Like many other games, GTA has limits that may later need to be increased as the modding community grows. This limit adjuster gives you that opportunity.
Furthermore, it hacks some limits that were once deemed impossible to be hacked because of their complexity, as the ID limits itself took over 5000 lines of code to hack. An example of these limits would be the ID limits, weapon limits, handling.cfg limits & cargrp.dat limit. Map limits are also hacked. This means bigger maps with more cities.
Supported games: GTA III, GTA VC, GTA SA, GTA LCS, GTA IV, GTA V, Bully Scholarship Edition.
I am putting a lot of effort to make sure that my projects meet the high quality requirements. That takes a significant amount of work. If you like any of my projects, you can consider making a donation. And keep on looking for what projects the future might bring.
***** Installation
Make sure you are using one of supported game versions.
You can find the information on supported versions in documentation\SupportedVersions.txt
You can find the extensive information on supported features per each game version in documentation\documentation.xmls, which is Excel file.
Documentation.docx contains an instruction, how to apply this project to games on Android.
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If you chose a platform WIN_X86:
– GTA III, VC or Bully Scholarship Edition will require ASI loader that works before game gets started.
This one will be appropriate one: https://github.com/ThirteenAG/Ultimate_ASI_Loader/releases
– GTA San Andreas requires ASI loader, Silent’s ASI loader will be good:
http://www.gtagarage.com/mods/show.php?id=21709
– GTA IV requires Xliveless, which has included ASI loader.
– Copy all files from files\files\libraries\WIN_X86 to game directory.
– Copy files from files\files\additional_files\%your_game%, depending on specific game, into root directory.
– Do not change the name of $fastman92limitAdjuster.asi
– Run the game, you should see the message box that the INI file does not exist and needs to be generated.
– Now you can open the .ini file for specified game to change some options.
– Look for fastman92limitaAdjuster.log, it should have been been created.
If you chose a platform WIN_X64:
– GTA V will require ASI loader, you can use the one from OpenIV, made by Alexander Blade
– Copy all files from files\files\libraries\WIN_X64 to game directory.
– Copy files from files\files\additional_files\%your_game%, depending on specific game, into root directory.
– Run the game, you should see the message box that the INI file does not exist and needs to be generated.
– Now you can open the .ini file for specified game to change some options.
– Look for fastman92limitaAdjuster.log, it should have been been created.
If you chose a platform ANDROID_*
– Open Documentation.docx file, see the chapter “Use the FLA for games on Android”.
Follow the instructions carefully.
– Recommended to use: fastman92 APK modifier, https://gtaforums.com/topic/979211-fastman92-apk-modifier/
– Copy files from files\files\additional_files\%your_game%, depending on specific game, into root directory.
– Path to root directory can be found in “AndroidPluginDeploymentSolution”, property “external file directory for current game.”
– Run the game, INI file will be generated if it does not exist.
– Now you can open the .ini file for specified game to change some options.
– Look for fastman92limitaAdjuster.log, it should have been been created.
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It’s recommended to see the documentation of this project – available in Documentation.docx file, which can be opened by Microsoft Word.
If you want to see what features are implemented for which game executables, you can take a look into Documentation.xlsm, which can be opened by Microsoft Excel.
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***** Changes
** 7.6
– Android plugin deployment solution, more commands
– Android plugin deployment solution, temporary files being removed now
** 7.5, 5 June 2024
– WIN_X86, GTA SA 1.0 HOODLUM, (ADDONS -> Enable model special feature loader), for vehicle model that derives from ‘hunter’, door angle fixed
– ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Minimum number of iterations in LoadAllRequestedModels) implemented
– ANDROID_ARMEABI_V7A, GTA SA 2.00, (STREAMING -> Number of requested models above which the game considers loading very busy) implemented
– ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug fixed. Nines and AK’s can now be passed.
– ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with IPL not being loaded fixed. This caused reflection bug.
** 7.4, 26 May 2024
– ANDROID_ARMEABI_V7A, GTA SA 2.00, ID limits, bug with collision not being loaded fixed. This caused reflection bug.
– ANDROID_ARMEABI_V7A, GTA SA 2.00, (MAP LIMITS -> World sector size), bug with stealable objects fixed. Now they can be picked up.
– GTA SA, (MAP LIMITS -> Paths map size) bug fixed, when going to interiors
** 7.3, 2 May 2024
– ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.86.44544238 added
– ANDROID_ARM64_V8A, GTA SA DE Rockstar 1.72.42919648 added
– Android plugin deployment solution, fixed generation of APK/APKS, signing part
– Android plugin deployment solution, can import library file from APKS file now
– ANDROID_ARMEABI_V7A, GTA SA 2.00, (ID LIMITS -> FILE_TYPE_RRR) fixed.
– ANDROID_X64, GTA SA 2.11.32, (ID LIMITS) implemented.
– ANDROID_ARMEABI_V7A & ANDROID_ARM64_V8A, GTA SA 2.10, (SPECIAL -> Fix crashes on newer systems) implemented.
** 7.2, 27 Sep 2023
– ANDROID_ARM64_V8A & ANDROID_X64, GTA SA 2.11.32, split_data_main.apk can be put into OBB directory. That is /sdcard/Android(_unprotected)/obb/com.rockstargames.gtasa/
– ANDROID_ARM64_V8A & ANDROID_X64, GTA SA 2.11.32, (SPECIAL -> Fix crashes on newer systems) implemented.
Fixed problem in Renderware’s code.
Game can also run now on case sensitive file system (EXT4 here). If game crashes on some device, then it’s possible the FLA will solve this problem.
By convention all file names should be lower case ( FILEname.txt is not acceptable). Otherwise they will be rendered inaccessible on case-sensitive file system.
– ANDROID_ARM64_V8A & ANDROID_X64, GTA SA 2.11.32, (SPECIAL -> Alter file loading order) implemented. Now files from “game root directory” take a precedence over asset files from APK archive.
– ANDROID_ARM64_V8A & ANDROID_X64, GTA SA 2.11.32 added
– ANDROID_X64, added support
– APKS (split APK) format implemented in Android plugin deployment solution. Now APK/APKS is supported. Newest games use APKS, so this was important to implement.
– the use of ‘fastman92 APK modifier’ is no longer required.
– ANDROID_ARMEABI_V7A, GTA CTW 1.04, support added
– sample plugin improved, now to support multiple platforms. See this if you want to develop your own plugin.
– ANDROID_ARMEABI_V7A, GTA SA 2.10 version had wrong identifier and the FLA could not be loaded.
** 7.0, 24 Jun 2023
– ANDROID_ARMEABI_V7A, GTA SA 2.00, (OTHER LIMITS -> References) added
– Android plugin deployment solution, became more powerful. Some options added.
– ANDROID_ARMEABI_V7A & ANDROID_ARM64_V8A, GTA SA 2.10, (SPECIAL -> Alter file loading order) implemented. Now files from “game root directory” take a precedence over asset files from APK archive.
– ANDROID_ARMEABI_V7A & ANDROID_ARM64_V8A, GTA SA 2.10 added
– remember to use ‘fastman92 APK modifier’ as well to generate new better APK, especially for APK packages with target SDK > 28 like GTA SA 2.10. Without that mprotect cannot work on program segments, which is neccessary for patching the code. The plugin loader won’t work without that.
Remember to use ‘fastman92 APK modifier’.
– ANDROID_ARM64_V8A, platform implemented, a lot of work was neccessary to make it happen.
– documentation\SupportedVersions.txt file created. It contains an information on which game versions are supported by the FLA.
– documentation.xmls, some options added, this Excel file tells, which features are supported by the FLA at which games.
– ANDROID_ARM32, plugin loader enhanced. Now can load .so files from StorageRootDirectory.
For example /sdcard/Android/com.rockstargames.gtasa/files/ or /sdcard/Android_unprotected/com.rockstargames.gtasa/files/
if ‘fastman92 APK modifier’ modified it.
– ANDROID_ARM32, plugin loader, can load libcleo.so properly and CLEO plugins still work now.
– WIN, support for reading FLA files from StorageRootDirectory\AutoID3000\fla
** 6.4, 27 Jan 2022
– ANDROID_ARM32, GTA SA 2.0, problem solved in module SaveOfVariableLength. Game was crashing when loading the saved game.
– WIN_X86, GTA SA 1.0 HOODLUM, (WEAPON LIMITS -> Enable weapon type loader) bug fixed in CEventDamage::ComputeDeathAnim
** 6.3, 22 Jan 2022
– ANDROID_ARM32, GTA SA 2.0, (SCM LIMITS -> Max size of MAIN segment, Max mission size, Running scripts, Mission cleanup, Max number of used objects, Switch jump table cases) implemented
– WIN_X86, GTA SA 1.0 HOODLUM, (MAP LIMITS -> Paths map size) bug fixed in CPathFind::SwitchRoadsOffInArea
– Android plugin deployment solution, running the application changed. Now finding the activity to launch.
Solves a possible problem of “Waiting for debugger” because of trying to launch unexported activity.
– (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) restored. It was removed by mistake in the previous version.
** 6.2, 10 Jan, 2022
– ANDROID_ARM32, GTA SA 2.0, (SPECIAL -> Disable CINFO.BIN and MINFO.BIN loading) implemented
– ANDROID_ARM32, plugin loader fixed and prepared to work properly with the latest version of APK modifier.
previous version was unusable.
** 6.1, 30 December, 2021
– WIN_X64, GTA The Trilogy SA 1.0.0.14718, (DEBUG OUTPUT -> Enable debug output). Use a debugger to catch GTA internal messages.
– WIN_X64, GTA The Trilogy SA 1.0.0.14718, (SPECIAL -> Disable CINFO.BIN and MINFO.BIN loading) implemented
– WIN_X64, GTA The Trilogy SA 1.0.0.14718, (IDE LIMITS -> Vehicle Models) implemented
– WIN_X64, GTA The Trilogy SA 1.0.0.14718, support implemented for this game version and ready to use
– WIN_X86, GTA SA 1.0 HOODLUM, (IPL -> Pickup collected) checking now if the value isn’t higher than 127, which is an error.
– ANDROID_ARM32, GTA SA 2.0, (SPECIAL -> Make save of variable size) implemented
– ANDROID_ARM32, GTA LCS, plugin loader – compatibility with “fastman92 APK modifier” and launcher’s Android_unprotected.
Works properly and Android’s scoped storage problem can be solved.
– ANDROID_ARM32, GTA SA 2.0, [HANDLING.CFG LIMITS] fixed. Handling flags for tuning the vehicle read correctly.
– ANDROID_ARM32, GTA SA 2.0, (MAP LIMITS -> World sector size) fixed
– WIN_X86, GTA SA 1.0 US compact/HOODLUM, compatibility with GTA V HUD by DK22Pac v0.925 ASI
– ANDROID_ARM32, GTA SA GER 2.09, (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) implemented.
– ANDROID_ARM32, GTA SA GER 2.09, support implemented for this game version and ready to use
** 6.0, March 26, 2021
– ANDROID_ARM32, GTA LCS 2.4, plugin loader fixed. No more problem with getting a root path directory
** 5.9, March 25, 2021
– ANDROID_ARM32, Bully SE 1.0.0.18, Documentation Excel file didn’t have this game included. Problem fixed.
– ANDROID_ARM32, (GTA SA 1.08), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) fixed.
** 5.8, March 25, 2021
– ANDROID_ARM32, (GTA SA 1.08, GTA SA 2.0, GTA LCS 2.4, Bully SE 1.0.0.18), (SPECIAL -> Fix HAL crashing on devices with Android 11 and higher) implemented.
Game cannot not be run on devices with Android 11, for example Pixel 5 devices.
The FLA solves this problem.
– ANDROID_ARM32, Bully SE 1.0.0.18, support implemented for this game version and ready to use
– (ANDROID_ARM32, ANDROID_ARM64, ANDROID_X86, ANDROID_X64), global exception handler has got stack dump implemented
– WIN_X86, GTA SA 1.0 HOODLUM, (MAP LIMITS -> Paths map size) bug fixed in CPathFind::CalcRoadDensity
– ANDROID_ARM32, GTA SA 2.0, [RENDERER LIMITS] implemented
– ANDROID_ARM32, GTA SA 2.0, (ID LIMITS -> Count of killable model IDs) implemented
– ANDROID_ARM32, GTA SA 1.08 (SPECIAL -> Alter file loading order) implemented. Now files from “game root directory” take a precedence over asset files from APK archive.
– ANDROID_ARM32, GTA SA 2.0, ID LIMITS fixed. Game could crash because of this bug.
– ANDROID_ARM32, GTA SA 2.0, [WATER LIMITS] implemented
** 5.3, June 2, 2020
– ANDROID_ARM32, GTA III 1.8, GTA VC 1.09, GTA SA 2.0 (SPECIAL -> Alter file loading order) implemented. Now files from “game root directory” take a precedence over asset files from APK archive.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, (IPL -> Occluders) wouldn’t adjust the limit. Fixed.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, (OTHER LIMITS -> Set pieces, OTHER LIMITS -> Set pieces, apply coordinate limit patch) implemented.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, (WEAPON LIMITS, Melee type loader) had got a parent melee combo type added in the DAT file. It should have fixed some bugs.
– WIN_X86, GTA SA 1.0 HOODLUM, fixed bug in Paths map size, racing mission didn’t work properly
– global exception handler improved. It didn’t work on some games, because of the exceptions being caught by the process itself.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, (WATER LIMITS -> Blocks to be rendered outside world) implemented.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, (SCM LIMITS -> Scripts for brains) implemented.
– WIN_X86, GTA SA 1.0 compact/HOODLUM, Radar blip sprite filename loader improved. Now GXT fields added.
It has backward compatibility with older configuration file as well.
– WIN_X86, GTA IV, (OTHER LIMITS -> Vehicle colors) was missing the CVehicleModelInfo::ms_policeScannerPrefixTable and CVehicleModelInfo__ms_policeScannerColourTable, which wasn’t reallocated.
– WIN_X86, GTA IV 1.0.4.0, [HANDLING.CFG LIMITS] implemented
– WIN_X86, GTA IV 1.0.4.0, vehicle audio loader implemented
– WIN_X86, GTA IV 1.0.4.0, FXT loader implemented
– WIN_X86, GTA IV 1.0.4.0, the IDE limits got hacked
– WIN_X86, GTA IV 1.0.4.0 support added
** 4.1, January 2, 2017
– WIN_X86, GTA IV 1.0.7.0, GTA IV 1.0.8.0, implemented DYNAMIC LIMITS: