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Pages: (56) « First ... 53 54 [55] 56   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 Documenting GTA3/VC memory adresses

 Vice *and* GTA3
 
NewportByChrysler  
Posted: Saturday, Jun 9 2012, 16:38
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Awesome. Hopefully someone can try to do it soon.
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Ashwin the new boy  
Posted: Saturday, Jun 16 2012, 10:48
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Hi guys,
Here is the Rhino Stuff

0x69A608 [float] The Force of Recall I am not too good in Phy
if Cannon Firing is Action, then this is Amount of Reaction

0x69A60C [float] Amount of upward force
something like AntiGravity

0x69A610 [Float] The Range of Rhino Cannon's Fire,
Don't increase it too much otherwise you will Miss The BooM

0x69A618 [float] Can't explain it fully, but it is the Radius of Fire Trail,
like 'smoketrail' is for Bullets

0x69A61C [float] Radius of Smoke near the Barrel Dummy of Tank
At the Movement you Fire

0x69A630 [float] This is the Radius of Spark on the Mouth of Cannon
At the Movement you Fire

I have not Read all the Pages yet, so tell me if any of my Submitted addresses are already Found by someone

This post has been edited by Ashwin the new boy on Saturday, Jun 16 2012, 11:27
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JACK JONES  
Posted: Saturday, Jun 16 2012, 11:43
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0x69A608 - Nice - the tank fire is so powerfull that it makes it fly with the value 1.0 ha, ha! Thanks Ashwin!
More stuff about who is carring which gun - now for gta vc:
CODE
Gang0  Cubans:
- Primary weapon   0x7D9260
- secondary weapon 0x7D9264
attitude (0 and 1):
0xA0DA80 - [Pointer]
+0x18 [byte]

Gang1  Haitians:
- primary weapon   0x7D9278
- secondary weapon 0x7D927C
attitude (-127 and -128):
0xA0DA84 - [Pointer]
+0x18

Gang2  Street wannabees:  
- primary weapon   0x7D9290
- secondary weapon 0x7D9294
attitude (-127 and -128):
0xA0DA88 - [Pointer]
+0x18

Gang3  Columbians (Diaz's):
- primary weapon   0x7D92A8
- secondary weapon 0x7D92AC
attitude (-127 and -128):
0xA0DA8C - [Pointer]
+0x18
 
Gang4  Renta Cops (PIGs):
- primary weapon   0x7D92C0
- secondary weapon 0x7D92C4
attitude (-127 and -128):
0xA0DA90 - [Pointer]
+0x18 [byte]
 
Gang5  Bikers:
- primary weapon   0x7D92DC
- secondary weapon 0x7D92D8
attitude (-127 and -128):
0xA0DA94 - [Pointer]
+0x18 [byte]
 
Gang6  Vercetti (yours):
- primary weapon   0x7D92F0
- secondary weapon 0x7D92F4
attitude (-127 and -128):
0xA0DA98 - [Pointer]
+0x18 [byte]


Gang7  Golfers:
- primary weapon   0x7D9308
- secondary weapon 0x7D930C
attitude (-127 and -128):
0xA0DA9C - [Pointer]
+0x18 [byte]

Gang8  Army (special gang):
- primary weapon   0x7D9320
- secondary weapon 0x7D9324
attitude (-127 and -128):
0xA0DAA0 - [Pointer]
+0x18 [byte]

These can be usefull because main.scm sometimes changes those values. With the ability to check the values of the gang weapons and there aggressive level we can prevent that changing. Soon I'll find the same for Liberty.
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MW_29  
Posted: Friday, Jun 22 2012, 16:46
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QUOTE (Ashwin the new boy @ Saturday, Jun 16 2012, 10:48)
Hi guys,
Here is the Rhino Stuff

0x69A608 [float] The Force of Recall I am not too good in Phy
if Cannon Firing is Action, then this is Amount of Reaction

0x69A60C [float] Amount of upward force
something like AntiGravity

0x69A610 [Float] The Range of Rhino Cannon's Fire,
Don't increase it too much otherwise you will Miss The BooM

0x69A618 [float] Can't explain it fully, but it is the Radius of Fire Trail,
like 'smoketrail' is for Bullets

0x69A61C [float] Radius of Smoke near the Barrel Dummy of Tank
At the Movement you Fire

0x69A630 [float] This is the Radius of Spark on the Mouth of Cannon
At the Movement you Fire

I have not Read all the Pages yet, so tell me if any of my Submitted addresses are already Found by someone

Is there maybe something related to firing offest point of the tank's barrell?
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NewportByChrysler  
Posted: Sunday, Jul 1 2012, 05:58
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Still nothing to re-enable the headlight flares in GTAIII? Damn. confused.gif
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Ashwin the new boy  
Posted: Tuesday, Jul 3 2012, 15:59
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QUOTE
Is there maybe something related to firing offest point of the tank's barrell?

Thanks to remind, I'll check it soon
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RacingFreak  
Posted: Monday, Jul 9 2012, 11:14
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Does anyone know how to change arrow color in gta3? Looking forward memory offset.
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NewportByChrysler  
Posted: Wednesday, Jul 25 2012, 02:54
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Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?! bored.gif
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fireguy109  
Posted: Wednesday, Jul 25 2012, 03:27
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Chronic post editor.
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QUOTE (NewportByChrysler @ Tuesday, Jul 24 2012, 21:54)
Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?! bored.gif

Because picking apart GTA III is f*cking difficult, that's why. Go get a dissembler and find it yourself if it's that big of a bloody deal.
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NewportByChrysler  
Posted: Wednesday, Jul 25 2012, 04:06
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QUOTE (fireguy109 @ Tuesday, Jul 24 2012, 22:27)
QUOTE (NewportByChrysler @ Tuesday, Jul 24 2012, 21:54)
Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?!  bored.gif

Because picking apart GTA III is f*cking difficult, that's why. Go get a dissembler and find it yourself if it's that big of a bloody deal.

If it's so difficult, than why have damn near all of the addresses been found? sarcasm.gif
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rmws.  
Posted: Saturday, Aug 4 2012, 20:16
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sup
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QUOTE (NewportByChrysler @ Wednesday, Jul 25 2012, 07:06)
QUOTE (fireguy109 @ Tuesday, Jul 24 2012, 22:27)
QUOTE (NewportByChrysler @ Tuesday, Jul 24 2012, 21:54)
Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?!  bored.gif

Because picking apart GTA III is f*cking difficult, that's why. Go get a dissembler and find it yourself if it's that big of a bloody deal.

If it's so difficult, than why have damn near all of the addresses been found? sarcasm.gif

I bet you think that headlight coronas can be switched on by changing one byte from 0 to 1, but I'm afraid I have some bad news for you, because it's nothing like that. You need to analyze a quite complex CAutomobile::PreRender function at 0x535B40 (v1.0) and figure out what needs to be edited to get these coronas rendered.

I hope you're satisfied now. Good luck.
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JACK JONES  
Posted: Wednesday, Aug 15 2012, 19:57
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gta3 v1.0:
0x4C504E - ped weapon accuracy (this includes all pedtypes except pedtype 6)
004EFBF0 - unknown weapon skill
These two addresses are the only ones that have the identical hex signature as the ones I found for pedtype 6 (from the page 54) and yet I can't figure out what the other one is for. All I know about that second address is that has the value 100 (probably max weapon skill for some ped or an actor). The first one works great with all pedtypes - if you put the value 100 the gangs (for example) will never miss.
Same thing I found for gta vc v1.0:
0x50EE63 - ped weapon accuracy (this includes all pedtypes except pedtype 6)
0x538472 - unknown weapon skill
So basicly the first address can set how hard the game should be in a matter of shooting actions. If we put 0 it's too easy.
Also i found this one for vc v1.0:
0x82172C - number of mission you are playing.
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DK22Pac  
Posted: Wednesday, Aug 15 2012, 22:52
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I've documented Some GTA3 classes/structures
QUOTE (JACK JONES)
0x4C504E - ped weapon accuracy (this includes all pedtypes except pedtype 6)

You got it from CPed::CPed tounge.gif
CODE
CPed +0x49B weaponAccuracy

QUOTE (JACK JONES)
I can't figure out what the other one is for

It's also CPed +0x49B, but, in this case, it's from
CODE
CPlayerPed::SetupPlayerPed


This post has been edited by DK22Pac on Thursday, Aug 16 2012, 11:00
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JACK JONES  
Posted: Friday, Aug 17 2012, 08:55
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Booom!!!
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Thanks.
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NewportByChrysler  
Posted: Saturday, Aug 18 2012, 01:51
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QUOTE (rmws. @ Saturday, Aug 4 2012, 15:16)
QUOTE (NewportByChrysler @ Wednesday, Jul 25 2012, 07:06)
QUOTE (fireguy109 @ Tuesday, Jul 24 2012, 22:27)
QUOTE (NewportByChrysler @ Tuesday, Jul 24 2012, 21:54)
Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?!  bored.gif

Because picking apart GTA III is f*cking difficult, that's why. Go get a dissembler and find it yourself if it's that big of a bloody deal.

If it's so difficult, than why have damn near all of the addresses been found? sarcasm.gif

I bet you think that headlight coronas can be switched on by changing one byte from 0 to 1, but I'm afraid I have some bad news for you, because it's nothing like that. You need to analyze a quite complex CAutomobile::PreRender function at 0x535B40 (v1.0) and figure out what needs to be edited to get these coronas rendered.

I hope you're satisfied now. Good luck.

Nope, I actually thought it'd be that complex.
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pavelsoft  
Posted: Tuesday, Aug 21 2012, 12:03
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useful
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Yuna Sheng  
Posted: Monday, Oct 15 2012, 18:11
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I Love GTA (:
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interesting
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Michael-Knight1  
Posted: Monday, Oct 15 2012, 18:42
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QUOTE (Yuna Sheng @ Monday, Oct 15 2012, 18:11)
interesting

what are you talking about man ?
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Frank.s  
Posted: Monday, Oct 15 2012, 18:46
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I guess she's commenting that the research here is interesting because it allows GTAIII to be changed beyond it's original settings. That too difficult to believe?
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DK22Pac  
Posted: Saturday, Oct 20 2012, 13:07
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Let's see GTA3 CTrain
CODE
struct CTrain : public CVehicle
{
   float       m_fCurrentSpeedLimit;
   WORD        m_wCarriageId;
   WORD        m_wHideModel;
   WORD        m_wCurrentPathPoint;
   WORD        m_wTrainId;
   float       m_fVelocity;
   BYTE        m_bTrainDoorProcessing;
   BYTE        m_bTrainDoorProcessingType;
   BYTE        m_bFirstCarriage;
   BYTE        m_bLastCarriage;
   BYTE        m_bTrackId;
   BYTE        __pad1[3];
   DWORD       m_dwTrainDoorProcessingTime;
   WORD        m_wDoorsState;
   BYTE        __pad2[2];
   CTrainDoor  m_sTrainDoor[2];
   RwFrame    *m_pTrainNode[3];
};

enum eTrainTrackIds
{
   TRAIN_TRACKS  = 0,
   TRAIN_TRACKS2 = 1
};

enum eTrainDoorProcessingType
{
   TRAIN_DOOR_PROCESSING_CLOSE = 0,
   TRAIN_DOOR_PROCESSING_OPEN = 1
};

enum eTrainDoorStates
{
   TRAIN_DOOR_CLOSED  = 0,
   TRAIN_DOOR_OPENING = 1,
   TRAIN_DOOR_OPENED  = 2,
   TRAIN_DOOR_CLOSING = 3
};
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