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CLEO Mod

Mods for AML, with the file extension SO
Jhonz22 wrote: 27 Oct 2025, 19:00 AND IT’S BEEN 6 MONTHS WITHOUT AN UPDATE, MAYBE EVEN MORE.
It's now released. Have fun with new opcodes!
New SkyGFX is out!
► Show Spoiler
  • Jhonz22 Offline
  • Posts: 3
  • Joined: 10 Sep 2025, 20:21
Question: And what are those new opcodes?
We have been waiting for the cleo mod update for 64bit devices for more than a few months. This is the point that those who have new phones need the most. I have deleted and reinstalled the game many times because of this
  • BloodTiger Offline
  • Posts: 2
  • Joined: 02 Feb 2026, 20:13
Hello. Can i use mobile CLEO opcodes (and others from other opcodes .so mods) in my custom mobile main.scm script? I tried (various ones, some crashes the game {crashes at "ZN14CRunningScript17LocateCharCommand" that seems incorrect opcode call}, some just do nothing), it doesn't work, but it works in CLEO script.
BloodTiger wrote: 10 Feb 2026, 02:14 Hello. Can i use mobile CLEO opcodes (and others from other opcodes .so mods) in my custom mobile main.scm script? I tried (various ones, some crashes the game {crashes at "ZN14CRunningScript17LocateCharCommand" that seems incorrect opcode call}, some just do nothing), it doesn't work, but it works in CLEO script.
Should be working
New SkyGFX is out!
► Show Spoiler
Anyways, version v2.0.1.10 IS OUT!
New SkyGFX is out!
► Show Spoiler
  • BloodTiger Offline
  • Posts: 2
  • Joined: 02 Feb 2026, 20:13
RusJJ wrote: 10 Feb 2026, 12:01
BloodTiger wrote: 10 Feb 2026, 02:14 Hello. Can i use mobile CLEO opcodes (and others from other opcodes .so mods) in my custom mobile main.scm script? I tried (various ones, some crashes the game {crashes at "ZN14CRunningScript17LocateCharCommand" that seems incorrect opcode call}, some just do nothing), it doesn't work, but it works in CLEO script.
Should be working
Что-то не работает, весь мозг себе сломал и кучу времени убил и кучу опкодов перепробовал. Вот простой main.scm, где сначала идет отсчет от пяти до нуля, потом выводится текст через 0AD1: show_formatted_text_highpriority (но игра просто не реагирует на это, пихал в цикл, проверял, не вылетает, но реакции ноль), дальше через 0ACA: show_text_box (опять же, ноль реакции), а потом на 0ACE: show_formatted_text_box она вылетает. В .csa скрипте все выполняется корректно.

Архив с тестовым main.scm, .csa скриптом где делается все то же самое, краш логом - https://modsfire.com/h88Pg4q4c64t28J
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