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GTA Modification Forums
Documenting GTA3/VC memory adresses, Vice *and* GTA3
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JernejL  |
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Big Homie

Group: Retired Staff
Joined: Mar 11, 2002



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| QUOTE (jax @ Apr 2 2004, 11:32) | Ahem
May i request the memory addy for the local player's current position (most likely used with teleporters for trainers).
Also from what ive found, there are no set memory addy's for actors or cars, both are random data, and if im not mistaken, both mta and gtaT, reads the process memory and 'searches' for the address's of all the cars/actors, before they synchronise them.
more to follow on this!
-Jax | come on, why do you insist on making another multiplayer? mta is far enough, and you haven't even took that minute of time to see i posted teleporting techniques in one of first pages. btw, teleporting technique will be realy bad to use for multiplayer, how are you gonna sync it with collision detection?
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Luke  |
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suckmyrocket

Group: Administrators
Joined: Dec 1, 2003



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THESE ARE FOR GTA3
Game Random Stuff ------------------------ 006FAD68 = Widescreen (Cutscene, not the options widescreen) (Integer 0/1, 1 byte) 0095CDA6 = Hour (Integer, 4 bytes) 0095CDC8 = Minute (Integer, 4 bytes)
Money (Integers, 4 bytes) -------- 0094139C = Money Value (Real Value, actual money you have) 009413A0 = Money Text (Set both and it wont increment slowly, set just the value and it will go slowly up like after missions)
Menu Screens (Integers, 1 byte) ---------------- 008F5AE9 = Menu visible when its 1 0095CD7C= Menu visible when its 1
If you dont set them both, then the menu may hide itself, but the game will still be paused.
Strange Stuff (Integer, 1 byte) ---------------- 006FAD57= When you enter or leave your car, it will take the camera to the hideout 006FAE9E= Camera at hideout.
Might not always be the hideout, i just found these while looking for something else.
I think some of these might be in the Admin Console Excel sheets, not sure, long time since i looked through them.
This post has been edited by Smithers2 on Apr 12 2004, 14:21
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DexX  |
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Palpable Inanity

Group: Moderators
Joined: May 16, 2002


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Change the hardcoded values of Em vehicle models that chases you. i have to be that specific, because the parked ones that make up the roadblocks, WILL be UNaffected. Fbi Rancher 0x4269ba - xx model number if i tried this during a normal game, it simply crashes. however, if i change it to the id of a model i have loaded in my main.scm, it seems to work. Replacing a vehicle such as the rhino, will NOT give the replacement its special abilities. putting the patriot over the rhino model, as i did, will not make it immune to anything, nor will it have the ability to fire. these attributes are stored somewhere else. Edit: - dammit, some of these were off, corrected now. *Police1 - 0x426A21 Police2 - 0x426987 Enforcer - 0x42697e **Vicechee1 - 0x4268b8 Vicechee2 - 0x4268d3 Vicechee3 - 0x4268ee Vicechee4 - 0x426909 Police Helicopter - ???! Fbi Rancher - 0x4269ba Barracks Ol - 0x426a0a Rhino - 0x426a14 Other Em vehicles, like the Ambulance and Firetruck are not listed, as i do not know the addresses. Note: i only tested this on the enforcer, but i swapped the MrWhoopee (ice cream truck) model over it, and the ice cream music plays when it chases you  *The difference between 1 and 2; police 1 is the first copcar that chases, not too aggressive, usually gives up. Police2 is the real agreesive version that typically flies around a corner and tries to t-bone you. they can use different model id's i guess... **I don't know why the game has 4 entries for the vicechee that chases you, but if you look in the default.ide, theres also 8 vicechee cops listed (97-104) @ 2 per car, it works out. For example, normal game, i changed it to D3h (211d - check the default.ide for numbers) to load the deluxo, and it crashed. i requested the model and loaded it via scm this time and changed the values, and now it works, the vehicle that CHASES me, is the deluxo. however for whatever reason, the roadblocks fbi ranchers remain unaffected. its also important to note that the chasing deluxo had no lights, no siren and no driver (!!!). i could get in and drive it with no problems. I tried putting a pcj over it, which kind of works, same issues as above, except if you try to drive it, the game crashes. Screenshot: (my deluxo was replaced by one of yazu's aston martin's)  more investigation continues. any help is appreciated... This post has been edited by ashdexx on Apr 28 2004, 06:32
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Ransom1  |
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map makin opcodin noob

Group: Members
Joined: Feb 20, 2004


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DexX  |
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Palpable Inanity

Group: Moderators
Joined: May 16, 2002


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Mooreee............*drools* Is police chopper chasing you (# of stars you have doesnt matter) byte - A10ADB, 0/1 car door open / close animation speed? float - 69B34A PANZER cheat vehicle ID - byte - 4AC14B (you can change this to a bike and spawn one. but dont bother, its glitchy, and when you try to get on the bike, CRASH!) Anytime you shoot this vehicle, you will automatilly get a 1-star rating byte - 5B9675 - Default is 156(D), Police car Hardcoded special features of Vehicles, use default.ide numbers Hunter Weapons - byte - 597F4A Seasparrow Weapons - byte - 598302 (you can only put heli weapons, on other helis!)Cuban Exhaust - byte - 58BCA8 Tank Cannon- byte - 5945F1 Firetruck Waterhose - byte - 5945D5 Voodoo hydraulics - byte - 594611Stuff in blue and yellow, doesnt work on bikes. the way these are coded, you can only have one..."special attribute", per vehicle. for example, if i try to give the firetruck BOTH the waterhose and tank cannon, it will only use one. not everything works on every car. if you want to change the hunter weapons and seapsparrow weapons around, you would have to change both IDs around. the maverick is fun with hunter weapons, easier to control... if you give your vehicle the tank cannon, it also gets the BP tires, and the ability to kill other cars by ramming them. However, it does NOT get the improved armor, so ramming another car in tank mode, does enough damage to start your OWN car on fire! be warned! I even used a trainer maker kit (TMK 1.51) to bust out this little app to do the work for me... http://gregval.phpwebhosting.com/uploads/trainem.gifthe police stuff on the left, as mentioned in my last post, previous page, still requires a separate main.scm with the models you want to change them to, loaded and requested through there. the exe has to have its own model loading routine for this (as none of the default chase vehicles are in the main.scm), but i cant find it  more as i find it..
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=MATT=  |
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Player Hater

Group: Members
Joined: Apr 11, 2004

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hey, nice list of addressed here i have made a trainer program in VB, yes Delfi, VB and i was wondering how you get the position of the player. I read the first post on this topic but i dont exactally get what it ment by: | QUOTE | teleporter - same for as ped and as any other vehicle: 8276416 > pointer = 72083480, + 52 bytes = 72083532 where is x, y, z of the object as 4 byte float values 72083532 > float x next is y and then z
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ok so there is the address "8276416" which is a pointer to "72083480" then if you add 52 bytes to it you get "72083532" where the x pos of the objest is then in "72083533" is the y pos of the object and in "72083534" is the z pos?? an i getting this rite? and before jax said that all peds and cars were randomly stored in VC's memory so how can you give exact addresses?, or are these the addresses for the players x, y, z?
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JernejL  |
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Big Homie

Group: Retired Staff
Joined: Mar 11, 2002



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| QUOTE (=MATT= @ May 10 2004, 06:06) | hey, nice list of addressed here i have made a trainer program in VB, yes Delfi, VB and i was wondering how you get the position of the player. I read the first post on this topic but i dont exactally get what it ment by: | QUOTE | teleporter - same for as ped and as any other vehicle: 8276416 > pointer = 72083480, + 52 bytes = 72083532 where is x, y, z of the object as 4 byte float values 72083532 > float x next is y and then z
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ok so there is the address "8276416" which is a pointer to "72083480" then if you add 52 bytes to it you get "72083532" where the x pos of the objest is then in "72083533" is the y pos of the object and in "72083534" is the z pos?? an i getting this rite? and before jax said that all peds and cars were randomly stored in VC's memory so how can you give exact addresses?, or are these the addresses for the players x, y, z? | "where is x, y, z of the object as 4 byte float values" just read a DWORD at the "pointer" and add 52 bytes (decimal) to the value you read there, then read a 4-BYTE IEEE SINGLE FLOATING POINT VALUE at that position, that value you read here is the X, y and z follow after x, add 4 bytes more for y and 8 bytes for z. i don't know where you can get positions for random peds and cars, but if someone founds out i could find this very useful!
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Sobeit  |
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mta ninja

Group: BUSTED!
Joined: May 11, 2004


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sorry for the extra trouble i am givin u guys for posting this reply so late, but for | QUOTE | Mooreee............*drools* Is police chopper chasing you (# of stars you have doesnt matter) byte - A10ADB, 0/1
car door open / close animation speed? float - 69B34A
PANZER cheat vehicle ID - byte - 4AC14B (you can change this to a bike and spawn one. but dont bother, its glitchy, and when you try to get on the bike, CRASH!)
Anytime you shoot this vehicle, you will automatilly get a 1-star rating byte - 5B9675 - Default is 156(D), Police car
Hardcoded special features of Vehicles, use default.ide numbers Hunter Weapons - byte - 597F4A Seasparrow Weapons - byte - 598302 (you can only put heli weapons, on other helis!) Cuban Exhaust - byte - 58BCA8 Tank Cannon- byte - 5945F1 Firetruck Waterhose - byte - 5945D5 Voodoo hydraulics - byte - 594611
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this is obviously not a freeze/unfreeze thing, but, i tried to add values with a hotkey but, to no avail, help? *EDIT*:i was talking about the adding voodoo hydrolics mostly, but for the weapons, ect, that would be cool as well
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JernejL  |
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Big Homie

Group: Retired Staff
Joined: Mar 11, 2002



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| QUOTE (ashdexx @ May 16 2004, 03:30) | Why dont all of you stop? Delfi your a moderator! its your job to delete spam like this, not add to it.
ANYWAY, ontopic, here's some addresses i got this afternoon.
All are float as far as i can tell Friction between car wheels, and ground: - 69a61a (0 = no friction, or traction. cars cant drive properly!) Flip the driver side wheels of a car horizontally - 69a5ec (user of the dmagic wheelmod should recognize this effect, make it all 0) Width of front wheel - this only affects vehicles that have the "skinny front wheel" flag, checked off in the handling.cfg, like the boxville and Linerunner - 69a62b Size of the corona on the police car EM lights - 69a633 Area that the police car EM lights actually effect - 69a65c
there's more, but they need further testing. | the spam: the spelling DOES matter to me a lot, sorry but it just throws me off. i disassembled the gta-vc exe with win32dasm and parsed the asm text to extract out any adress access to object data - variables, etc.. so i will now make a addon for my memory editor to show me these positions of variables so i can easily break the memory blocks into records and have a better overview on the data and extract some stuff and post here something useful. ashdexx, there is also a "wider rear wheel" effect, got that one?
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