of the Rancher car exists as "rnchlure". It's the same as the normal Rancher, but the windows are heavily tinted to obscure the occupants and can't be tuned at all. It can't be obtained by normal means but can be acquired through a in-game cheat. Note that in the mission Lure itself, a normal Rancher is used.

Unused Text

The MAIN bank in the AMERICAN.GXT file contains the main bulk of the in-game text, while the mission text is separated into their own. The following text in particular is taken from the original PlayStation 2 version.

Placeholder names for the radio stations. Notably K-Rose seems to not have been added at this point, as instead of a country station an early rave one is instead listed.

CLASSIC ROCK 
DISCO FUNK
RARE GROOVE
HOUSE CLASSICS
EARLY RAVE
NEW JACK SWING
CLASSIC HIP HOP
MODERN ROCK
REGGAE
MODERN HIP HOP

No caller is ever specified, but there is text for when any of the girlfriends are calling.

It's a call from Denise. Press ~K~ to answer your cell phone.
It's a call from Michelle. Press ~K~ to answer your cell phone.
It's a call from Helena. Press ~K~ to answer your cell phone.
It's a call from Barbara. Press ~K~ to answer your cell phone.
It's a call from Katie. Press ~K~ to answer your cell phone.
It's a call from Millie. Press ~K~ to answer your cell phone.

Text reminding you that Cesar's and Catalina's missions must be completed. While true, it's never used since you have to first complete the missions for any new missions to appear on the map.

~s~You must complete the Catalina missions.
~s~You must complete the Cesar missions.

Leftovers from the previous two games

Highest score for Shooter
Best Percentage of hits for Shooter
Number of drug deals made
Highest score with Keepie-Uppy beach ball
Hotring Best Result
Fastest time in Hotring
Fastest lap time in Hotring
~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds.
Bling-bling Scramble:
Most checkpoints
Gang Cars Totaled:
Diablo destruction
Mafia Massacre
Casino Calamity
Rumpo Wrecker
Hidden Packages found

Greetings from...
WELCOME TO

Trails

KILL FRENZY PASSED!

NETWORK PLAY
SELECT CONFIGURATION
HOST GAME
JOIN GAME
PROTOCOL:
HARDWARE:
ISP NAME:

Cut Features

Several planned features were dropped at various points in development.

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. 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.

	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, Properties and Drugs

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

Additionally, drug dealing was also planned. You can still talk to the drug dealers around Ganton, but Carl will always respond negatively to their offers. The feature would appear five years later in Chinatown Wars.

Drugs budget
Amount of drugs sold
Amount of drugs bought

Safecracking

Possibly related to the burglary side mission, a cut minigame for cracking safes. Text for the instructions and stat entries exist, as well as models for the safe itself (seen in the embedded video starting at 2:26)

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!

Unused Code

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 it in turns to play the mini game.

Although the code is present, an error in the games' 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~

An external script in the game code (named HOME_BRAINS) also 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 - 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 a game crash.

As in GTA III and GTA Vice City, the code exists (and works) that supports the use of Adrenaline pickups which allow you to perform feats of great strength in a slowed-down game world however there are no such pickups in San Andreas (an "adrenaline effects" cheat exists to trigger this effect, however). Similarly, the code from GTA 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 GTA III and GTA Vice City, the game code perfectly supports 3 different types of Bomb Shops - "engine start", "timed" and "remote detonator" however in the game only one type of Bomb Shop is present so you can only obtain the "timed" type.

Most spectacularly - and least known - 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 additional downloadable content. These would comprise of script files (the missions) along with another file containing the text strings required for that mission pack. 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. 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.

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 !!!

In the carmods.dat file, there are some commented out entries for the all the sports bikes in the game and what parts you could have put on them. This was removed early in development, as the parts the game will try to get don't actually exist.

#fcr900, exh_bk_fc_sa, exh_bk_fc_ta, exh_bk_fc_tc, misc_a_bk_fc1, misc_a_bk_fc2, nto_bk_s, nto_bk_tw
#bf400, exh_bk_bf_sa, exh_bk_bf_ta, exh_bk_bf_tc, misc_a_bk_bf1, misc_a_bk_bf2, nto_bk_s, nto_bk_tw
#nrg500, exh_bk_nr_sa, exh_bk_nr_ta, exh_bk_nr_tc, misc_a_bk_nr1, misc_a_bk_nr2, nto_bk_s, nto_bk_tw
#pcj600, exh_bk_pc_sa, exh_bk_pc_ta, exh_bk_pc_tc, misc_a_bk_pc1, misc_a_bk_pc2, nto_bk_s, nto_bk_tw

Unused Gangs

The game has 7 total gangs that are actually used. 3 of them go completely unused, including the Italian Mafia gang. The other 2 are "placeholder" gangs of some sorts, nothing much was done for them during development and they are simply called Gang 9/10. According to pedgrp.dat the 2 unused gangs would use the character models of the Varios Los Aztecas gang and only drive Sentinel cars according to cargrp.dat. The Mafia gang can actually be encountered without the help of external mods by using a well known glitch, and as you might have guessed, they exist in Las Venturas. They drive Sentinels, Admirals, and Feltzer cars.

Gridref.dat

##################################################
# gridref.dat                                    #
# stores which artist deals with map grid areas. #
# These names must be the artist's user id       #
##################################################

# these names MUST!!!! be the artist's bugstar userid any questions see Alex !!!!!!!!!!

A1	GARY
A2	GARY
A3	GARY
A4	GARY
A5	WAYLAND
A6	WAYLAND
A7	WAYLAND
A8	STUARTM
A9	STUARTM
A10	STUARTM

B1	GARY
B2	GARY
B3	GARY
B4	GARY
B5	WAYLAND
B6	WAYLAND
B7	WAYLAND
B8	STUARTM
B9	STUARTM
B10	STUARTM

C1	STUARTM
C2	STUARTM
C3	STUARTM
C4	GARY
C5	WAYLAND
C6	WAYLAND
C7	STUARTM
C8	STUARTM
C9	STUARTM
C10	STUARTM

D1	STUARTM
D2	STUARTM
D3	STUARTM
D4	STUARTM
D5	STUARTM
D6	SCOTT
D7	STUARTM
D8	STUARTM
D9	STUARTM
D10	STUARTM

E1	STUARTM
E2	STUARTM
E3	STUARTM
E4	STUARTM
E5	SCOTT
E6	SCOTT
E7	STUARTM
E8	STUARTM
E9	STUARTM
E10	STUARTM

F1	STUARTM
F2	STUARTM
F3	STUARTM
F4	STUARTM
F5	SCOTT
F6	SCOTT
F7	SCOTT
F8	NIK
F9	NIK
F10	NIK

G1	ADAMC
G2	ADAMC
G3	ANDREWSO
G4	ANDREWSO
G5	SCOTT
G6	SCOTT
G7	NIK
G8	NIK
G9	JIMA
G10	JIMA

H1	ADAMC
H2	ADAMC
H3	ANDREWSO
H4	ANDREWSO
H5	SCOTT
H6	SCOTT
H7	SIMONL
H8	STEVEM
H9	STEVEM
H10	STEVEM

I1	ANDREWSO
I2	ANDREWSO
I3	ANDREWSO
I4	ANDREWSO
I5	SCOTT
I6	SCOTT
I7	SIMONL
I8	SIMONL	
I9	STEVEM
I10	STEVEM

J1	ANDREWSO
J2	ANDREWSO
J3	ANDREWSO
J4	ANDREWSO
J5	SCOTT
J6	SCOTT
J7	JIMA
J8	JIMA
J9	STEVEM
J10	STEVEM

# -eof-

This dat file is found in the data folder. It is a list of which environment artists are responsible for which portions of San Andreas, as split up in a 10x10 grid. The list includes each artist using their Bugstar ID, with Bugstar being Rockstar's internal bug and defect tracking software. This is a list used with debug builds and internal tools to automatically assign a newly created environment bug to the artist responsible for the area it was found in, which is why it is important for the file to use correct Bugstar IDs. Below is a list of the Bugstar IDs used in the file and who they map to.

Bugstar IDs

ADAMC - Adam Cochrane (Lead Artist: Las Venturas)

ANDREWSO - Andrew Soosay (Artist: Las Venturas)

GARY - Gary McAdam (Lead Artist: San Fierro)

JIMA - James Allen (Artist: Los Santos)

NIK - Nik Taylor (Lead Artist: Los Santos)

SCOTT - Scott Wilson (Artist: Countryside)

SIMONL - Simon Little (Artist: Los Santos)

STEVEM - Steven Mulholland (Artist: Los Santos)

STUARTM - Stuart Macdonald (Artist: Countryside)

WAYLAND - Wayland Standing (Artist: San Fierro)

External links