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Cheat Code Creation

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OrionSR
  • OrionSR

    Chain Game Development Team

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#1

Posted 22 May 2008 - 03:09 AM Edited by OrionSR, 11 February 2013 - 10:14 PM.

I'm working on implementing new cheat device codes a need a place to start documenting the process.

Cheat Code Conversions-NTSC/UC v1NTSC/UC v2PALGermanFrench
AR-Max Game ID-069C08B006A306B006A4/0A0F
Structure-NTSC/UC v1NTSC/UC v2PALLengthMaximum
Global Variable Space-006B1FF0006B2770006B20F04 bytes0-10941
Marker Pool (radar blips)-00701F0000702A800070200040 bytes175 Markers
ZoneInfo (all zones)-007B7800007B8390007B790032 bytes380 Zones
GrayZone/Map Fog Array-007BA780 007BB310007BA880byte0-99
ZonePop-007BA7F0007BB380007BA8F017 bytes380 Zones
Car Generator Data-007BC770007BD300007BC87032 bytes400 Records
Custom Plates-007BF970007C0500007BFA7016 bytes15 Records
Pickup Pool-0080317000803D000080327032 bytes620 Pickups
Garage Zone *1-0080AE900080BA200080AF90216 bytes50 Garages
Garage Cars-0080D8D00080E4600080D9D064 bytes20*4 Cars
Gang Weapons Data-0081B2800081BE000081B38016 bytesGangs 0-9
Shopping Data-0085B2F00085BE700085B3F0byte-
Start of Enex Data-00C986B000C9923000C987B060 bytes400 Records
-------
Pointers to Stuctures-NTSC/UC v1NTSC/UC v2PAL--
Ped Acquaintances-0066B3E80066BB680066B4E8--
IPL Data-008C3110008C3C90008C3210--
Unique Jump Data-008C2FD0008C3B50008C30D0--
-------
Useful Addresses-NTSC/UC v1NTSC/UC v2PAL--
Joker Address (button press)-00700942007014C200700A42word-
Loose Stuff If Wasted-00666C980066741800666D98byte-
Loose Stuff If Busted-00666C9C0066741C00666D9Cbyte-
LS Riots Active-0066B88C0066C00C0066B98Cbyte-
Free Bombs-0066BF8C0066C70C0066C08Cbyte-
Free Re-sprays-0066BF900066C7100066C090byte-
Enable Gang Wars-0066C7A40066CF240066C8A4byte-
Has Ever Cheated Flag-0066CB080066D2880066CC08byte-
Prostitutes pay you-0088D75A0088E2DA0088D85Abyte-
All taxis have nitro-0088D75B0088E2DB0088D85Bbyte-
-------
Calculated AddressesIndexNTSC/UC v1NTSC/UC v2PALNTSC/UC v2PC
Global Variables-006B1FF0006B2770006B20F0Global #Global #
Global Variable 00006B1FF0006B2770006B20F000
Girl_Desired_Progress[0-5]353006B2574006B2D04006B2674357353
Girl_Progress[0-5]359006B258C006B2D1C006B268C363359
Girl_Desired_SexAppeal[0-5]365006B25A4006B2D34006B26A4369365
Girls_Gifts_bitmask406006B2648006B2DD8006B2748410406
Total_Available_Save_Pickups885006B2DC4006B3554006B2EC4889885
Basketballs Enabled Global1903006B3DAC006B453C006B3EAC19071903
Basketball Glitch Global1928006B3E10006B45A0006B3F1019321928
Stores Available [0-6]2549006B47C4006B4F54006B48C425532549
Special Outfits [0-7]2555006B47DC006B4F70006B48DC25602555
Current_Month_Day5344006B7370006B7B04006B747053495345
-------
Float Stats-0080216000802CF000802260--
Float Stat 0 [0-81]00080216000802CF000802260--
Max Health24008021C000802D50008022C0--
Weapon Skills [0-10]690080227400802E0400802374--
-------
Integer Stats-008020D000802C60008021D0--
False Integer Stat 0 (120-337)0008020D000802C60008021D0--
Float Stat 0360080216000802CF000802260--
First Integer Stat120008022B000802E40008023B0--
Territories Under Control33700802614008031A400802714--
Progress with Denise252008024C000803050008025C0--
Times Cheated137008022F400802E84008023F4--
Armor1640080236000802EF000802460--
-------
  1. NTSC/UC v2 is missing garage 32. Offsets for subsequent garages will need to be adjusted
Current Cheat Projects: (save block order)

Targeting each block or key structures.

Block 0: Miscellaneous

I'm not sure how this block is created. It may read or create key information at the time the save is created.

Looking for:
0x00E4 dword max wanted level (opcode 01F0)
0x0090 byte Boolean: has ever cheated flag
0x00E0 byte Boolean: riot mode flag (opcode 06C8)
0x0135 byte Boolean: All taxis have nitro (opcode 0572 flag)
0x0136 byte Boolean: Prostitutes pay you (opcode 0A3D flag)


Block 1: Script

Contains Global Variables (major version differences). All Global Variables are 4 bytes in length. Finding the right spot to edit is simple enough, but identifying which variable needs adjusting is still a challenge.

Base Address for Global Variabe $0: 006B1FF0
Assign all 4 bytes, so address code is 206B1FF0 + (Variable Number * 4)

Current Project: Reviving Dead or Ignored Girlfriends


Block 2: Players & Objects

Save block offsets for known cheats
0x001C float Health
0x0020 float Armor

Possible Cheats in this Block:

Change CJ's Clothes
Remove Brass Knuckles
Adjust Weapon Slots and Ammo Counts
Move objects blocking assess, adjust the properties, and/or change them into something else.


Block 3: Garages

Garage Cars - current cheats exist

I don't have any cars in the garages of my current data. I'm expecting something like the save record.

CODE
Garage Car Structure (GrgCar):
 0x00  float[3]      Coordinates (x,y,z)
 0x0c  byte[4]       (Unknown)
 0x10  byte          Car Flags
 0x11  byte          (Unknown)
 0x12  word          Vehicle Model ID
 0x14  word[15]      Installed Vehicle Mods (see veh_mods.ide)
 0x32  byte[4]       Primary Color, Secondary Color, Tertiary Color, (Unknown) Quaternary Color?
 0x36  byte          Radio Station
 0x37  byte[2]       Vehicle Variation
 0x39  byte          Bomb Type
 0x3A  byte          Paintjob
 0x3B  byte          Nitrous Count
 0x3C  byte[3]       Vector Rotation
 0x3F  byte          (unknown) Align


PC Memory information on Garage Cars
http://www.gtaforums...dpost&p=2909613

Johnson House Car number 1 is near the beginning of this structure.
1080D8E2 0000####

Should be possible to add or remove mods, increase the nitrous count, change the paintjob, or create a completely new vehicle without first putting something in the garage.

Garage Zone Structure

0080AE90 - starting address for XYZ of the first garage (MUL_LAN)

The data seems to match the save file but isn't quite in the same order. I'll have to investigate further but it looks like I might be able to change the size, location, type, or whatever else seems appropriate.

Test Code for this structure:

Unlock El Corona Garage
0080B316 00000068
RPGR-CH4E-VBCT0
1W2K-6JRP-A7ZBU

Block 4: Wasted/Busted

0x0004 byte Boolean: Lose stuff after wasted (opcode 08DD)
0x0005 byte Boolean: Lose stuff after busted (opcode 08DE)



Block 5: Disabled Pathnode Cubes

Don't see a need to edit. Not well documented anyway.

Block 6: Pickups

Pickup offsets will vary depending on whether or not the new game was started after loading an existing save.

Pickup structure appears to begin at 00803170. Each record is 32 bytes in length. 620 total entries.

CODE
Pickup structure:
 0    float           current asset value
 8    dword           ammo (or max asset value)
 c    dword           timer
10    word[3]         x,y,z, all multiplied by 8
16    word            asset rate
18    word            model
1a    word            unknown (handle?)
1c    byte            type
1d    byte            unknown (flags?)
20                    end


Test Code

Glen Park Flowers to Jetpack
10806548 00000172
P4R3-ER18-X7RWB
BEH9-MU79-CQ137


Block 7: (Unused)

Block 8: Restart Locations (where CJ spawns after an arrest or death)

Start of data is near 007C1590.

Perhaps change the Z location for Fort Carson to something very high so CJ can use it for base jumping. Need a high parachute or the keep weapon bonus from Katie.


Block 9: Markers - current cheat exits for swapping icons.

Data begins near 00701F08

205FAAC8 005FA690 - CATALINAPINK (seems to be changing the texture rather than the assignment)

Adding blips might be accomplished with the radar marker, probably more work than it's worth.


Block 10: Zones

rik-013 has been all over this block with his gang war modifications. I can't think of any other reason to edit this data.

Block 11: Gang Weapons

CODE
OFFSET  TYPE            DESCRIPTION
0x0000  GangWeapons[10] GangWeapons structures -- each is 0x10 bytes in size; see details below
0x00a0  (end)

This might be useful for the gang wars cheats. The data should be saved, but tends to get adjusted by the mission scripts from time to time so the changes may not stick.

GangWeapons[]          
 0x00  byte[4]         unused
 0x04  dword           weaponID A
 0x08  dword           weaponID B
 0x0c  dword           weaponID C
 0x10  (end)


Data appears to begin at: 0081B280


Block 12: Car Generators

Data begins at 007BCA90

Update:

Car Generator Data begins at 007BC770
Size of data is 12800 bytes (0x3200, 400 records * 32 bytes)
Custom Plate records follow at 007BF970
Specific vehicles may not be in the same position within this structure (new game on new card, restart from existing save, or ???)


Test Code

El Corona Blade to Sandking
107BCD50 000001EF
E4PW-UGRY-2UJPT
85DQ-R1YM-61YE2

Structure adapted from 34 byte save records
CODE
Car generator structure:
 0    word            model
 2    byte[2]         colors
 4    word[3]         x,y,z, all multiplied by 8
 a    byte            heading/360*256
 b    byte            alarm chance
 d    byte            locked chance
 e    byte            flags: bit 2=force spawn, bit 8=player owned
10    word            monetary value
14    dword           timer
1a    word            cars to generate
20                    end



Block 13: (Unused)
Block 14: (Unused)


Block 15: Player data

Data appears to begin near 007096B4 but the structure doesn't match the save file

Infinite Cash
207096B4 05F5E0FF
207096B8 05F5E0FF

Test Codes

Fast Reload (rifles & rockets)
00709749 00000001
RBHH-JQTY-6ZGYJ
ZV1E-ZMAV-JU9D3

250 Max Armor (full armor)
0070974C 000000FA
VEQ6-CQEW-8VUT6
Q62N-JZT1-BP673

Block 16: Stats

Max Health
208021C0 44B00000

Stats ID
24 Max Health

Block 17: Police trigger zones

Data begins at 0082CCA0

Records are 32 bytes long. 210 total records, 209 are used.

I'm not sure I see any point in messing with these.


Block 18: Models - don't know what this does.


Block 19: Ped Acquaintances

Currently under investigation for use with the Gang War Mod cheats and repairing the Madd Dogg Glitch. (pointer to structure)

Start of Data: 0093D5A0


Block 20: Tags

Not sure yet. Should be possible to spray or unspray tags, but I need to set up a save to check for a pattern.


Block 21: IPL

Controls the barriers and other objects. I can find the data but it's mixed in with the text IPL information not normally stored in the save. I've had one failed attempt at dropping the barriers, but may investigate further once I stop working with these static beginning saves. (pointer to structure)


Block 22: Shopping

I suspect I can add all clothing to the wardrobe, but I need to set up a pattern to search for. Done.


Block 23: Gang wars

Will look into this soon to support the Gang Wars mod. This block controls whether or not the gang wars are enabled, but flags tend to be stored independently of their data. Found it.

Block 24: Unique Stunt Jumps

This block tends to be rewritten to the save file in a different sequence so I have my doubts about being able to control specific jumps. However, it should be possible to mark all complete, incomplete, or adjust the found properties conditionally. It should be possible to change the values of the jumps or move them around. BTW, testing new jumps is a difficult process, but it looks like I can copy jumps I've tested on PC. (pointer to structure)

Jump Structures begin at 01208710


Block 25: ENEX Connections

This block is much different in active memory, but I think I managed to track down the information I need based on the current teleport codes. So far I am unable to reconnect the links to another connection but I did manage to unlock a door and the same flags can be changed to allow bikes or cars.

Data begins near 00C986A0 with records starting at 00C986B0

Test Code:

Unlock El Corona House
10C98938 00004004
1KB2-9UKM-MY0Q9
TPE5-8MM6-V8KMH

Block 26: Radio Data

I'm not at at sure what this block does in the save file or in memory.

Block 27: Entrance markers

Fake Enex doors - the airport ticket sales are the only example I know of. The markers don't do anything.

End of Save Data

ric-013
  • ric-013

    glitch hunter

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#2

Posted 22 May 2008 - 02:03 PM Edited by ric-013, 25 May 2008 - 09:21 PM.

wow, amazing work !!!

QUOTE
I could use help from anyone with more experience in cheat creation, and also testers for different versions or anyone willing to take this initial documentation and turn them into the full range of possible cheats.


you know ill be more than happy to be part of this project...again great work dude icon14.gif icon14.gif icon14.gif

here's LINKS on info's,faqs,guides and tools for code creation.

>>CMP Code Guides

>>CMP Faqs

>>CMP misc.

>>CMP TOOLS

>>PCSX2-emulator tool

>>OMNICONVERT- converter tool

>>PS2DIS-disassembler tool

>>WIKI Introduction to MIPS Assembly Language

>>MIPS Assembly Language Programmer's Guide

>>JOKER COMMAND<<


Gantons Most Wanted
  • Gantons Most Wanted

    Big Homie

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#3

Posted 22 May 2008 - 06:03 PM

thats very impressive dude you need any AR MAX PAL testers i'll see what i can do but atm i'm a lil swamped but in a few weeks i should have alot more spare time due to college will be over for about 4 monthes for me. Do you think it would be possible to make some interior markers appear for places like SF Police Station of putting the right safehouse interiors to where they are supposed to go like for example that unused safehouse interior was supposed to be the interior for the Vinewood Mansion by Madd Doggs.

OrionSR
  • OrionSR

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#4

Posted 22 May 2008 - 07:09 PM

QUOTE (Gantons Most Wanted @ May 22 2008, 11:03)
Do you think it would be possible to make some interior markers appear for places like SF Police Station of putting the right safehouse interiors to where they are supposed to go like for example that unused safehouse interior was supposed to be the interior for the Vinewood Mansion by Madd Doggs.

Creating some custom enex connections might be possible, but right now I'm baffled by how this information is stored in active memory. It's a lot different from the save structure I'm so familiar with and includes most of the IPL information like coordinates that is missing from the save records. However, I have been unable to determine how the links between connections are maintained.

Stategies for the SFPD

The custom chain game saves have the SFPD interior attached to the Dillimore PD. This change is maintained throughout the save. If I can change the links then this is a stable and saved modification.

There are a handful of unused or duplicate enex connections. One of these could be linked to the SFPD and the coordinates adjusted for right out front where CJ spawns if busted if I can find one that won't conflict if the cheat is in active. For example, there are 2 doors in the same spot connecting the Palomino and Montgomery pizza joints to their interior. If one of these was reassigned to the SFPD interior but the coordinates are normal because the cheat is not used, then it might be difficult to tell which interior would be accessed when trying to get something to eat in the Badlands.

I'm not so sure if the LA Big House was really intended for Mulholland. The interior doesn't look like it belongs with the Mullholland house exterior - but that's just my impression. I've been leaving the Mulholland house alone and attaching the LA Big House interior to 24-7s, Burglary Houses, and other locations to create extra hideouts rather than changing the familiar ones. However, a save disk needs to be borrowed from a unique location like Queens (my preference), Hashbury, Prickle Pine, Madd Dogg's Crib (since it glitches anyway) or Catalina's (should be no trouble turning it on early). Moving the save disk is a permanent change, unless of course another cheat puts it back.

Similar: Change Playa de Seville barber to unused barber, an update added for PC and v2.

Anyway, the rule on the enexes is that all information is read from disk except the links between connections and the properties flags for the doors. If I can figure out how to reconnect two exterior connections together then they will create a permanent warp that can allow bikes, cars, or group members like homies, girlfriends, and probably mission characters as well.

Gantons Most Wanted
  • Gantons Most Wanted

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#5

Posted 22 May 2008 - 07:24 PM

thats pretty good but i get what your saying. But i like the Queens Safehouse its pretty decent if you were gonna change it though i'd either use the safehouse by Madd Doggs like i said or you could put it where the Paradiso safehouse is located because that would be a nice fit. But there are certain interiors i would like available like the Brothels because theres an unused interior door in el corona where there was going to be a sex shop enterance and the brothel would fit well there as its not a big building. Anyway with the interior codes if you need a tester for AR Max codes like i said i can give it a shot in a few weeks when i'm a bit more freed up.

OrionSR
  • OrionSR

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#6

Posted 22 May 2008 - 07:32 PM Edited by OrionSR, 22 May 2008 - 07:46 PM.

Modifying Car Generators and Custom Plates

The plan is to document how to reassign all the properties of the first car generator and use offset to calculate the position of the other vehicles. However, this area of memory appears to be different if the game is started from an exiting save. I'm not sure how to handle this discrepancy.

There's a similar situation with reassigning the custom plates. The handles used to identify the plates is often different from save to save. However, I think I found a way around this problem. The strategy is to read the handle from the global variable associated with the car generator and use that for the data placed in the handle value for the car.


Added: yeah, let's play with the enexes to see what happens. I suspect things don't quite match your description but we'll see how it goes. I don't want to take the Paradiso save disk away because it's used at several other locations. That's why I suggested unique interiors and save disks. And as much as I like the Queens Interior, I never felt it looked right. The LA Big House actually looks normal enough for a super-swanky hotel, sort of.

The other option is to connect the LA Big House through the wardrobes. Either enter the normal interior, enter the wardrobe for the big house, and used the Big House wardrobe for changing clothes, or connect a save house to the wardrobe of the LA Big House to use for saving and changing clothes.

Gantons Most Wanted
  • Gantons Most Wanted

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#7

Posted 22 May 2008 - 07:36 PM

i don't use the plates much. there a nice touch either way but the car customisation would be interesting like putting the alien bodykits on other cars and them fitting correctly would be pretty good.

OrionSR
  • OrionSR

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#8

Posted 22 May 2008 - 07:53 PM

QUOTE (Gantons Most Wanted @ May 22 2008, 12:36)
i don't use the plates much. there a nice touch either way but the car customisation would be interesting like putting the alien bodykits on other cars and them fitting correctly would be pretty good.

I don't have much experience with modding the cars, but I suspect there will be major conflicts if I assign the wrong part to the wrong car. A PC car modder would probably be able to supply more specific information.

I was taking about the car generators that are part of the save file. The car generators don't have any settings for mods, variation, or proofing. However, it should be possible to adapt the garage modifier codes to add whatever custom part you want to a car in the garage. Adding custom wheels and NOS to cars that don't usually take it is easy enough, but attaching a part to a model without the proper bone structure is bound to cause all kinds of trouble.

OrionSR
  • OrionSR

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#9

Posted 23 May 2008 - 05:15 AM Edited by OrionSR, 23 May 2008 - 06:21 AM.

The enex connection links still have me baffled, so I revisited the car generators.

Car Generator Records

Car Generator Data begins at 007BC770
Size of data is 12800 bytes (0x3200, 400 records * 32 bytes)
Custom Plate records follow at 007BF970
Generator handles indicate the offset from the beginning of the structure
Handles are stored in Global Variables for each vehicle defined by the mission scripts
Handles are used by scripts or to hide or unhide vehicles and to assign custom plates

Parked car generators from binary IPL streams are also written to the same area of memory, but the flags apparently allow the game to replace these vehicles with another. When a new game is created from a fresh start (without a memory card) then several binary IPL vehicles will be in place before the mission vehicles are added so they will have a different handle and address in memory than a new game started from an existing save.

New car generators can be written directly to car generator structure. If the appropriate flags are set then the game will write the vehicle to the save file. The vehicle will have the handle associated with the offset of the record (the 1st car has a handle of 0000) so custom plates can be assigned.

Create New Car Generator #399

FBI Truck across from the El Corona Save House - Player Owned, Forced Spawn

RAW
207BF950 FFFF0210
207BF954 BD7A3544
207BF958 0000006E
207BF95C 00001A00
207BF960 00002710
207BF964 00000000
207BF968 FFFFFFFF
207BF96C 00000100

AR-MAX NTSC-US
1GN6-GPZ3-7PYBB
C0UX-MWK1-DVMAG
2VQN-RQRR-2W6G7
WNMF-75MR-4CXVH
CHNF-VYTD-0Y2AR
2GNA-QFXV-1RUM2
82KN-3EWJ-QM2W5
4EB7-AT6H-382ZC
1TJE-CCH1-V549Z


Description of code:

It would probably be easier to write the data as dwords, word, or bytes, but I wanted to keep the code short so everything is all mashed together.

0x07BF950: Start of record. Calculating backwards from the end of the structure to avoid conflicts with existing saved generators.
0x07BF970 - 1 * 0x20. Will have handle 400 - 1 = 399 (0x018F).

FF FF 0210: Color 2, Color 1, Model ID. (I think, no colors available on test vehicle).
Record structure is Model ID (word), Color 1 (byte), Color 2 (byte)

BD7A 3544: Y address * 8, X address * 8
Record structure is X (word), Y (word); signed integers

00 00 006E: Alarm, Angle (degrees /360*256), Z address * 8
Record Structure is Z (word), Angle (byte), Alarm (byte)

0000 1A 00: unknown (FFFF for temp cars), Flags (0x10 +2 force spawn, +8 player owned), Lock percentage (0 to 100)
Record Structure is Lock (byte), Flags (byte), unknown (word)
* flag 0x10 is applied to cars added by mission coding and can probably be omitted. I added it during debugging.

0000 2710: unknown word (always? 0000), (unused?) monetary value
Record structure is Monetary Value (signed? word), unknown (word)

00000000: Timer. Compared against global timer to determine if enough time has passed for a respawn
Record structure is Timer (dword)

FFFF FFFF: Vehicles are Generated, Random Vehicle field (first time I've seen anything other than FFFF in this word)
Record Structure is Random (word), Cars to Generate (word)

00 00 01 00: 2 unknown bytes (probably alignment filler), probably a control flag, and another byte I've never seen used before.
Record Structure is unknown (byte), unknown control (byte), and alignment (2 bytes)



Other Code Projects for this structure may include unhiding, unlocking, and/or disabling the alarms all the vehicles using a stepping code.

Adjust properties of specific vehicles by reading the handle from the global variable to use for calculating the offset. I'm not sure how flexible the coding routines are. Can they do; starting address + read offset * defined record length?

Read handle from global variable and write to plate record.

OrionSR
  • OrionSR

    Chain Game Development Team

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#10

Posted 23 May 2008 - 09:59 AM Edited by OrionSR, 23 May 2008 - 10:15 AM.

CG LS Mission Garage Modifications

Life’s a Beach Garage to PnS
Los Desperados Garage to Bomb Shop 4 (remote detonation bombs.)
Cesar’s Garage to Bomb Shop 3 (ignition trigger bombs;)

RAW (open door, and set type and flags)
2080AEC8 3F800000
2080AEDC 05880105
2080B078 3F800000
2080B08C 04080104
2080B228 3F800000
2080B23C 03080103

AR-Max NTSC-US
PWRV-WKQZ-AH70R
QXYV-0BKN-R6U56
UU1G-Y7WC-5WD81
HMPC-WEHB-JCF8P
PX52-R6QC-Y0GXN
YCKQ-M434-02WUR
KC2U-T2BN-X7UCG

Life's a Beach and Los Deperados garage will close after the mission,
Door will not close when the cheat is active. Save the changes and reload.
^Need some better options for selective activation.

I'll fill in more details on the garage structures when I attempt a more ambitious modification.

Gantons Most Wanted
  • Gantons Most Wanted

    Big Homie

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#11

Posted 23 May 2008 - 02:48 PM

thats pretty good would you be able to get the San Fierro Bomb Shop to function??? also would you be able to get the icons for them on the map i know where there located but there must be a way to have them put on the map. Could you turn Cesars LS garage into Wheel Arch Angels or a modshop that will be able to have all mods available for all the vehicles???

ric-013
  • ric-013

    glitch hunter

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  • Joined: 24 Nov 2006

#12

Posted 23 May 2008 - 05:10 PM Edited by ric-013, 23 May 2008 - 05:16 PM.

QUOTE (OrionSR @ May 22 2008, 19:53)
QUOTE (Gantons Most Wanted @ May 22 2008, 12:36)
i don't use the plates much. there a nice touch either way but the car customisation would be interesting like putting the alien bodykits on other cars and them fitting correctly would be pretty good.

I don't have much experience with modding the cars, but I suspect there will be major conflicts if I assign the wrong part to the wrong car. A PC car modder would probably be able to supply more specific information.

I was taking about the car generators that are part of the save file. The car generators don't have any settings for mods, variation, or proofing. However, it should be possible to adapt the garage modifier codes to add whatever custom part you want to a car in the garage. Adding custom wheels and NOS to cars that don't usually take it is easy enough, but attaching a part to a model without the proper bone structure is bound to cause all kinds of trouble.


skiller did such codes...

CODE

Skiller Mod Shop

???? = Mods (FFFF = OFF)
NN = Nitro activator (00 = OFF)
PP = Custom paint (FF = OFF)
BB = Bombs Arming (00 = OFF)

Note: if your not using half the ???? in value use (FFFF= OFF) so if your
only using 4 ??? in one line the other 4 would be FFFF
so it would look like this 0444FFFF or what ever ..
just FFFF any part u don't use ..

(ALSO ONLY DO ONE MOD PER ???? SO WHEELS IN ONE, ROOF IN ONE, AND SO ON>>)

Replace NN
01 - FF = nos
02 = 2x
05 = 5x
0A =10x
U have to put
Nitrous 2x = 03F1
Nitrous 5x = 03F0
Nitrous 10x = 03F2
into one of the ???? to make also work
if u don't want nos then just set it to 00 and FFFF the VVVV area..

Custom Paint jobs . Replace PP with below FF off
(Whites might affect a different car in another way)
00-FE = Custom Paint
00 =Paint job 1 (On Fire)
01 =Paint Job 2 (Wood look)
02 =paint job 3 (Flaming front end)
03 =Paint Job 4 (White)
04 =Paint Job 5 (Snake/Copper/Tree maybe lol)
05 =Paint Job 6 (White)
06 =Paint Job 7 (White)
07 =Paint Job 8 (White)


Replace BB with Below ..
Bombs (Press O to activate bomb)
01 to 0A might Go to FF

???? = below u can put the digits anywhere in the ????s
(FFFF= OFF)  


>>skiller mod shop codes<<

>>skiller mod shop digits<<

but like orionsr said somes of the mods will freeze game...but not always much of them can be done, i think he never ported them to pal.
-----------------------------------------------------------------------------------------------------------------------------------------


also, here's the check sum bypass codes...it might be usefull

check sum bypass -raw ntsc-
D088F4BC 00001026
2088F4C4 24020001

check sum bypass -ARMAX ntsc-
DDKT-U524-P89RG
4AGB-180K-9KTDT
78V4-MK5X-300Z1

BTW,iv done my savedumps, i will look into blocks 11,19,23 cuz they are related to gang war..right now ill start with block 19,and test your code for madd dog glitch.¸


OrionSR
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#13

Posted 23 May 2008 - 06:47 PM

QUOTE (Gantons Most Wanted @ May 23 2008, 07:48)
thats pretty good would you be able to get the San Fierro Bomb Shop to function??? also would you be able to get the icons for them on the map i know where there located but there must be a way to have them put on the map. Could you turn Cesars LS garage into Wheel Arch Angels or a modshop that will be able to have all mods available for all the vehicles???

"The" San Fierro Bomb Shop? Which garage is this? The mission garages in SF that can be reused at T-Bone's garage in Ocean Flats, and Woozie's garage in China Town. They make pretty good pay'n'sprays for using during 4 star adventures in restricted territory.

Radar Blips might be difficult. The marker pool is a fairly complex structure. I doubt I can write a blip directly to memory without causing problems. However, if I can figure out how to do complex offsets then it might be possible to add blips by marking them with the map marker and then reworking the added blip.

Custom Mods will probably be limited to the garage modifiers similar to the Skiller Codes posted by rik. The mod garage zones don't really do anything other than open the door for the appropriate cars. The modding part is completely controlled by scripts. However, PC players frequently modify carmods.dat to allow more vehicles into the shops. I'm not sure how practical it would be to edit a text file that's been read into memory.

On a similar note, I might check into editing cargrp.dat a little so the Phoenix, Euros, NRG, Hotknife, etc. will spawn in random traffic.

QUOTE
Replace NN
01 - FF = nos
02 = 2x
05 = 5x
0A =10x
U have to put
Nitrous 2x = 03F1
Nitrous 5x = 03F0
Nitrous 10x = 03F2
into one of the ???? to make also work
if u don't want nos then just set it to 00 and FFFF the VVVV area..


FYI, nn = 7F is for 127 nitros, the maximum that work. Also, there's a nitrous flag that can be used instead of the nitrous tank model in order to get the NOS working on the car.

And as far as custom codes go, I don't really have any plans to add lots of interesting features to existing cheat classes. I'm having fun working out the technical challenges of the cheat codes but don't really intend to use them for game play, nor do I plan to expand these examples into the full range of options available. For example, I documented how to add new car generators to the game save, but if you want more than just the FBI Truck then consider making your own code based on the example provided.



ric-013
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#14

Posted 23 May 2008 - 06:58 PM Edited by ric-013, 23 May 2008 - 07:13 PM.

hey orionsr.

QUOTE
I think I made some progress on figuring out the Ped Acquaintance data, but my test code causes the game to crash as soon the the spray can starts to paint the yellow Rockstar spash. I tried a conditional test but AR Max won't take it. Something about the master code but I don't understand it at all.

CivMale Fix
2093D5F0 00000020
2093D600 00000000


i got this code to work using raw code, it loaded ok...then i enable/disable the riot cheat.i used mission mod to get to the madd dog glitch....sadly he still jump to is death cryani.gif let me know if you have any other settings you want me to test.ill do somes on my side too.

btw,its ric ...not rik sigh.gif

Gantons Most Wanted
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#15

Posted 23 May 2008 - 07:19 PM

the unused bomb shop is the garage you drive to in Yay Ka-Boom Boom when you get the car rigged with the bomb.

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#16

Posted 23 May 2008 - 07:31 PM

QUOTE (Gantons Most Wanted @ May 23 2008, 12:19)
the unused bomb shop is the garage you drive to in Yay Ka-Boom Boom when you get the car rigged with the bomb.

Oh, yeah... Gotcha. This is not a "real" garage. Everything is controlled by the mission scripts. Woozie's garage is actually right next to his betting shop; which is weird as the mission that references this garage has CJ finish the mission at a warehouse by the docks.

Random Idea I don't want to loose track of:

I read someplace about a cheat code that sets various stats to CJ's XYZ coordinates. This would be very useful to PS2 players wanting to find the location for new vehicles. However, I was wondering about the possibility of a moving car generator. Basically, have a code that can be selectively activated to run once that moves the location of a specific vehicle generator to CJ's current position + a slight offset so he isn't crushed. I'm not sure how practical this would be as a car spawner but it occurs to me that this might actually be the best method for placing new vehicles. Skip the process of reading and encoding locations and set the location properties of the generator in-game.

OrionSR
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#17

Posted 23 May 2008 - 08:38 PM Edited by OrionSR, 23 May 2008 - 09:54 PM.

QUOTE (ric-013 @ May 23 2008, 11:58)
hey orionsr.

QUOTE
I think I made some progress on figuring out the Ped Acquaintance data, but my test code causes the game to crash as soon the the spray can starts to paint the yellow Rockstar spash. I tried a conditional test but AR Max won't take it. Something about the master code but I don't understand it at all.

CivMale Fix
2093D5F0 00000020
2093D600 00000000


i got this code to work using raw code, it loaded ok...then i enable/disable the riot cheat.i used mission mod to get to the madd dog glitch....sadly he still jump to is death cryani.gif let me know if you have any other settings you want me to test.ill do somes on my side too.

btw,its ric ...not rik sigh.gif

Crap. Okay...

Try again with offsets of 8BE860 and 8BE870

208BE860 00000020
208BE870 00000000

Perhaps check 8BE870 and 93D600 to see if the values are equal to 000FFFFF.

The address is different depending on how the game is started. If the Glen Park Flowers to Jetpack to cheat changes the Sniper Rifle on top of Four Dragons, or the plate swapping, Sandking or other codes that depend on specific items to be in certain locations aren't working then the Madd Dogg Fix won't help either. Sorry, I didn't think to check for this at the time.

Can you test the original code on a new game? Instead of checking Madd Dogg go visit a Vending Cart vendor. If he attacks CJ or other people then Madd Dogg will eventually jump to his death - it's the same thing.

Another check that appears to be fairly consistent is the handle assigned to Sweet's Car. Search either the save file or memory dump for GROVE4L. So far, 2A = Fresh Games (clean load with no memory card or SA saves), and 11 = Restart Game (new game from existing save, or problems loading current save). I suppose I'd better figure out how to read global variable $1956 which should contain the proper offset of the standard vehicles. Should I try to work up a list of standard vehicles and their global variables?

OrionSR
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#18

Posted 23 May 2008 - 09:45 PM Edited by OrionSR, 23 May 2008 - 09:57 PM.

I had an outstanding question with a moderator on GTAF's policy on posting links to Save States and memory dumps. The question was passed to people a little higher up but generated no response so for now we should be safe. However, for the time being I'll try to keep all discussion in separate posts so the mess can be cleaned up later if it becomes a problem.

I'm working under the definition of a Save State as a game save format used by PCSX2, a PS2 Emulator program for PC. The save states are basically memory dumps that are compressed with 7-Zip. The uncompressed file (I used WinRAR) can be used with a hex editor to look for specific addresses. I'm not sure why, but I have found it helpful to snip the first 4 bytes from the beginning of the file so that I can get the correct address of a byte by clicking on it.

Warning:

A BIOS is required to run games with PCSX2. The BIOS is copyrighted by Sony so don't ask for a PS2 BIOS, or providing details on how to obtain a BIOS.

PCSX2 has the ability to run backup ISO files (legal under fair use). This information is included with the documentation, however, the program does not include the utilities to make a working backup ISO. Since this process borders the legal issue quite closely, it would be best to avoid discussion of creating ISOs. Insert the original disk in your DVD drive on the PC to run the game.


If you figure out how to make a working ISO I can provide a few details on modifying certain bytes to keep a save house open.


I'm still working on creating a few good SaveStates so we have a common reference for certain details. I'm not sure if I should upload the snipped files I'm using or if I should start again as I accidentally over wrote the original compressed save states.

Much of the problem is that the game runs very slowly on my computer. It takes several minutes to get out of range of the bike so the intro mission will end and blink the radar. Also, I'm having a very difficult time loading game saves ported from PS2. I've gotten corruption errors with no explanation, and anything I load, save games or save state, will crash the game in short order. It took several attempts before I finally got a dump from an End of the Line save with gang wars enabled, but I finally got something a second before it crashed.

Also, I can create save states for SA Special Edition. If there is any interest in translating the codes for the new version I'll try to work up a few test codes and you can take it from there.

ric-013
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#19

Posted 23 May 2008 - 10:12 PM Edited by ric-013, 23 May 2008 - 10:55 PM.

QUOTE (orionrs)
I was wondering about the possibility of a moving car generator. Basically, have a code that can be selectively activated to run once that moves the location of a specific vehicle generator to CJ's current position + a slight offset so he isn't crushed. I'm not sure how practical this would be as a car spawner but it occurs to me that this might actually be the best method for placing new vehicles. Skip the process of reading and encoding locations and set the location properties of the generator in-game.


skiller did some moving car generator...i tought it could help you placing new vehicles.
CODE

vehicule drop -=skiller=-

Enabler Drop Vehicle:
(NOTE: Must Be On for Vehicle Drop Codes)
using this code set it will not count on your Cheats used . these are free drops the game can not tell :)
I'm working on making u able to drop more then 1 car ..
all probably just have to Double joker the one line ..
200C2000 27BDFFE0
200C2004 FFBF0000
200C2008 A0430000
200C200C 9421D760
200C2010 24083132
200C2014 14280003
200C2018 240401A1
200C201C 0C167920
200C2020 00000000
200C2024 DFBF0000
200C2028 03E00008
200C202C 27BD0020
2059D350 0C030800

Drop =
(NOTE: Press [L1] then [L2] to Drop Vehicle)
200C2018 24040###

Car Roller -=Credit: Skiller=-
(CB7+ only)
(Hold L1) Press Left Or right
Left (move Down car list)
Right (move Up Car list)
Then press the below Combination to Spaw the car
(Triangle, Triangle, Square, Circle, X, L1, L2, Down, Down) to spawn
View your money to see where u are in the list
the value is in Dec so u will have to convert the car digits from hex to des to see what car u want . do not go Below 400 in your money that's 190 in hex
Car list to fallow
u start at the Vortex 21B
E001FBFF 00700942
100C0000 00000000
E0060000 000C0000
E002FBDF 00700942
100C0000 00000001
30200001 0059f574
E002FB7F 00700942
100C0000 00000001
30300001 0059f574
5059f574 00000002
007096B8 00000000
5059f574 00000002
007096B4 00000000

Car Digits replace ### with Below  
Landstalker 190
Buffalo 191
Burava 192
Linerunner 193
Perennial 194
Sentinel 195
Dumper 196
Firetruck 197
Trashmaster 198
Stretch 199
Manana 19A
Infernus 19B
Voodoo 19C
Pony 19D
Mule 19E
Cheetah 19F
Ambulance 1A0
Leviathan 1A1
Moonbeam 1A2
Esperanto 1A3
Taxi 1A4
Washington 1A5
Bobcat 1A6
Mr. Whoopee 1A7
BF Injection 1A8
Hunter 1A9
Premier 1AA
Enforcer 1AB
Securicar 1AC
Banshee 1AD
Predator 1AE
Bus 1AF
Rhino 1B0
Barracks OL 1B1
Hotknife 1B2
Artict 1 (Transport Container) 1B3
Previon 1B4
Coach 1B5
Cabbie 1B6
Stallion 1B7
Rumpo 1B8
RC Bandit 1B9
Romero 1BA
Packer 1BB
Monster 1BC
Admiral 1BD
Squalo 1BE
Sea Sparrow 1BF
Pizza Boy 1C0
Artict 2 (Transport Container) 1C2
Turismo 1C3
Speeder 1C4
Reefer 1C5
Tropic 1C6
Flatbed 1C7
Yankee 1C8
Caddy 1C9
Solair 1CA
Topfun 1CB
Skimmer 1CC
PCJ-600 1CD
Faggio 1CE
Freeway 1CF
RC Baron 1D0
RC Raider 1D1
Glendale 1D2
Oceanic 1D3
Sanchez 1D4
Sparrow 1D5
Patriot 1D6
Quad 1D7
Coastguard 1D8
Dinghy 1D9
Hermes 1DA
Sabre 1DB
Rustler 1DC
ZR-350 1DD
Walton 1DE
Regina 1DF
Comet 1E0
BMX 1E1
Burrito 1E2
Camper 1E3
Marquis 1E4
Baggage Handler 1E5
Dozer 1E6
Maverick 1E7
SAN Maverick 1E8
Rancher 1E9
FBI Rancher 1EA
Virgo 1EB
Greenwood 1EC
Jetmax 1ED
Hotring 1EE
Sandking 1EF
Blista Compact 1F0
Police Maverick 1F1
Boxville 1F2
Benson 1F3
Mesa 1F4
RC Goblin 1F5
Hotring Racer (A) 1F6
Hotring Racer (B) 1F7
Bloodring Banger 1F8
Rancher 1F9
Super GT 1FA
Elegant 1FB
Journey 1FC
Bike 1FD
Mountain Bike 1FE
Beagle 1FF
Cropduster 200
Stuntplane 201
Tanker 202
Roadtrain 203
Nebula 204
Majestic 205
Buccaneer 206
Shamal 207
Hydra 208
FCR-900 209
NRG-500 20A
HPV-1000 20B
Cement 20C
Tow Truck 20D
Fortune 20E
Cadrona 20F
FBI Truck 210
Willard 211
Forklift 212
Tractor 213
Combine 214
Feltzer 215
Remington 216
Slamvan 217
Blade 218
Vortex 21B
Vincent 21C
Bullet 21D
Clover 21E
Sadler 21F
Firetruck (Ladder Model) 220
Hustler 221
Intruder 222
Primo 223
Cargobob 224
Tampa 225
Sunrise 226
Merit 227
Utility Van 228
Nevada 229
Yosemite 22A
Windsor 22B
Monster (A) 22C
Monster (B) 22D
Uranus 22E
Jester 22F
Sultan 230
Stratum 231
Elegy 232
Raindance 233
RC Tiger 234
Flash 235
Tahoma 236
Savanna 237
Bandito 238
Kart 23B
Mover 23C
Dune 23D
Sweeper 23E
Broadway 23F
Tornado 240
AT-400 241
DFT-30 242
Huntley 243
Stafford 244
BF-400 245
News Van 246
Tug 247
Petrol Trailer (Transport Container) 248
Emperor 249
Wayfarer 24A
Euros 24B
Hotdog 24C
Club 24D
Freight Box (Transport Container) 24E
Artict 3 (Transport Container) 24F
Adromada 250
Dodo 251
RC Cam 252
Launch 253
Police (LSPD) 254
Police (SFPD) 255
Police (LVPD) 256
Ranger 257
Picador 258
Swat Van 259
Alpha 25A
Phoenix 25B
Glendale (Damaged Model) 25C
Sadler (Damaged Model) 25D
Bag Box A (Transport Container) 25E
Bag Box B (Transport Container) 25F
Tug Stair (Transport Container) 260
Boxville (Again?) 261
Farm Trailer 1 (Transport Container) 262
Utility Trailer 1 (Transport Container) 263


QUOTE
Crap. Okay...

Try again with offsets of 8BE860 and 8BE870

208BE860 00000020
208BE870 00000000

Perhaps check 8BE870 and 93D600 to see if the values are equal to 000FFFFF.

The address is different depending on how the game is started. If the Glen Park Flowers to Jetpack to cheat changes the Sniper Rifle on top of Four Dragons, or the plate swapping, Sandking or other codes that depend on specific items to be in certain locations aren't working then the Madd Dogg Fix won't help either. Sorry, I didn't think to check for this at the time.


i will do it tomorrow...

QUOTE
Can you test the original code on a new game?


thats what i did...i tested it using the same save i used to make the savedump "in the beggining" but i used mission mod to get to madd dog mission.

QUOTE
Instead of checking Madd Dogg go visit a Vending Cart vendor. If he attacks CJ or other people then Madd Dogg will eventually jump to his death - it's the same thing.


interresting...how sure are you that the problem is in "CIVMALE",could it be in "PLAYER1" toward "CIVMALE" ?? (i did not look into the dumps for it yet...sorry if its a stupid question) also im confused about some ped group "PLAYER_NETWORK","SPECIAL" and "MISSION 1-8" do you know what they do?

QUOTE
I suppose I'd better figure out how to read global variable $1956 which should contain the proper offset of the standard vehicles. Should I try to work up a list of standard vehicles and their global variables?


hum...not sure.by standard vehicule you mean like Sweet's Car,girlfriend cars and other like that, then yes...if its about regular car in said parking lot,i dont think so....

about cars...i always wanted to put mods (mod garage ones...like rims,scoop,vents etc...) to the cars in the streets that would be crazy...do you think its possible on ps2 ???

QUOTE
Also, I can create save states for SA Special Edition. If there is any interest in translating the codes for the new version I'll try to work up a few test codes and you can take it from there.


i still want to port the territory glitch codes to greatest hits and special ed...the owner of thoses versions were always frustrated not being able to do the glitch.

also, i did the codes for block 11(gangs weapons)...it was as easy as readind the dump,ill test them and post them over the weekend.

bryancp3
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#20

Posted 24 May 2008 - 02:48 AM

nice work dude....cheers biggrin.gif

OrionSR
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#21

Posted 24 May 2008 - 09:23 PM

Progress Report

Not very good. I have been very frustrated with all attempts at more advance commands.

My only success was with a Joker L2+Up used to change a car generator model. This was done simply to test if the Joker commands were working at all. My L2+Dn Joker wouldn't work at all despite the fact that is was identical except for a different model and direction button. I can't find a good reference for the combo key presses so I can't verify the proper command.

I wasted a lot of time experimenting with codes that I strongly suspect are too advanced for my AR Max - CB7+, so no pointer commands I guess. What I'd like to do is unhide and unlock all or most of the hidden vehicles using some sort of multi-write step process. I tried a patch code but the game hung when used. Perhaps unhiding all 400 vehicles whether they exist or not wasn't such a good idea. It also looks like I won't be able to read a global to use as a pointer. Anyway, this is all leading towards far too many restrictions in software and compatibility.

All attempts at a Madd Dogg Fix have failed. I'm starting to suspect the information I think is being edited is a copy of the actual data stored someplace else - something more strongly associated with the ped types. It might help if I could make a memory dump after the bytes were adjusted just to make sure I've made the correct edits, but my targeting has been very precise with the other records so I doubt that's the problem. I can't figure out how to hotswap the discs on PCSX2 so I'm not sure how to enter the cheats where I can make a dump.

I am sure Madd Dogg is CIVMALE for several reasons:
  • He is not a CivFemale, Dealer, Medic, Firefighter, or Bum, the only other records altered by the cheat.
  • If I edit the CivMale bytes in the save file and load the save the glitch is gone.
  • QUOTE (mission script)
    023C: load_special_actor 'MADDOGG' as 1 // models 290-299
    95@ = Actor.Create(CivMale, #SPECIAL01, 2162.62, 1451.475, 23.1719)
    0245: set_actor 95@ walk_style_to "DRUNKMAN"
    Actor.Health(95@) = 1

Any, I'm giving up on this for now.

I've got another project going that is likely to need a global variable reference for PC, so I might be working on a table for all 3 versions at the same time. It doesn't look like this information will be particular useful on PS2 with my current command set since I can't figure out how use the handles as pointers.

I think I'll play around with the objects. My thought is to implement the Chain Game Boat Garage complete with Flaming Skull corner marker, shipwreck, and perhaps even the Pirate Booty Asset (damn thing doesn't accumulate properly). The main drawback to this plan is that it borrows the garage from Redsands West - I suspect any stored vehicles will be lost.

Getting the Anchor Icon on the map will be a bit more difficult. My thought was to use a process similar to the vehicle drop or teleport codes to lay blips under the map marker and tweaking the handle so it doesn't get unmarked on the next use. However, this is another process that depends on reading a pointer to use as an offset multiplier.

What else... oh yeah. Save States and v2 code conversions. Is this a high priority? I'll try to work up a v1 and v2 Beginning Save State but I'm not sure how much luck I'll gave with getting late game saves to run long enough to make a proper dump. Also, I don't really have a known End of the Line save for v2. In fact, I'm a bit fuzzy on the details for my v1 EoL save, it's been a long time since my first play through the game. I suppose I'd better make a few Beginning new game from existing save dumps for v1 and v2 as well since so many reference depend on this variation. I'm not sure how to find End of the Line saves with a restart, or v2 EoL save in either format. I think I'll just take what I can get for a memory reference.




Gantons Most Wanted
  • Gantons Most Wanted

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#22

Posted 25 May 2008 - 09:51 AM

v2 of the game could be a high priority but sorting everything with v1 first would be the best idea then it will be easier to spot differences with the game.

OrionSR
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#23

Posted 25 May 2008 - 11:12 AM Edited by OrionSR, 27 May 2008 - 06:57 AM.

QUOTE (Gantons Most Wanted @ May 25 2008, 02:51)
v2 of the game could be a high priority but sorting everything with v1 first would be the best idea then it will be easier to spot differences with the game.

Not much progress this evening as I had a change to go play some multi-player Rock Band, but I did manage to make a few notes on the version 2 data. BTW, as far as I can tell everything except the original release is version 2. Anyway, the priority of the day was trying to add "Special Edition" support for the gang war codes. I'll post that info below for reference.

I haven't been testing this information for version 2, but if anyone with version 2 joins the conversion and starts converting or testing codes then I'll probably change my priorities a little.

Enable Gang Wars and Territories Under Control Stat

v2 the Special Edition - RAW (constant write)
0066CF24 00000001
008031A4 00000001

Version 2 Conversion Data

007BA7F0 - v1 Beginning of ZonePop Structure
007BB380 - v2 Beginning of ZonePop Structure
Offset = + 0x0B90, 2960 bytes

Extra Notes while I've got it on screen:
007BA780 - v1 Beginning of GrayZone/MapFog Array (100 bytes, 00 = gray)
007BB310 - v2 Beginning of GrayZone Array

0066C7A4 - v1 Enable Gang Wars
0066CF24 - v2 Enable Gang Wars
Offset = +0x0780, 1920 bytes

00802614 - v1 Territories Under Control Stat; integer_stat 337
008031A4 - v2 Territories Under Control Stat; integer_stat 337
Offset = + 0x0B90, 2960 bytes

0081B280 - v1 Gang Weapons Data
0081BE00 - v2 Gang Weapons Data

00700942 - v1 Joker Address NTSC/UC
007014C2 - v2 Joker Address NTSC/UC

006B1FF0 - v1 Start of Global Variable Space
006B2770 - v2 Start of Global Variable Space
* v2 also uses different global variables

007BC770 - v1 Start of Car Generator Data
007BD300 - v2 Start of Car Generator Data

00701F00 - v1 Start of Marker Pool (radar blips)
00702A80 - v2 Start of Marker Pool (radar blips)

007B7800 - v1 Beginning of main ZoneInfo Structure
007B8390 - v2 Beginning of main ZoneInfo Structure

00803170 - v1 Start of Pickup Pool
00803D00 - v2 Start of Pickup Pool

0080AE90 - v1 Start of Garage Zone Structure
0080BA20 - v2 Start of Garage Zone Structure

0085B2F0 - v1 Start of Shopping Data
0085BE70 - v1 Start of Shopping Data

00C986B0 - v1 Start of Enex Data
00C99230 - v2 Start of Enex Data

ric-013
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#24

Posted 25 May 2008 - 02:39 PM Edited by ric-013, 25 May 2008 - 06:14 PM.

QUOTE (OrionSR @ May 23 2008, 20:38)
QUOTE (ric-013 @ May 23 2008, 11:58)
hey orionsr.

QUOTE
I think I made some progress on figuring out the Ped Acquaintance data, but my test code causes the game to crash as soon the the spray can starts to paint the yellow Rockstar spash. I tried a conditional test but AR Max won't take it. Something about the master code but I don't understand it at all.

CivMale Fix
2093D5F0 00000020
2093D600 00000000


i got this code to work using raw code, it loaded ok...then i enable/disable the riot cheat.i used mission mod to get to the madd dog glitch....sadly he still jump to is death cryani.gif let me know if you have any other settings you want me to test.ill do somes on my side too.

btw,its ric ...not rik sigh.gif

Crap. Okay...

Try again with offsets of 8BE860 and 8BE870

208BE860 00000020
208BE870 00000000

Perhaps check 8BE870 and 93D600 to see if the values are equal to 000FFFFF.

The address is different depending on how the game is started. If the Glen Park Flowers to Jetpack to cheat changes the Sniper Rifle on top of Four Dragons, or the plate swapping, Sandking or other codes that depend on specific items to be in certain locations aren't working then the Madd Dogg Fix won't help either. Sorry, I didn't think to check for this at the time.

Can you test the original code on a new game? Instead of checking Madd Dogg go visit a Vending Cart vendor. If he attacks CJ or other people then Madd Dogg will eventually jump to his death - it's the same thing.

I am sure Madd Dogg is CIVMALE for several reasons:
He is not a CivFemale, Dealer, Medic, Firefighter, or Bum, the only other records altered by the cheat.
If I edit the CivMale bytes in the save file and load the save the glitch is gone.

QUOTE (mission script)
023C: load_special_actor 'MADDOGG' as 1 // models 290-299
95@ = Actor.Create(CivMale, #SPECIAL01, 2162.62, 1451.475, 23.1719)
0245: set_actor 95@ walk_style_to "DRUNKMAN"
Actor.Health(95@) = 1


Any, I'm giving up on this for now.

well seems nothing work...iv tryed close to everything toward "CIVMALE" and madd dog still jump-off...even toward "SPECIAL" then i tryed "PLAYER1" respect everybody,no luck there either...????

now ill try to do test with gangs and see if i can change anything to make other gangs (rifa,danang,triads,aztecas)
allies...also i think we could use "unused gang 9 & gang 10" various codes settings to implant 2 new gangs in SA.

QUOTE
I wasted a lot of time experimenting with codes that I strongly suspect are too advanced for my AR Max - CB7+, so no pointer commands I guess. What I'd like to do is unhide and unlock all or most of the hidden vehicles using some sort of multi-write step process. I tried a patch code but the game hung when used. Perhaps unhiding all 400 vehicles whether they exist or not wasn't such a good idea. It also looks like I won't be able to read a global to use as a pointer. Anyway, this is all leading towards far too many restrictions in software and compatibility.


yeah,armax dont support pointer command...only some versions of codebreaker does.

QUOTE
My only success was with a Joker L2+Up used to change a car generator model. This was done simply to test if the Joker commands were working at all. My L2+Dn Joker wouldn't work at all despite the fact that is was identical except for a different model and direction button. I can't find a good reference for the combo key presses so I can't verify the proper command.


?? joker command should work ok on armax,

L2+DOWN= D00700942 0000FEBF OR E0??FEBF 00700942 (multiline joker...??= # of lines)

ill try to find a link to joker digits...

QUOTE
I haven't been testing this information for version 2, but if anyone with version 2 joins the conversion and starts converting or testing codes then I'll probably change my priorities a little.

Enable Gang Wars and Territories Under Control Stat

v2 the Special Edition - RAW (constant write)
0066CF24 00000001
008031A4 00000001

Version 2 Conversion Data

007BA7F0 - v1 Beginning of ZonePop Structure
007BB380 - v2 Beginning of ZonePop Structure
Offset = + 0x0B90, 2960 bytes

Extra Notes while I've got it on screen:
007BA780 - v1 Beginning of GrayZone/MapFog Array (100 bytes, 00 = gray)
007BB310 - v2 Beginning of GrayZone Array

0066C7A4 - v1 Enable Gang Wars
0066CF24 - v2 Enable Gang Wars
Offset = +0x0780, 1920 bytes

00802614 - v1 Territories Under Control Stat; integer_stat 337
008031A4 - v2 Territories Under Control Stat; integer_stat 337
Offset = + 0x0B90, 2960 bytes

0081B280 - v1 Gang Weapons Data
0081BE00 - v2 Gang Weapons Data


great,thanks alot...ill do coversion for gang-war codes soon.

here's block 11 (gangs weapons mod)

raw ntsc

BALLAS
2081B284 000000??
2081B288 000000??
2081B28C 000000??

GROOVE ST.
2081B294 000000??
2081B298 000000??
2081B29C 000000??

VAGOS
2081B2A4 000000??
2081B2A8 000000??
2081B2AC 000000??

RIFA
2081B2B4 000000??
2081B2B8 000000??
2081B2BC 000000??

DA NANG
2081B2C4 000000??
2081B2C8 000000??
2081B2CC 000000??

MAFIA
2081B2D4 000000??
2081B2D8 000000??
2081B2DC 000000??

TRIADS
2081B2E4 000000??
2081B2E8 000000??
2081B2EC 000000??

AZTECAS
2081B2F4 000000??
2081B2F8 000000??
2081B2FC 000000??

Replace ?? with
CODE


(Slot0 : No Weapon)                   (Slot2: Handguns)
00 - Fist                             16 - Pistol
01 - Brass Knuckles                   17 - Silenced Pistol
                                      18 - Desert Eagle
(Slot1: Melee)                        
02 - Golf Club                        (Slot3: Shotguns)
03 - Nitestick                        19 - Shotgun
04 - Knife                            1A - Sawn-Off Shotgun
05 - Baseball Bat                     1B - SPAS-12
06 - Shovel
07 - Pool Cue                         (Slot4: Sub-Machineguns)
08 - Katana                           1D - MP5
09 - Chainsaw                         1C - Micro Uzi            
0A - Purple Dildo                     20 - TEC-9
0B - Dildo 2
0C - White Viberator
0D - Viberator 2
0F - Cane    
                     
(Slot5: Machineguns)                   (Slot10: Gifts)
1E - AK47                              0E - Flowers
1F - M4
                                       (Slot9:Special1)
                                       29 - Spray Can
(Slot6: Rifles)                        2A - Fire Extinguisher
21 - Country Rifle                     2B - Camera
22 - Sniper Rifle  
                                       (Slot11:Special2)
(Slot7: Heavy Weapons)                 2C - NV Goggles
23 - Rocket Launcher                   2D - IR Goggles
24 - Heat Seaking RPG                  2E - Parachute
25 - Flame Thrower                    
26 - Minigun                        (Slot12:Detonators?)
                                    28 - Detonator(for remote explosives)  
(Slot8: Projectiles)
10 - Grenade
11 - Tear Gas
12 - Molotov Cocktail
27 - Remote Explosive

 

ric-013
  • ric-013

    glitch hunter

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#25

Posted 25 May 2008 - 06:46 PM Edited by ric-013, 25 May 2008 - 09:18 PM.

QUOTE
If I edit the CivMale bytes in the save file and load the save the glitch is gone.

QUOTE (mission script)
023C: load_special_actor 'MADDOGG' as 1 // models 290-299
95@ = Actor.Create(CivMale, #SPECIAL01, 2162.62, 1451.475, 23.1719)
0245: set_actor 95@ walk_style_to "DRUNKMAN"
Actor.Health(95@) = 1


one thing i havnt tryed is saving the code...i should have tryed.cuz if when you edit the save it works,that means the glitch occur at loading from savefile...

CivMale Fix
2093D5F0 00000020
2093D600 00000000

so in theory this code will work but it needs to be saved and then reboot game..it make sense ill test it today,but im positive about this.


about block 11... i tested the codes using ballas,groove and vagos after doberman mission , they do work but something strange about it...see somes gangmember will keep the original setting ( fist,pistols,micro uzi ) while somes other will carry the mods.

do you know what this does ??

0x00 byte[4] unused (FF 00 00 00 or 000000FF is default)
CODE
FF 00 00 00 16 00 00 00 1C 00 00 00 00 00 00 00 = ballas

here,ballas is equiped with fist,micro uzi and pistols....only the FF byte remain unknown.also i wonder i there is somekind of structre (melee,handgun,machine gun) like cj,he have to drop the pistol to get the desert eagle ?

so i think weapon settings also look elsewhere... most probably around here:

CODE

Gang Members weapons -= skiller=-
(Change the weapon that your Gang hold
201AC0A0 241100??


ill do further testings...

btw,here's the link to joker command site:

>>joker command<<

ill also put it in my 1st post into this topic.

OrionSR
  • OrionSR

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#26

Posted 25 May 2008 - 09:33 PM

QUOTE
do you know what this does ??

0x00 byte[4] unused (FF 00 00 00 or 000000FF is default)
CODE
FF 00 00 00 16 00 00 00 1C 00 00 00 00 00 00 00 = ballas

No. I tried editing that byte but nothing happened.

QUOTE
one thing i havnt tryed is saving the code...i should have tryed.cuz if when you edit the save it works,that means the glitch occur at loading from savefile...

CivMale Fix
2093D5F0 00000020
2093D600 00000000

so in theory this code will work but it needs to be saved and then reboot game..it make sense ill test it today,but im positive about this.

I'm not so optimistic. I tried saving and loading without success. Perhaps you'll have better luck as I'm not even sure my codes are running. I would suggest using a code that alters the setting and then making a small memory dump of the affected area just to make sure things are written properly, but I doubt that's the trouble.

ric-013
  • ric-013

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#27

Posted 25 May 2008 - 09:49 PM

QUOTE (OrionSR @ May 25 2008, 21:33)


QUOTE
one thing i havnt tryed is saving the code...i should have tryed.cuz if when you edit the save it works,that means the glitch occur at loading from savefile...

CivMale Fix
2093D5F0 00000020
2093D600 00000000

so in theory this code will work but it needs to be saved and then reboot game..it make sense ill test it today,but im positive about this.

I'm not so optimistic. I tried saving and loading without success. Perhaps you'll have better luck as I'm not even sure my codes are running. I would suggest using a code that alters the setting and then making a small memory dump of the affected area just to make sure things are written properly, but I doubt that's the trouble.

ill joker the code,so it aint gonna be affected by the loading... ill activate the joker in-game and save.this is our best chance.but this will have to wait till tomorow,my GF just took control of the tv set to watch movies.

OrionSR
  • OrionSR

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#28

Posted 25 May 2008 - 10:03 PM

Okay, my problem with the L2+Dn joker is I was using the PAL address. BTW, thanks for the links and reference list early in the topic. I appreciate the information but kept forgetting to make a comment.


OrionSR
  • OrionSR

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#29

Posted 26 May 2008 - 03:25 AM Edited by OrionSR, 26 May 2008 - 11:38 PM.

Finally! It looks like the multi-write is limited to 255 writes. Anything more and it doesn't seem to work.

Unhide and Unlock Cars

Changes the first 255 which should normally include everything.
Changes will be saved in the game save.
Car generators have force spawn flag set (check the LS Tower Maverick and spawns at hideouts)
Car generators are player owned - CJ can enter when cops are near and not earn a star for jacking it.

Unhide and Unlock Cars - PS2v1
PS2v1 RAW, AR-Max NTSC/UC
407BC788 00FF0008
FFFFFFFF 00000000
407BC77C 00FF0008
00001A00 00000000

WJBV-7HD8-H5KB2
XTTF-0742-B7GEZ
AVCA-MDUX-XVH00
876A-ZVNQ-5P9P0
KJ2P-1H94-8H4NA

Start of Car Generator Data = 007BC770

Unhide and Unlock Cars - PS2v2
PS2v2 RAW Untested
407BD318 00FF0008
FFFFFFFF 00000000
407BD30C 00FF0008
00001A00 00000000

Start of Car Generator Data = 007BD300


Enable all Save Disks - PS2v1
PS2v1 RAW ($885) AR-Max NTSC/UC
Joker L2+Up for Outdoor use
D0700942 0000FEEF
206B2DC4 00000012

9ZBH-3RRQ-8DRE4
VR89-G7ME-5QBU0
5YJJ-URDN-NTM0U

Start of Global Variable Space = 006B1FF0

Enable all Save Disks - PS2v2
PS2v2 RAW, Global Variable $889
Untested, use outside
D07014C2 0000FEEF
206B3554 00000012

Start of Global Variable Space = 006B2770

Version 2 Joker Address Untested
If NTSC/UC Version 1 Joker Address is 00700942
Then NTSC/UC Version 2 Joker Address should be 007014C2

hmvartak
  • hmvartak

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#30

Posted 26 May 2008 - 10:23 AM

I think I have got solution to Ped riot cheat. Block 19 data changes only 6-7 times throghout the game. I have made uploader that replace whole currupt BLOCK 19 with proper one and don't care about individual ped data. It worked properly with Tanker Commander and Madd Dogg. If you want to see that, here is a link : http://hmvartak.110mb.com/fix.htm




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