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Documenting GTA3/VC memory adresses

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arvark
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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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DK22Pac
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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);

DK22Pac
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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


DK22Pac
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#1152

Posted 26 September 2014 - 10:52 PM

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 27 September 2014 - 10:19 AM Edited by ThirteenAG, 27 September 2014 - 10:20 AM.

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

UMzlAZV.jpg

juarez
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#1154

Posted 06 October 2014 - 11:56 AM

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


DK22Pac
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#1155

Posted 07 October 2014 - 10:44 PM

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

Cell Tennyson
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#1156

Posted 26 October 2014 - 07:09 AM

Hi there!!

 

may i get to know how to find pointer to player car in GTA III using cheat engine??


HM128
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#1157

Posted 03 November 2014 - 11:51 AM Edited by HM128, 04 November 2014 - 10:17 AM.

struct RwD3D9Vertex{
RwV3d pos;
float rhw;
char padding[8];
RwRGBA color;
RwTexCoords texCoors;
};

RwD3D8Vertex TempVertexBuffer[]; array of structs, corrected struct.


DK22Pac
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#1158

Posted 03 November 2014 - 02:46 PM Edited by _DK, 03 November 2014 - 02:47 PM.

III/VC are D3D8 games.
You can find RenderWare structs' definitons in RWG header files.

HM128
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#1159

Posted 03 November 2014 - 03:14 PM Edited by HM128, 03 November 2014 - 03:24 PM.

It's just only struct name, there was improper order of types and size of this struct.


Cell Tennyson
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#1160

Posted 04 November 2014 - 10:10 AM

struct RwD3D9Vertex{
    RwV3d pos;
    float rhw;
    RwTexCoords texCoors;
    RwRGBA color;
    char padding[8];
    };

 

Is this related to finding the pointer to player car in gta III??


DK22Pac
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#1161

Posted 05 November 2014 - 10:20 AM

No.
And if I can ask you, change your avatar and signature.
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sharpie_eastern
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#1162

Posted 15 November 2014 - 07:43 PM Edited by sharpie_eastern, 4 weeks ago.

I don't think I've seen this address on here, probably known though:

#BUILDING LIMIT
GTA VC (1.0) EXE:
000BFF09 (4 bytes)
RUNNING GTA VC (1.0):
004C0309 (4 bytes)
#BACKFACE CULLING
0x004C9E5F (1 byte)
0x004C9F08 (1 byte)
0x004C9F5D (1 byte)
0x004CA199 (1 byte)

kewun
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#1163

Posted 16 November 2014 - 08:12 PM

what is addres of coordinates of player in gta 3?

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HM128
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#1164

Posted 4 weeks ago Edited by HM128, 4 weeks ago.

what is addres of coordinates of player in gta 3?

 

Why you need addresses for GTA III? There was some on http://gtamodding.ru/wiki/ but it's offline.


kewun
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#1165

Posted 4 weeks ago

i need teleport

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HM128
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#1166

Posted 3 weeks ago Edited by HM128, 3 weeks ago.

#cam distanse from car (first 0x48629F NOP 6)
0x7E48E0
#FOV (0x47FF22 NOP 3 (vehicle) 0x47BEAB NOP 3 (on foot))
0x7E48C4

kewun
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#1167

Posted 3 weeks ago

but there isnt any in gtamodding wiki


ED-E
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#1168

Posted 3 weeks ago

but there isnt any in gtamodding wiki

 

I don't think Hackman was replying to you; he was documenting some new found information.

 

If you know how to use Cheat Engine you could probably find what you're looking for, otherwise you can either sift through this thread to see if the addresses were posted at some point or request that somebody else find them here in the requests thread.


sharpie_eastern
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#1169

Posted 2 weeks ago

Does anyone have the addresses for the bikes in VC? I'm certain they're hardcoded, yes?





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