I investigated how constants are assigned by 04AF: in San Andreas and used this information to add about 170 entries to constants.txt. I've grouped the constants under the following headings as an example of how the constants might be organized. Of these categories, 3 have potential for decompiling to specific opcodes, bool, sprites and bodyparts.
[GENERAL] - just the timers
[BOOL]=b - added yes and no, enabled and disabled
[SPRITE]=i - radar icons tend to get modded a lot
[BODYPART]=y - where to hang your hat
[TOWN] - town numbers
[RACE] - Race Index
[TOURNAMENT] where the races start
[CARMODS] bodyparts for cars
[PROPERTY] Buy Property Index
[SOUND] easy audio events that play without loading
sa_constants.txt
https://docs.google.com/spreadsheets/d/1ageNMPHWOFhVa7JgQ5-1aDuUKMgRPRFrMjvhJtZGKec/edit?usp=sharing
I investigated how constants are assigned by 04AF: in San Andreas and used this information to add about 170 entries to constants.txt. I've grouped the constants under the following headings as an example of how the constants might be organized. Of these categories, 3 have potential for decompiling to specific opcodes, bool, sprites and bodyparts.
[GENERAL] - just the timers
[BOOL]=b - added yes and no, enabled and disabled
[SPRITE]=i - radar icons tend to get modded a lot
[BODYPART]=y - where to hang your hat
[TOWN] - town numbers
[RACE] - Race Index
[TOURNAMENT] where the races start
[CARMODS] bodyparts for cars
[PROPERTY] Buy Property Index
[SOUND] easy audio events that play without loading
sa_constants.txt
https://docs.google.com/spreadsheets/d/1ageNMPHWOFhVa7JgQ5-1aDuUKMgRPRFrMjvhJtZGKec/edit?usp=sharing