I'm searching for the song title data for the radio stations in Saints Row IV and while I haven't found it yet I thought I'd share my research as it goes.
interface.vpp_pc contains two packs, cell_music_menu.str2_pc and cell_music_menu2.str2_pc
cell_music_menu_str2_pc appears to handle the UI for interacting with the radio stations in the "cell phone" menus.. It's all LUA scripting, but what isn't obvious yet is where it's loading the actual information from. (cell_music_menu2.str2_pc appears to contain the station logos.)
cell_music_sub.str2_pc appears to contain the UI for the music sub-menus with cell_music_sub2.str_pc containing what looks like graphics..
cell_playlist.str2_pc appears to contain the UI for actually making your radio playlist "mixtape".
Oddly there is reference to some stations that don't exist in the game "STATION_ID_KRUU", "STATION_ID_MAX" and "STATION_ID_DEAD".
The main function of interest (for this anyway) is vint_dataresponder_request("cell_playlist_populate", "plist_populate", 0, CELL_PLAYLIST_GET_SONGS) (CELL_PLAYLIST_GET_SONGS is actually the value 1) unfortunately the function in interface.vpp_pc\vint_lib.lua looks it just passes it on to a function the game as a callback (or somewhere else in the pack files.
Do we have access to these functions with an SDK or anything?
I still haven't even found where the strings are stored, I've gone though a number of "LE_STRINGS" files and they aren't in there (so far anyway).
function vint_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, ...)
vint_internal_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, argument_unwrapper(arg, 0))
while(vint_dataresponder_finished(data_responder_name) ~= true) do
thread_yield()
vint_internal_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, argument_unwrapper(arg, 0))
end
end
interface.vpp_pc contains two packs, cell_music_menu.str2_pc and cell_music_menu2.str2_pc
cell_music_menu_str2_pc appears to handle the UI for interacting with the radio stations in the "cell phone" menus.. It's all LUA scripting, but what isn't obvious yet is where it's loading the actual information from. (cell_music_menu2.str2_pc appears to contain the station logos.)
cell_music_sub.str2_pc appears to contain the UI for the music sub-menus with cell_music_sub2.str_pc containing what looks like graphics..
cell_playlist.str2_pc appears to contain the UI for actually making your radio playlist "mixtape".
Oddly there is reference to some stations that don't exist in the game "STATION_ID_KRUU", "STATION_ID_MAX" and "STATION_ID_DEAD".
The main function of interest (for this anyway) is vint_dataresponder_request("cell_playlist_populate", "plist_populate", 0, CELL_PLAYLIST_GET_SONGS) (CELL_PLAYLIST_GET_SONGS is actually the value 1) unfortunately the function in interface.vpp_pc\vint_lib.lua looks it just passes it on to a function the game as a callback (or somewhere else in the pack files.
Do we have access to these functions with an SDK or anything?
I still haven't even found where the strings are stored, I've gone though a number of "LE_STRINGS" files and they aren't in there (so far anyway).
function vint_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, ...)
vint_internal_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, argument_unwrapper(arg, 0))
while(vint_dataresponder_finished(data_responder_name) ~= true) do
thread_yield()
vint_internal_dataresponder_request(data_responder_name, callback_function_name, max_records_to_return, argument_unwrapper(arg, 0))
end
end