When you save the game, an ID pertaining to the EXE (gta_sa.exe/gta-sa.exe) used is stored in the save.v1 EXEs will load saves with any EXE ID, even a v2 ID.v2 EXEs will only load saves with a v2 ID (including the Steam/RSG version).German v2 EXEs will only load saves with a German v2 ID.Austrian v2 EXEs will only load saves with a Austrian v2 ID.Recommended: "Standard 2.0" unless you are using German 2.0 or Austrian 2.0.
Save files contain IPL flags that enable and disable map objects in the game.The order of the IPL flags is determined by the models\gta3.img file being used when the game is saved.This site cannot detect your IPL version for you.Saves will work regardless of which version of gta3.img you use, however there may be glitches, such as road barriers to other cities still appearing after they should have been removed.You can check which version of gta3.img you are using by checking it's file size or checksum. If your gta3.img doesn't match either of these, then your gta3.img is likely modded.City BarriersStory Barriers: City barriers will be enabled or disabled depending on mission completion.Disabled Barriers: City barriers will be removed regardless of mission completion.Recommended: Find out which version of gta3.img you have or leave unmodified.v1 gta3.imgv2 gta3.imgSize940,064,768 bytes937,680,896 bytesCRC32c8ccf06fc8a97acaMD59282e0df8d7eee3c4a49b44758dd694d42a1224aa88741c4f6b40d3d5191b7f0SHA16a6ab35d08428e581f112680146db41971ced8ed77bb6e40a445d3d7393d05a78edbf25401b9f361
Traveling outside of the bounds of the game's main map can cause zone information in the save file to become corrupt,leading to some glitches, such as taxi fares not appearing, map areas being labeled incorrectly, or the Mike Toreno mission not progressing properly.The zone information is the same across all unmodded games.Recommended: "Yes" if detected.More Info
A glitch in the game can cause traffic to behave oddly as you spend more and more time playing (total time played across multiple sessions, such as 150+ hours).Behavior includes traffic vehicles driving backwards, through each other, or in the air.The glitch gets worse over time and can be fixed by resetting various timers and a few variables in the save file.This site cannot detect the glitch for you.Recommended: "Yes" if you are experiencing these glitches.More Info
This glitch occurs when you save near a pool table and prevents you from using them.This should only occur in modded games, or saves where a save disk has been moved too close to a pool table.Recommended: "Yes" if detected.More Info
This option allows you to change the save name that appears in the game's save slot menus.Save names can be up to 100 characters long. GXT color codes are allowed.Be aware that non-standard characters can cause glitches in the save menus and may not display correctly.
GTA SAN ANDREAS SAVES (SAVE GAME)Download GTA San Andreas Save Game :: mission 32 ( Stowaway)Other Choices:You can download more GTA San Andreas Save Games.Check out the list of GTA San Andreas save games How to install GTA San Andreas Save Games
By default, GTA SA places its saved game files into the folder "GTA San Andreas User Files" which is located in the current user's Documents folder. The location of this folder varies depending upon the version of Windows installed. Some typical locations for a user with an account named "Fred" would be:
The save files themselves are named in the format GTASAsfX.b where X represents the in-game slot number. So, the game saved in slot 1 will be stored in the save file GTASAsf1.b and the game saved in slot 5 will be stored in the save file GTASAsf5.b. There are 8 slots available in the game (1-8). GTASA save files are always 0x31800 bytes long (202,752 in decimal) and are not compressed or encoded in any way.
Information pertaining to the mission scripts in use when the game was saved. Includes all global variables and information about running threads including thread pointers and local variables. A minor size difference between the MAIN section of the version 1 and version 2 scripts is the primary cause of incompatibility between version 1 and version 2 saves because it forces the other threads to be at slightly different memory locations. One can adjust the thread pointers in this block and (if converting from 1 to 2) the Version ID String from block 0 to convert a save between the two versions; this applies to either completely unmodded or identically-modded installations of v1 and v2.
Information defining all garages (including bomb shops, pay & sprays, etc.) and also describing the cars stored in safehouse garages. This block can vary in size although in the unmodified game it will always be 0x23C7 bytes because there are 50 garages defined. The 80 saved vehicles (4 each in 20 garages) is a fixed number and probably cannot be exceeded. Also, the arrangement of the Garage Car structures in the save is non-intuitive: they follow the pattern Garage 1/Car 1, Garage 2/Car 1, ... Garage 20/Car 1, Garage 1/Car 2, Garage 2/Car 2 ...
Enex Path: Normally 0 for outdoor saves, or 1 with the source index of the enex used to access the interior where the game was saved. The enex path may be longer on modified saves. Additional links are appended to the path. The enex path is used to display the zone name for the destination before CJ arrives in the zone.
New enex connections can be added to the save after the save is created if temporary (burglary) connections are not present (indoor or isolated saves). The flags and links for existing connections will not be updated by changes in the IPL file. If the enex structure is removed from the block (except for the -1 terminator) the game will remap all connections based on the current IPL configuration.
Following the last data block is a variable amount of padding. Since every valid save file is exactly 0x31800 (dec:202752) bytes in length, this padding is necessary to fill the space between the data blocks which start the file, and the checksum value which ends it. Because the game internally uses a buffer of 0xC800 (dec:51200) bytes for writing a save, each byte of padding data is simply a repetition of the data located 0xC800 (dec:51200) bytes before it. While it is not strictly necessary to follow this convention for the padding when writing a modified save file, it is consistent with the original game and makes modifications harder to detect.
The final four bytes of a save file are an unsigned integer checksum value. This checksum is simply the sum of all the preceding 0x317FC (dec:202748) bytes. If the checksum value does not match the calculated sum of those bytes, the game will consider the save file to be "corrupted" and refuse to load it. Thus, any time you make any changes to a save file you must remember to update the checksum when you are finished.
If it is an Android version play the mission then when you are about to fail the mission by failing to get on the plane press the home button on your phone, use some other apps for some few minutes, go back to the game, retry the mission from the last save points, then the plane should not move at all
Save games after every mission for a V2 version of Grand Theft Auto: San Andreas. No mods/cheats.I was creating some saves for V2 of the game as they're useful to me, and uploaded them in case anyone else wants them for whatever purpose.
You might want to save your game before this mission, as it's without a doubt one of the best in the game. Truth is checking that you're no longer on government business (working with Toreno). He warns you about Toreno, and goes onto explain your task. There's a place not even on the map where the 'Black Project' is being developed. Truth wants you to break in and collect it. Truth takes you to the Area 69 compound, via the mothership. You must gain entry to the research labs before sunrise (05.30).
Alright so today I remembered that I made a super quick and dirty save file manager at the beginning of last year, however I never finished it because I never got around to making a save file for every mission in the game, however since RunnerHAWORTH was awesome enough to provide us with them I decided to go back and finish it. 2b1af7f3a8