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[WIP][RIP]SA Memory Viewer

6 replies to this topic
Cowpat
  • Cowpat

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#1

Posted 04 October 2006 - 10:07 AM Edited by Cowpat, 30 October 2006 - 11:08 AM.

In-game live memory tool for Grand Theft Auto: San Andreas

A proxy d3d9.dll which enables you to view and edit game memory in real time without the use of dual monitors.

Features

-Hexadecimal and Ascii display
-Data Inspector
-Real-time data display
-Line up, line down, page up, page down
-Jump to user input address
-Jump to address at cursor
-Step back through previous jumps
-Write hex directly to memory from keyboard
-Write byte, short, int or float
-Patch memory from file
-Undo changes to memory made by the above
-Colour block area of interest
-Configure all controls via config file
-Small screen or full screen display

Download
SA_Mem



This program is intended to allow you to explore the memory space of Grand Theft Auto: San Andreas
in real time. You can enter an address in hexadecimal format, alternatively you can go to an address pointed
to by the cursor. You can also trace your steps backwards as each time you jump to an address, the previous
address along with the cursor position is stored, enabling you to step backwards along the path you have come.
You can also write to memory in hex form from the keyboard or from file, or you can write byte, short, int or float.


user posted image

Y_Less
  • Y_Less

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#2

Posted 04 October 2006 - 10:36 AM

Looks great although are we stuck with the huge white box or is it possible to make it transparent?

jarjar
  • jarjar

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#3

Posted 04 October 2006 - 11:29 AM

Nice work, I can see this being very useful icon14.gif .

Although as Y_Less said, a transparent box would be the way to go if it's possible icon14.gif .

Cowpat
  • Cowpat

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#4

Posted 04 October 2006 - 05:14 PM Edited by Cowpat, 10 October 2006 - 12:02 PM.

Y_Less, jarjar, you can have any colour of box you like - I made it so the background and the bitmaps are loaded at runtime, so you can change them as long as you stick to the same sizes and bit depths. Though if you made the background transparent you would most likely have to somehow make the digit map backgrounds transparent as well, or the whole thing would look a bit crazy. One other point to note is that although text written onto a transparent background looks pretty cool, it's very difficult to read.

Doing an in-game memory display like this was always going to be a hack job. Not only are you competing with the game for screen space, you are also competing for key space on the keyboard.

I forgot to mention that you will most likely need at least a medium spec machine to run it. I find that my fps drops from ~25 down to ~22, not too bad considering.

Edit: actually, you can make the background sprite transparent but not the bitmaps, as they are 'opaqued' by the function which loads them. This could be corrected if required.

JernejL
  • JernejL

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#5

Posted 05 October 2006 - 10:04 AM

This is very cool, if you could add ability to show addresses to actors and cars above their heads, it would be very good tool!

a very useful feature would be to monitor data and mark anything that changes, and use it to discard non-interesting data. and colour marking of specific areas of the memory would be really handy as well!

Cowpat
  • Cowpat

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#6

Posted 30 October 2006 - 11:13 AM

New Features

-Write hex directly to memory from keyboard
-Write byte, short, int or float
-Patch memory from file
-Undo changes to memory made by the above
-Colour block area of interest

Download from sig or 1st post.

JernejL
  • JernejL

    Big Homie

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  • Joined: 11 Mar 2002

#7

Posted 30 October 2006 - 12:27 PM

Nice, can't wait to do some research smile.gif




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