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Documenting GTA3/VC memory adresses

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Doc 1985
  • Doc 1985

    I want it all! And I want it now!

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#1141

Posted 24 June 2014 - 05:08 PM Edited by Doc 1985, 24 June 2014 - 05:08 PM.

Can someone change the graphic by hacking memory address?


sharpie_eastern
  • sharpie_eastern

    Hmm, four in bed? That's a kick I haven't tried yet

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#1142

Posted 4 weeks ago Edited by sharpie_eastern, 4 weeks ago.

Vehicle sounds table at offset 0x2AABA0 in exe v1.0

vehicle lines order defined in default.ide

one line = 28 bytes (difinitions from mvl)

DWORD = enginefarsample
DWORD = enginenearsample
DWORD = hornsample
DWORD = hornfreq
DWORD = sirensample
DWORD = sirenfreq
DWORD = doorsounds

 

////////////////////////////////////////////////////////////////////////////////////////////////////

 

SIDE NOTE: I know this has nothing to do with LCS but the opcodes are offset by -5.

VC:                LCS:

0169 remove blip | remove blip 0164

 

0169 - 5 = 0164

Obviously, needs to be done using a hex calculator.

LCS Opcodes
 


_DK
  • _DK

    gta3 cleo

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#1143

Posted A week ago Edited by _DK, A week ago.

GTA3's CEntity...
class CEntity : public CPlaceable
{
public:
    RwObject *m_pRwObject;
    unsigned char m_nType : 3;
    unsigned char m_nState : 5;

    //unsigned char m_nFlags1;
    unsigned char m_bUsesCollision : 1;
    unsigned char m_bCollisionProcessed : 1;
    unsigned char m_bIsStatic : 1;
    unsigned char b1_8 : 1;
    unsigned char b1_10 : 1;
    unsigned char b1_20 : 1
    unsigned char m_bIsInSafePosition : 1;
    unsigned char m_bHasContacted : 1;

    //unsigned char m_nFlags2;
    unsigned char b2_1 : 1;
    unsigned char m_bExplosionProof : 1;
    unsigned char m_bIsVisible : 1;
    unsigned char b2_8 : 1;
    unsigned char b2_10 : 1;
    unsigned char m_bFlashing : 1;
    unsigned char m_bIsBIGBuilding : 1;
    unsigned char m_bRenderDamaged : 1;

    //unsigned char m_nFlags3;
    unsigned char m_bBulletProof : 1;
    unsigned char m_bFireProof : 1;
    unsigned char m_bCollisionProof : 1;
    unsigned char m_bMeleeProof : 1;
    unsigned char m_bOnlyDamagedByPlayer : 1;
    unsigned char b3_20 : 1;
    unsigned char b3_40 : 1;
    unsigned char b3_80 : 1;

    //unsigned char m_nFlags4;
    unsigned char b4_1 : 1;
    unsigned char m_bHash*tWall : 2;
    unsigned char m_bImBeingRendered : 1;
    unsigned char b4_8 : 1;
    unsigned char b4_10 : 1;
    unsigned char m_bDrawLast : 1;
    unsigned char b4_40 : 1;
    unsigned char b4_80 : 1;

    //unsigned char m_nFlags5;
    unsigned char b5_1 : 1;
    unsigned char b5_2 : 2;

    char _pad[2];
    unsigned short m_wScanCode;
    unsigned short m_wRandomSeed;
    short m_wModelIndex;
    short m_wLevel; // -1 - ignore level transitions
    void *m_pReferenceList; // CReference* ?
};

TETYYS
  • TETYYS

    Player Hater

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#1144

Posted 2 days ago Edited by TETYYS, 2 days ago.

Yes, I used IDA to link functions with their original names from R*.

 

How did you got original names? Can you post the IDA database for GTA VC?


gta.bullet
  • gta.bullet

    Player Hater

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#1145

Posted 20 hours ago

 

Yes, I used IDA to link functions with their original names from R*.

 

How did you got original names? Can you post the IDA database for GTA VC?

 

 

android version has original function and variable names.





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