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:
Sanny Builder stores the edit modes within the
datafolder. When a subfolder inside
datacontains 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
datafolder. Starting from version 3.9 and onwards, this configuration has been divided into separate XML files, each dedicated to a specific mode.
The configuration of the modes is open to modification and extensions, and users can create their own modes for specific needs.
mode.xmlfile 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.
<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.
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.
titledefines the mode's displayed name. Due to the interface constraints avoid long names and keep it within the limit of
gameattribute defines a target game for the mode. There are
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.
The valid value for this attribute is
default.Omit this attribute for non-default modes.
path to a directory where to put a compiled script on
Compile + Copyrun.
path to the mode directory
ideelement may have an optional
baseattribute to specify a folder that is used to resolve relative paths in the
baseall relative paths are resolved starting from the location of the
A mode may have multiple
Has a required attribute
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
<text>has one required attribute:
format. The supported values are:
.gxthas one table, plain keys, ANSI encoding
.gxthas multiple tables, plain keys, ANSI encoding
.gxthas multiple tables, hashed keys, ANSI encoding
.gxthas multiple tables, hashed keys, UTF-16 encoding
Sanny provides a few variables that can be used in parameters and attributes (if applicable).
Both paths do not include the trailing slash.
Sanny Builder offers many different modes, and their number may vary from version to version:
The naming schema defines the way of describing the opcodes. The community schema has the names randomly guessed over the years, such as
thread. The Rockstar schema has the original taxonomy used by the game developers (e.g.,
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.
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.
<any combo of your choice>