the cutting room mirror

Grand Theft Auto: San Andreas

Featured articleThis article has a talk page!
view on tcrf.net

Resources#

Version Differences#

"Hot Coffee"#

The following content is NSFWIcon.png and has been hidden by default. Click to reveal content: ;

The sequence in-game

In the dating sequences of the game, you normally conclude proceedings by choosing to leave your girlfriend at her home or entering her house for "coffee," which is depicted with a tasteful fade to black along with the sounds of intense "coffee" making. However, the development team had originally implemented a mini-game which allowed you to control what happened inside, ultimately cut from the finished product.

In the final version of San Andreas, this mini-game was disabled with a simple flag instead of being scrapped from the game data outright. The mini-game was not declared to the ESRB, since it's effectively cut content and there is no way for a player to experience it through the normal course of gameplay.

Once San Andreas was released and curious modders started to delve into the game files, the coffee started dripping. Animations, models, textures, sound files, and even the code for the sequence were discovered. It wasn't long before the flag to switch the feature back on was found as well, leading to the Hot Coffee mod - at which point the coffee truly hit the fan, and the rest is history.

You can use this little tool to patch your save game 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 textures, a model, a HUD icon, 6 sound files, and related text for a skateboard item that would have acted as a combination weapon and vehicle. According to programmer Obbe Vermeij, the skateboard would ultimately be dropped due to it requiring too much work to get finished to a sufficient quality level. The idea stuck around, though, and it eventually made its way into Rockstar's later 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 mission Madd Dogg's Rhymes.

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 an unused skateboarder pedestrian who would have likely used the skateboard along with dropping it upon death. Only voice lines for this pedestrian exist in the files, which can be heard by assigning VOICE_GEN_WMYSKAT to any existing character in the PEDS.IDE file.

Big Bear#

Big Bear himself is obviously not unused, present in a couple cutscenes in the game. However, there is plenty of leftover content from when he played a bigger role.

For starters, there are models of a much fatter Big Bear in both gta3.img and cutscene.img, presumably models that would have been used some time after Beat Down on B-Dup and after his recovery. There is another cutscene model named "csbigbear2", which is a copy of csblue3, which in itself is an unused homie model.

GTASA-BB.png GTASA-CSBLUE3.png

There is much more than unused models for Big Bear, however, as there are also many voice lines and mission dialogue/references that go unused, not only making his mitigated role even more obvious, but also implying he would have been recruitable in some way, with several lines regarding him being back with the Families and engaging enemy gang members.

Unused Big Bear's Voice Lines

(Source: Vadim M)

Unused Weapons#

III/Vice City Leftovers#

In default.ide is a section mentioning "old removed weapon models". They seem to be Vice City leftovers.

# OLD REMOVED WEAPON MODELS
#332, screwdriver, screwdriver, null, 1, 50, 0
#337, hammer, hammer, null, 1, 50, 0
#338, cleaver, cleaver, null, 1, 50, 0
#339, machete, machete, null, 1, 50, 0
#351, buddyshot, buddyshot, buddy, 1, 50, 0
#353, tec9, tec9, colt45, 1, 30, 0
#355, ingramsl, ingramsl, colt45, 1, 50, 0
#358, laser, laser, rifle, 1, 50, 0
#361, M60, M60, m60, 1, 50, 0
#365, fingers, fingers, null, 1, 50, 0
#366, minigun2, minigun, null, 1, 50, 0


end

There is also a landmine that has been left in the game's files since III. While there is a TXD file, it has no texture in it.

(Source: Vadim M)

Unused Vehicles#

Bloodring Banger B#

GTASA-BloodrB.png
Seemingly a Vice City leftover, another version of the Bloodring Banger is present in gta3.img. This was likely used as a placeholder for the Bloodring Banger actually used in-game. All that remains of it is a model (with a glitched interior) and a handling line.

FBI Truck#

GTASA-FBITruck.png
Even though it's called FBI Truck in its DFF/TXD and in-game name, a few references make this vehicle seem like it was supposed to be used by the SWAT, including an entry in the BradyGames strategy guide showing an earlier version of this truck with a mounted gun, claiming it's "for SWAT members only". There are 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.

FBI Car#

GTASA-FBICar.png
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 it still uses the VCPD police car interior and rims from Vice City. It only exists as a model located in cutscene.img which would mean it would appear in at least one cutscene. It's unknown if this car would have made an appearance in-game or not.

Rancher (Lure)#

GTASA-RnchLure.png
A copy of the Rancher known as "rnchlure" exists. 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.

RC Cam#

GTASA-RCCam.png
A small flowerpot that, based on leaked strings in the Definitive Edition, is actually a tiny RC car with a camera in it. It would have been intended for a cut mission of the casino heist. It can be spawned with trainers/mods in the original version, and it can actually hold up to two people. It will go through other cars, but operates like a normal vehicle otherwise.

{-------------------------- HEIST8.SC --------------------------------------}


[HEI8_1:HEIST8]
~s~Go and pick up the RC camera.


[HEI8_2:HEIST8]
~s~Photograph the guard using the keypad. 


[HEI8_3:HEIST8]
~s~Get the camera out in one piece 


[HEI8_4:HEIST8]
~r~The RC camera has been destroyed!


[HEI8_5:HEIST8]
~r~The RC camera has gone out of range!


[HEI8_6:HEIST8]
~s~Park outside the Mafia casino. 


[HEI8_7:HEIST8]
~s~The RC camera is going out of range! Get it back to the casino. 


[HEI8_8:HEIST8]
~s~Get back in the topfun van!


[HEI8_9:HEIST8]
~r~You were spotted by one of the guards!


[HEI8_10:HEIST8]
~s~You need to wait until he's entering the code!


[HEI8_11:HEIST8]
~s~You can take a picture by pressing the R3  button. 


[HEI8_12:HEIST8]
~s~You won't get a clear shot from there, you need to be able to see the keypad!


[HEI8_13:HEIST8]
~s~ Be careful though, the camera wont stand up to close inspection and a moving plant is a dead giveaway. 


[HEI8_14:HEIST8]
Camera Health 


[HEI8_15:HEIST8]
That's not a plant, it a camera! Don't let it get away!


[HEI8_16:HEIST8]
~s~Lose the guards!


[HEI8_17:HEIST8]
~r~The only security guard that knows the code has been killed!


[HEI8_18:HEIST8]
~s~This looks like a good spot, wait until the guard is using the keypad before pressing the R3  button to record him entering the code.


[HEI8_19:HEIST8]
~s~You need to be able to see the keypad!


[HEI8_20:HEIST8]
~s~SECURITY GUARD: What's that? 


[HEI8_21:HEIST8]
~s~SECURITY GUARD: Something weird is going on around here.


[HEI8_22:HEIST8]
~s~SECURITY GUARD: Must of imagined it.


[HEI8_23:HEIST8]
Press the SELECT button to switch camera view


[HEI8_24:HEIST8]
Press the SELECT button to switch to 1st person view


[HEI8_25:HEIST8]
Press the SELECT button to switch to behind car view
 

(Source: Vadim M)

Test Cutscene#

In cuts.img there is a test cutscene called "cuttest" which, as the name implies, is a cutscene made for testing purposes. Watch on YouTube

Cut Throat Business Cutscene Cut-off#

Watch on YouTubeThis cutscene ends early as soon as Madd Dogg picks up his rhyme book, but there is a more few seconds of the cutscene. As well as stuff that is never meant to be seen by the player, such as the models suddenly glitching out, and Madd Dogg having more animation (Such as after he picks up his rhyme book, it looks like he is patting CJ on the shoulder.)

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, with an "early rave" station in its place.

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:

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)

Oddities#

Parachute's Special Type#

While most of the melee weapons are classified either of two types Melee or Gifts (which is based on Melee). The parachute is the only melee weapon in the game to have its own weapon type: Special.

It's unknown the reason why the parachute is the only weapon in the game to have this type, since the jetpack doesn't even use it for its primary function of flying. But this class has its own side-effect of ignoring two key proof flags that entities may have (All-proof & Melee-proof), due to them not accounting for the Special weapon type.

This means that you can damage and destroy a big majority of the mission-specific vehicles that may be melee-proof or all-proof while wearing the Parachute, one example being able to destroy Cesar's Savanna in "High Stakes, Low Rider".

(Source: Wallmit)

Developer Oversights#

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

To do:
Looooots more. So much more that this is worth of a subpage.

Like many games of this scale, there are a myriad of discrepancies and errors present. Nothing game breaking (for the most part), but still annoying to see.

  • The CHOPCOPX texture shows up on the bike officer's gibs when he gets chopped up by the helicopter in the mission Reuniting the Families.
  • The texture of the dumbbells present in gyms uses the wrong texture, making it appear golden. This was fixed in the iOS/Android port.
  • Kendl's in-game model is completely different, being identical to BFYST, except the 81 is grey instead of purple. This may be her old design, as this model also shows up on a picture in CJ's house featuring Sweet's old design.

Orange Grove Families#

To do:
Get images and extract the pedestrian quote.

The name of CJ's gang is inconsistent throughout the game, with several instances of switching between their actual name, Grove Street Families, or an earlier name, Orange Grove Families.

  • Several of CJ's positive responses to gangs asking what gang he's in have him refer to "OGF", "Orange Grove Street Families", and similar variants.
  • The "Orange 12" pedestrian will sometimes say "Come on, man. Ain't we the same set?" when threatened by the player.
  • OGF graffiti decals can be found in Los Santos.
  • CJ can get an OGF tattoo.

Misplaced Pedestrian#

  • WMYLG, a blonde male lifeguard, does not spawn on any beaches due to not being listed in pedgrp.dat, but he does show up in the Cobra Martial Arts Gym...for some reason. He'll also rarely show up in the Vigilante side mission due to it pulling random peds from peds.ide to be the criminals.

(Source: Vadim M)

Silent Pedestrians#

  • The pimp in San Fierro, BMYPI, is completely silent in-game due to a simple spelling error for his voice bank (BMYPI instead of BYMPI).

(Source: Vadim M)

  • Similarly, WMYSGRD, a security guard ped, is also silent due to a voice bank spelling error (WMYSGRAD instead of WMYSGRD).

(Source: Vadim M)

Leftover Solair wheels#

  • Las Venturas has an auto garage located in Redsands West with a stack of tires on top of its roof, the textures being simply reused from GTA III/Vice City. However, upon inspecting the TXD file containing all of the textures used in the garage, the texture names state it belonging to the Solair.

GTASA-Solairwheel64.png GTASA-Solairtyre64.png
Interesting enough, a very obscure screenshot exists of the solair with these rims. It appears to be an alternate shot of a very widespread screenshot of fat CJ walking away from a removed donut shop in LS after having his fill. The beta Linerunner from the 1st shot can be seen as well.
GTASA-Solairbetascan.png

Location Oddities#

To do:
Earlier maps present on racing textures.

  • Unenterable buildings with "entrance boxes";
    • Jim's Sticky Ring in Los Santos, King Ring in Las Venturas and Tuff Nut Donuts in San Fierro.

Transfender Garage#

  • The interior used in Transfender garages is zoomed into see the car, but there is a lot more detail present; it's even an exact copy of Joey's Garage from Grand Theft Auto III!

Liberty City#

While the location itself isn't unused in the Saint Mark's Bistro mission, there are various chunks of Liberty City not normally seen, including the hospital, Luigi's Club, and some stores. A higher quality version of this was used in The Introduction.