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Documenting GTA3/VC memory adresses

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Doc 1985
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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
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#1142

Posted 22 July 2014 - 01:37 PM Edited by sharpie_eastern, 14 September 2014 - 01:46 PM.

And about engine sounds:

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 

 

I know this has nothing to do with LCS but most opcodes are offset by -5 from VC.

VC:                   LCS:

0169 remove blip | remove blip 0164

 

0169 - 5 = 0164

hex calculator.

LCS Opcodes
 

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_DK
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#1143

Posted 11 August 2014 - 01:50 PM Edited by _DK, 11 August 2014 - 01:51 PM.

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
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#1144

Posted 17 August 2014 - 06:50 PM Edited by TETYYS, 17 August 2014 - 06:51 PM.

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
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#1145

Posted 19 August 2014 - 01:19 PM

 

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.


Grasu
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#1146

Posted 26 August 2014 - 12:51 PM

Hi! How can i kill all the peds around me instantly in GTA 3 ?

 
For GTA Vice City is a tool caled  GTAVC-DevConsole which allow you to kill all the peds around you.
 
What is the memory address for killing all peds except player in GTA 3 ?
 
Many thanks.

Grasu
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#1147

Posted 27 August 2014 - 02:45 PM

Although nobody knows ? Meanwhile I found the source code for GTA 3 admin console. For those who needs here is the link

http://www.dropbox.c...olesrc.zip?dl=0

http://www.dropbox.c...ildocs.zip?dl=0


Jack
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#1148

Posted 02 September 2014 - 03:08 PM

Wanted stars RGB [gta3 1.0]:

Inactive:
0x506BF1 // R
0x506BEF // G
0x506BED // B

Active:
0x506CAF // R
0x506CAA // G
0x506CA8 // B
0x506CA5 // 0 can make them gone

HM128
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#1149

Posted 15 September 2014 - 04:44 PM Edited by HackMan128, 15 September 2014 - 06:04 PM.

Spoiler

//EDIT: I figured out something. First parameter (at 0x7928B0) is 2, by setting this these functions works.

call:
sub_5F83B0(_AudioManager, 2, 68, 0.0f);

_DK
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#1150

Posted 15 September 2014 - 07:36 PM

5F9DA0     ; char __thiscall cDMAudio::PlayOneShot(cDMAudio *audio, signed int audioEntityId, unsigned __int16 audioEventId, float volume)

HM128
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#1151

Posted 16 September 2014 - 08:37 AM Edited by HackMan128, 16 September 2014 - 09:02 AM.

Spoiler

It works same like

auto cDMAudio__PlayOneShot = (char (__stdcall*)(int, unsigned __int16, float))0x5F9DA0;

cDMAudio__PlayOneShot(2, 67, 1.0f);

How I can use more sfx in game like shooting with some weapon, car horn etc?

Here is screenshot

AudioEntityId has weird values. Only id 2 works but it's menu sfx list.

 

Are these sounds somehow loaded before to memory by some other function and then played? I thought it's loaded and played when PlayOneShot is called.

I also tried

auto cDMAudio__CreateEntity = (int (__stdcall*)(int flag, int entity))0x5F9E20;
auto cDMAudio__SetEntityStatus = (char (__stdcall*)(int a1, char a2))0x5F9DD0;

But still nothing.

 

 

By the way, some new addresses which can change position of taxi cab office 3d sfx (Pogo the monkey music):

Three floats
00783950 X
00783954 Y
00783958 Z


_DK
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#1152

Posted 4 weeks ago

Some example of using shaders in VC (1.0)
https://www.sendspace.com/file/i5dqw5 (C++, VS2012)
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ThirteenAG
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#1153

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

Outstanding. Since there are plans for cleo update, any chance of shader api?

UMzlAZV.jpg

juarez
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#1154

Posted 2 weeks ago

Hello, Does anybody have documented CAntenna from gta 3 or gta vc ?


_DK
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#1155

Posted 2 weeks ago

http://gtamodding.ru...a3.exe#CAntenna




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