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Documenting GTA3/VC memory adresses

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NewportByChrysler
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#1081

Posted 09 June 2012 - 04:38 PM

Awesome. Hopefully someone can try to do it soon.

Ashwin.Star
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#1082

Posted 16 June 2012 - 10:48 AM Edited by Ashwin the new boy, 16 June 2012 - 11:27 AM.

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

Jack...
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#1083

Posted 16 June 2012 - 11:43 AM

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.

MW_29
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#1084

Posted 22 June 2012 - 04:46 PM

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?

NewportByChrysler
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#1085

Posted 01 July 2012 - 05:58 AM

Still nothing to re-enable the headlight flares in GTAIII? Damn. confused.gif

Ashwin.Star
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#1086

Posted 03 July 2012 - 03:59 PM

QUOTE
Is there maybe something related to firing offest point of the tank's barrell?

Thanks to remind, I'll check it soon

RacingFreak
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#1087

Posted 09 July 2012 - 11:14 AM

Does anyone know how to change arrow color in gta3? Looking forward memory offset.

NewportByChrysler
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#1088

Posted 25 July 2012 - 02:54 AM

Really? Why won't ANYONE attempt to find the headlight corona memory address in GTA3?! bored.gif

fireguy109
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#1089

Posted 25 July 2012 - 03:27 AM

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.

NewportByChrysler
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#1090

Posted 25 July 2012 - 04:06 AM

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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#1091

Posted 04 August 2012 - 08:16 PM

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.

Jack...
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#1092

Posted 15 August 2012 - 07:57 PM

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.

_DK
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#1093

Posted 15 August 2012 - 10:52 PM Edited by DK22Pac, 16 August 2012 - 11:00 AM.

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

Jack...
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#1094

Posted 17 August 2012 - 08:55 AM

Thanks.

NewportByChrysler
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#1095

Posted 18 August 2012 - 01:51 AM

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.

pavelsoft
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#1096

Posted 21 August 2012 - 12:03 PM

useful

Yuna Sheng
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#1097

Posted 15 October 2012 - 06:11 PM

interesting

Michael-Knight1
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#1098

Posted 15 October 2012 - 06:42 PM

QUOTE (Yuna Sheng @ Monday, Oct 15 2012, 18:11)
interesting

what are you talking about man ?

Frank.s
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#1099

Posted 15 October 2012 - 06:46 PM

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?

_DK
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#1100

Posted 20 October 2012 - 01:07 PM

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
};

Michael-Knight1
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#1101

Posted 20 October 2012 - 01:52 PM

@DK22Pac did you have the nitro address for GTA SA , so i want to create in The Positions X Y Z Which i would like because the particle is suck when i drive the car will be not showed like the original one !

_DK
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#1102

Posted 28 October 2012 - 10:12 PM Edited by DK22Pac, 23 May 2013 - 06:49 PM.

GTA3.
CODE
struct CVehicleModelInfo : public CClumpModelInfo
{
   BYTE        m_bLastCarColorId[2];
   char        m_cGameName[32];
   BYTE        __padding[2];
   DWORD       m_dwVehicleType;
   DWORD       m_dwWheelModelIndex;
   float       m_fWheelScale;
   DWORD       m_dwNumDoors;
   DWORD       m_dwHandlingId;
   DWORD       m_dwClass;
   DWORD       m_dwLvl;
   CVector     m_vDummyPos[10];
   DWORD       m_dwComprules;
   float       __unused;
   RpMaterial *m_pMaterialPrimary[26];
   RpMaterial *m_pMaterialSecondary[26];
   BYTE        m_bPrimaryColorId[8];
   BYTE        m_bSecondaryColorId[8];
   BYTE        m_bNumColorVariations;
   BYTE        m_bLastColorVariation;
   BYTE        m_bCurrentColorId[2];
   RwTexture  *m_pEnvironmentTex;
   RpAtomic   *m_pExtra[6];
   DWORD       m_dwNumExtras;
};

struct CPedModelInfo : public CClumpModelInfo
{
   DWORD      m_dwAnimGroupId;
   DWORD      m_dwPedtype;
   DWORD      m_dwStatPedtype;
   DWORD      m_dwCarsCanDriveMask;
   CColModel *m_pHitColModel;
};

http://gtamodding.ru....BB.D0.B5.D0.B9

ThirteenAG
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#1103

Posted 08 November 2012 - 07:22 PM

getLabelOffset for GTA 3:
CODE
:getLabelOffset
{  Example:
   05F5: call_scm_func @getLabelOffset 1 label @lbl store_to 0@
}
if
 0@ <> 0
then
 05EC: 1@ = current_thread_pointer
 1@ += 0x98
 05E0: 1@ = read_memory 1@ size 4 virtual_protect 0
 000C: 1@ -= 0@
else
 1@ = 0
end
05F6: ret 1 1@

Jack...
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#1104

Posted 31 December 2012 - 08:02 PM Edited by JACK JONES, 03 January 2013 - 07:41 AM.

gta vc v1.0 - 3D coordinates of a SWAT rope outset (in order executed by the game or a scrypt):

CODE
0x936924 [Float]---X1
0x936928 [Float]---Y1
0x93692C [Float]---Z1

0x936C30 [Float]---X2
0x936C34 [Float]---Y2
0x936C38 [Float]---Z2

0x936F3C [Float]---X3
0x936F40 [Float]---Y3
0x936F44 [Float]---Z3

0x937248 [Float]---X4
0x93724C [Float]---Y4
0x937250 [Float]---Z4
                     .
                     .
                         .
........ [Float] X(n+1)=Xn+30C
........ [Float]  Y(n+1)=Yn+30C
........ [Float] Z(n+1)=Zn+30C


I don't know how many these things are there but the distances between every next (or last) rope position is exactly 30C by all axises. It ain't much but it's very fun if you like to play with helicopters.
user posted image

EDIT: Removed.

_DK
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#1105

Posted 03 January 2013 - 12:31 AM Edited by _DK, 22 February 2014 - 11:48 PM.

GTA 3, known fields of CVehicle
0x128 void  * m_pHandling
0x15B BYTE    m_bAnimationId
0x15C DWORD   m_dwAnimationTime
0x19C BYTE    m_bCarColorId[2]
0x19E BYTE    m_bExtra[2]
0x1A4 CPed  * m_pDriver
0x1A8 CPed  * m_pPassenger[8]
0x1C8 BYTE    m_bNumPassengers
0x1CC BYTE    m_bNumMaxPassengers
0x1E4 CFire * m_pCarFire
0x1EC float   m_fGasPedal
0x1F0 float   m_fBreakPedal
0x1F5 BYTE    m_bLawEnforcerState
0x200 float   m_fHealth
0x22C BYTE    m_bCarHornTimer
0x22E BYTE    m_bSirenOrAlarm
0x280 float   m_fSteering
0x284 DWORD   m_dwVehicleType

Jack...
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#1106

Posted 03 January 2013 - 07:40 AM Edited by JACK JONES, 03 January 2013 - 07:44 AM.

QUOTE
GTA 3, known fields of CVehicle
0x1A8 CPed  * m_pPassenger[8]

I just wanted to show the difference between driver and passenger pointers in VC and III:
CODE
+0x1A8 VC driver
+0x1A4 gta3 driver

but since everyone already know that I'm gonna delete my original post wink.gif .

_DK
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#1107

Posted 03 January 2013 - 10:39 AM

QUOTE (JACK JONES)
everyone already know

Nope. I got it from mine database. wink.gif

HackMan128
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#1108

Posted 26 February 2013 - 07:17 PM Edited by HackMan128, 27 February 2013 - 03:17 PM.

Anyone know, how to change Vice City logo size and position in game menu?

EDIT: Thanks, but it's unstable area.

ThirteenAG
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#1109

Posted 26 February 2013 - 07:37 PM

According to spaceeinstein,
0x4A341D, 22, 27, 2C - Vice City logo color
so i think position of the logo is nearby.

HackMan128
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#1110

Posted 27 February 2013 - 03:15 PM Edited by HackMan128, 28 February 2013 - 05:25 PM.

I think it's hardcoded. I found some addresses, which fit to FLOAT data type, but changes making unexpected effects (disproportional size to value) or game exit.

Some new address:
Radio title Alpha transparency (Byte):
CODE
0x005FA1A5

Radio Font (Byte):
CODE
0x005FA178


Radio text color 1:
CODE

Blue: 0x005FA218
Green: 0x005FA21D
Red: 0x005FA222


I don't know, why someone put something like that: Color1 (asm): 0x5FA223
People don't know, how to use it. So I'm searching simple solutions smile.gif .

EDIT:

Font stretch Horizontally, it working for all fonts in game. (Float)
CODE
0x006971DC and 0x006971CC

Font stretch Vertically, like above:
CODE
0x006971D0


EDIT: Nice work DK22Pac.




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