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IV Limits

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  • Sacky

    IV's Limit Adjuster

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Posted 23 January 2009 - 05:53 AM Edited by Sacky, 23 January 2009 - 11:46 PM.

Different IV Limits and their breaking:

First off I'll describe the POOL structure:

+0x0: Pointer to the entity pool
+0x4: bool* to indicate which entities are in use
+0x8: Maximum number of entities in the pool
+0xC: Size of entities in the pool
+0x10: Unknown Pointer (initializes at 0xFFFFFFFF)
+0x14: Unknown (initializes at null)
+0x18: Is Pool Active? (initializes at 1)


0x1064808: CPlayer** (With 32 pointers to CPlayer classes)
Limit: 32


0xFC3D94: POOL**
Limit: 21,000
Size: 0x10


0x105F754: POOL**
Limit: 5,500
Size: 0x10

PtrNode Single:

0x105FEF0: POOL**
Limit: 80,000
Size: 0x8

PtrNode Double:

0x105FEF4: POOL**
Limit: 16,0000
Size: 0x10

Cutscene Manger:

0x10B2694: POOL**
Limit: 256
Size: 0x10


0x11E1540: POOL**
Limit: 140
Size: 0x20D0

Interior Inst:

0x11E6DA4: POOL**
Limit: 1000
Size: 0x160


0x11E73E8: POOL**
Limit: 1,300
Size: 0x320


0x126BB78: POOL**
Limit: 60
Size: 0x500


0x127D838: POOL**
Limit: 32,000
Size: 0x70

Dummy Objects:

0x127D890: POOL**
Limit: 14,000
Size: 0x80


0x127D8C0: POOL**
Limit: 500
Size: 0x60


0x142CC8C: POOL**
Limit: 1,200
Size: 0x110


0x142E030: POOL**
Limit: 600
Size: 0x24


0x142F748: POOL**
Limit: 300
Size: 0x1A54


0x142F74C: POOL**
Limit: 1,500
Size: 0x94


0x142F750: POOL**
Limit: 3,000
Size: 0x18


0x142F754: POOL**
Limit: 1,800
Size: 0x10


0x142F75C: POOL**
Limit: 1,500
Size: 0x70


0x142F760: POOL**
Limit: 1,500
Size: 0x10


0x1440D3C: POOL**
Limit: 300
Size: 0x60


0x1444F80: POOL**
Limit: 800
Size: 0x28


0x1450A30: POOL**
Limit: 1,800
Size: 0x14


0x1450A9C: POOL**
Limit: 1,120
Size: 0x50


0x14510D4: POOL**
Limit: 50
Size: 0x20


0x145D51C: POOL**
Limit: 500
Size: 0xD0


0x1490DFC: POOL**
Limit: 1,200
Size: 0x10

Bounds Store:

0x1490E00: POOL**
Limit: 500
Size: 0x40

Physics Store:

0x1490E34: POOL**
Limit: 308
Size: 0x40

I'm working on a limit adjuster with an API, so let me know if there are any other limits you want cracked.

  • C06alt

    Street Cat

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Posted 23 January 2009 - 06:29 AM

That is really useful information, thanks.

  • Intosia


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Posted 23 January 2009 - 08:38 AM

Looks interesting, but what limits are you talking about? Video Editor?

  • Dhatz

    editor of GTA.CZ/GTA4

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Posted 23 January 2009 - 07:51 PM

the most importatn are the ones that limit amount of visible sprites on the screen,i can shoot 6 rokets and don't see the smoke trail anymore. and you can have only 8 hydrants max.
have you found out which ones are for these?

  • UZI-I

    WPL Manager...

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Posted 23 January 2009 - 09:45 PM

Nice Sacky biggrin.gif
Could you give your executable's version ?

Here is my doc on 1.00
http://public.yoa2n....Pools_ 1.00.txt

  • Sacky

    IV's Limit Adjuster

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Posted 23 January 2009 - 11:35 PM

@Intosia: Limits regarding memory banks. For example you can only spawn 140 Scripted Vehicles.
@Dhatz: I haven't found that one, in fact it seems quite hard to find. I usually work out limits by reverse engineering a memory exception crash. Not impossible though, I'll have a look.
@UZI-I: Have you run into any WPL/IPL Limits? I'd love to break them.

  • HazardX

    pedestrian mangler

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Posted 23 January 2009 - 11:55 PM

I guess it is a little off topic, since it is not a limitation of GTA, but a limitation of current script hooks. they lack the ability to access the script globals, which are used by the ingame scripts. i guess we have to read them from memory, but i have no clue at which memory offset they start at (if they have a fixed offset at all). since you seem to be pretty good at finding memory addresses (and have fun while doing so), you may want to take this challenge too. smile.gif

  • sk8er_martz

    I hate this username.

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Posted 23 January 2009 - 11:56 PM

Does the physics one include euphoria powered ragdolls? Apparrently there can only be 10 or so of those which would prevent an "all peds are drunk" mod from being made.

Some limits I don't like are the free cam distance limit in the editor and the filesize limit of saving replays (96,680KB), any in that list that affect those?

But mainly, if you did find those values, I don't know what I could do with them, would I be able to use a memory hacker like CheatEngine to change the values in game? I only use that program to slow games down so I can record a video with a smooth fps so a hint on how to do that or whatver you do would be handy.

  • Sacky

    IV's Limit Adjuster

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Posted 24 January 2009 - 07:34 AM

@HazardX: I don't really have a handle on the different kinds of byte opcode's the game uses, and I can't really test my theory at the moment but I'll tell you what I think.

At 0xF74B04 there is a pointer to a pool of these structures:

+0x0 : (DWORD) ScoID
+0x4 : (CSco*) Sco Class

The CSco class is like this:

+0x0 : (void*) VMT
+0x4 : (DWORD) Unknown
+0x8 : (BYTE*) ScoScript

The ScoScript variable points to the raw byte data of the script. Now I know nothing about decompiling the Sco Scripts but if Aru's SparkIV is any indication then maybe when he represents a global like G[9156] it means its in offset 9156? Maybe ask him about this some more if you are unsure.

@sk8er_martz: I need an exact number for the limits. It's hard enough to search for limits if you have the number and no crash, let alone a ballpark. Also are there any error messages associated with these limits?

  • UZI-I

    WPL Manager...

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Posted 24 January 2009 - 09:20 AM

Grr I really need to be able to run this f*ckin game lol...

Sacky yeah. I could try with some tester to reach the Item Instance limit... smile.gif

  • JostVice

    realtime, not prerendered

  • Feroci
  • Joined: 30 Oct 2005
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Posted 24 January 2009 - 09:30 AM

Hey sacky, you have some limits regarding Objects, buildings, dummy objects and Interior Inst... could you explain if these are different type of map models? I guess objects are object you spawn trough the SCO, dummy could be the WFTs (fences, etc...) and the buildings are normal buildings... The Interior Inst are interior models?

Good work! icon14.gif

  • TTKRickJames


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Posted 24 January 2009 - 07:41 PM

Will you be able to remove the top speed of cars, like you could remove the flying height limit in SA?

  • nkjellman


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Posted 14 October 2009 - 10:02 PM

QUOTE (TTKRickJames @ Jan 24 2009, 19:41)
Will you be able to remove the top speed of cars, like you could remove the flying height limit in SA?

Yea no hight for heli or be able to change it like in VC. I think that the hight limmit being unlimmited should be an option but unlimmited in IV would be unrealistic because when you go up realy high there will be the black disk under the map appering. So I think thaat unlimmited would be cool but also the ability to have a hight limmit but change it would be cool. Also one thing would be the memory for the desplay. If the max is changed that may also be able to fix bugs like textures dissapering.

[Delta ēk5]
  • [Delta ēk5]


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Posted 16 October 2009 - 03:28 PM

What about the limit of lights used on a police car (8) / other vehicles? Would be nice if we could change it biggrin.gif

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