Sanny Builder
In English

Edit Modes

Sanny Builder supports many games and platforms and so there is a predefined configuration for each supported game called an edit mode.
Edit modes supply Sanny Builder with the following information:
  • a target game
  • paths to files with the game data
  • paths to files with supporting information (labels, variables, constants, etc)
Sanny Builder stores the edit modes within the data folder. When a subfolder inside data contains a file named mode.xml, this file is automatically loaded as the configuration file for the respective edit mode.
In versions prior to 3.9, the modes configuration was stored in a single file named modes.xml, which was located in the data folder. Starting from version 3.9 and onwards, this configuration has been divided into separate XML files, each dedicated to a specific mode.
The modes configuration is automatically loaded upon startup of Sanny Builder. If needed, it can also be manually reloaded by running Sanny Builder with the -x CLI option.
The configuration of the modes is open to modification and extensions, and users can create their own modes for specific needs.

File Format

The mode.xml file is formatted in XML and is editable using any text editor.
Each configuration file should begin with the following XML declaration:
<?xml version="1.0" encoding="UTF-8"?>
Following the declaration, there should be a single root node, <mode>. The file must only contain one root node.
Within the <mode> tag, there are both mandatory and optional attributes, as described below. The content of the <mode> tag consists of specific tags (properties) that define paths to directories or files.

Mode Attributes


id is a required and unique identifier of the mode. Sanny Builder uses the id to save some user settings for this mode, e.g. a game directory.
A valid value for this attribute is a unique series of characters not used for any other mode's id.


A mode can extend another mode (the parent) to reduce the number of duplicated properties. It is helpful for different versions of a game where most of the configuration is the same except for a few properties. The parent can also extend another mode.
When a property is missing Sanny Builder recursively traverses all parent modes trying to find the property.
A valid value for this attribute is the id of another mode defined in the same file.


title defines the mode's displayed name. Due to the interface constraints avoid long names and keep it within the limit of 24 characters.


The game attribute defines a target game for the mode. There are 6 valid values:
  • gta3
  • vc
  • sa
  • lcs
  • vcs
  • vc_mobile
  • sa_mobile
Before disassembling or compiling a script, make sure that the correct edit mode is active. Each game has an unique script format and the scripts compiled for one game are not compatible with scripts for another game. Even if the script is compiled without errors, the game would crash trying to read a script in different format.
A compiled script file may store information about which game it is made for. When you open such a script, Sanny Builder prompts you to change the mode to the correct one. Ignoring this prompt may cause a crash of the disassembler, because the script format is unexpected for it.
Sanny Builder displays a game icon in front of the edit mode name so you know the target game.


One mode for each target game must be a default one. It means Sanny Builder uses this mode when run with the --game CLI option.
The valid value for this attribute is default. Omit this attribute for non-default modes.

Mode Parameters


path to CustomArrays.ini


path to a directory where to put a compiled script on Compile + Copy run.
Has a required attribute type: type="scm" - used for regular .scm scripts type="cleo" - used for scripts with directive {$CLEO}


path toclasses.db


path toconstants.txt


path to the mode directory
path to enums.txt


path to either an .ide or .dat file: .ide files contain game model names and characteristics .dat files contain paths to other .ide files
ide element may have an optional base attribute to specify a folder that is used to resolve relative paths in the .dat file.
<ide base="@game:\">default.dat</ide>
Without base all relative paths are resolved starting from the location of the .dat file.
A mode may have multiple <ide> elements.


path to a list of keywords


path to CustomLabels.ini


path tomissions.txt


path to a list of opcodes


path to a file with the mode's exclusive templates
Has a required attribute type: type="default" - path to the predefined templates shipped with Sanny Builder type="custom" - path to a file with user templates added via the Add Template form. This file is never overwritten during a Sanny Builder update.


path to a .gxt file
<text> has one required attribute: format. The supported values are:
gta3: .gxt has one table, plain keys, ANSI encoding vc: .gxt has multiple tables, plain keys, ANSI encoding sa: .gxt has multiple tables, hashed keys, ANSI encoding sa_mobile: .gxt has multiple tables, hashed keys, UTF-16 encoding



path to opcodes.txt


path to a JSON file generated in Sanny Builder Library with documentation on the scripting commands used in the target game.

Built-in Variables

Sanny provides a few variables that can be used in parameters and attributes (if applicable).
@game: - path to the game directory configured in the options @sb: - path to the Sanny Builder directory (where sanny.exe is located)
Both paths do not include the trailing slash.

Available Modes

Sanny Builder offers many different modes, and their number may vary from version to version:
Naming schema
Parameters order
all versions of GTA III
all versions of Vice City
GTA SA v1.0
SA v1.0
GTA SA v2.0
SA v2.0
GTA SA (v1.0 - SCR)
SA v1.0
all versions of Liberty City Stories
VCS for PS2
VC Mobile
VC Android and iOS versions
SA Mobile
SA Android and iOS versions
The naming schema defines the way of describing the opcodes. The community schema has the names randomly guessed over the years, such as actor or thread. The Rockstar schema has the original taxonomy used by the game developers (e.g., char or script) that is consistent with the game's inner structures.
The parameters order defines the way of arranging the opcode parameters. In the custom order the parameter with the higher index may go earlier in the script. This is applicable to community opcode descriptions. The original order has all parameters arranged from the smallest index to the largest index. This goes with the Rockstar schema to make scripts look like they are meant to be by the developers.

Selecting a mode

To change the mode, click at the right bottom corner of the Sanny Builder's main window. A list of the available modes will appear. As you click the mode name Sanny Builder makes all necessary adjustments and you may continue working immediately.
To select the mode using CLI run Sanny Builder with the --mode option. To select a default mode for the game, use the --game option.
Running Sanny Builder with the -x option reloads the modes configuration and updates the list of modes.
You can register a new shortcut to instantly refresh edit modes configuration without having to close Sanny Builder. Add the following configuration in the User tools:
Path: sanny.exe Parameters: -x --no-splash Shortcut: <any combo of your choice>