Kryptos Posted March 17, 2005 Share Posted March 17, 2005 I believe it was [sheep] who did most of the SCM reverse engineering, and spookie coded most of it, as well as the DirectX interface. Anyhow, either way, if you'd read any of the discussions that went on in the ProjectX topic you'd know that kyeman wasn't any part of it, and his research was completely seperate. Link to comment Share on other sites More sharing options...
jacob. Posted March 17, 2005 Share Posted March 17, 2005 Hmm.... in that case, what he did / worked on / accomplished is completely irrelevant. The fact is, spookie released something. He didn't. PS - I was working on Windows 2 years before Bill Gates even started on his. I think I deserve some credit. Link to comment Share on other sites More sharing options...
Kryptos Posted March 17, 2005 Share Posted March 17, 2005 Do you even know the story behind Q-DOS? Obviously not since you're merely making an idiot of yourself. Credit is given where it is due, and just because you can't comprehend what other's have achieved doesn't mean you have to ignorantly denounce their accomplishments. Not only that, but you completely failed to accredit [sheep], who did much of the work on the RCE of the SCM engine for spookie's DLL as well as quite a bit of the programming behind the original spooshdemo, so make sure you do give credit where it is due. Link to comment Share on other sites More sharing options...
Kryptos Posted March 19, 2005 Share Posted March 19, 2005 Sorry about the double post, but this post is completely unrelated to the previous one. I realize this topic is for Vice addresses, but I figure I might as well bring a few GTA3 ones into the mix. I've been spending the last hour going through the GTA3 v1.1 executable in IDA and TSearch looking for the appropriate gravity address, and although I have yet to come up with the actual one I've found quite a few interesting things that I believe warrant a post. First, and this is what I found to be most interesting, is the address I originally thought to be the gravity address. The original value is 1.0, decreasing it will increase gravity, and increasing it will decrease gravity... but there's more to it then that. As you set the address higher it seems that the player accelerates in their motions. A simple jump continuously, and exponentially, grows into a flight until the limit is reached and the game crashes. The address for this is 0x5F66B8, and as was previously mentioned the default value is 1.0. Pedestrians and vehicles are seemingly unaffected by any change until you interact with them. Even setting this to 1.07 will have major repercussions, so be forewarned. And after dying make sure to change it back to 1.0 before respawning or you'll crash (or, at least I have). Here's another little humorous shot after having it fling me into the sky and then downward again: 0x5F66B8 - particle accelerator Another interesting address, which I assume has to do with traction/skidding, is 0x5F7194. Setting this to a lower number allows incredible skidding distances, although it only effects the player's car. Since it's hardcoded I'm hesitant to say it has to do with handling.cfg, but I just skimmed over these addresses, so if you're interesting in vehicle handling in regards to the executable check out that memory region. 0x5F9DBC - player vehicle traction I was also playing around with some of the hardcoded player geometry. Namely address 0x5F9DBC which, when set to 1.5 rotates the player's head to the side, and when set to 2.0 removes the player's head: 0x5F9DBC - player head geometry/motion In regards to pedestrians much of their activity is easily found throughout the CPed region. The only address I really played around with was 0x5FA0FC which, when set to a lower number (default 1.0) would cause purple nines to spawn and get into vehicles as passengers (at least, they were the only models I noticed getting into vehicles as passengers). 0x5FA0FC - purple nines as passengers I also mapped out much of the HUD, including both the radar and player data (I know this has been done for Vice, but why not post something for GTA3 as well). The radar addresses are easily found under the definitions of the texture files for them, so I'll skip them, but here's a little picture of some distortion: Here are the addresses with what I assume to be appropriate names for what they do to the HUD: 0x5FD4E8 - font horizontal stretch/compression 0x5FD4EC - toggle player data on/off (time, money, health and wanted level) 0x5FD4FC - column 0x5FD500 - row 0x5FD504 - font vertical stretch/compression 0x5FD50C - font width 0x5FD510 - font horizontal lines 0x5FD518 - font vertical lines 0x5FD520 - font thick horizontal lines 0x5FD51C - font thick vertical lines And of course, here's some pictures of the effects that the aforementioned addresses can have: And what's memory hacking without senseless obscenities and messed up interfaces: Link to comment Share on other sites More sharing options...
jacob. Posted March 19, 2005 Share Posted March 19, 2005 Hahaha, that one with his head dissapearing is f*cking hillarious! Link to comment Share on other sites More sharing options...
Kryptos Posted March 19, 2005 Share Posted March 19, 2005 Here's a few other addresses for player geometry as well as what may be the ped multiplier. The address 0x5F9DF8 controls torso rotation. The default value is 180, if set to 0 it doesn't allow the torso to rotate when the player tries to look backwards. If set to 360 it allows the body to freely rotate sideways, 720 allows the body to rotate completely backwards, and so on (if you keep increasing the value it eventually gets to the point where the body will rotate numerous times). 0x5F9DF8 - torso rotation Address 0x5F9DFC controls the direction of the legs. Although altering this number at first has no apparent effect, when the player starts to side strafe the legs will show the change in value. If set to 0 the legs don't rotate during side strafing, or if set to a high number, like 1, they over rotate sideways. 0x5F9DFC - leg rotation during strafe Address 0x5F9DC8 appears to control the tilt of the head. 0x5F9DC8 - tilt of head Address 0x5F9B08 would seem to be the ped multiplier as, when changed, it spawns a lot more pedestrians (which is especially noticeable in the early hours). 0x5F9B08 - ped multiplier Most of these are pretty self-explanatory, except the tilt of the player's head one since it creates some strange effects when altered. As for the ped multiplier, I'm still unsure of whether it's the correct address, but I found it strange that at 4 am when the city is normally quiet there were upwards of 20 pedestrians on screen at most times (the picture only shows the pedestrians in front of me, I was standing in front of a spawning node and GTA3 doesn't use site obscurity, so there were pedestrians behind me). Link to comment Share on other sites More sharing options...
DexX Posted March 20, 2005 Share Posted March 20, 2005 (edited) /* i think my dreams are all in hex now, sorry about the delays. straight to the point though; Police Weapon Accuracy: 0x4ed7b6 Swat Weapon Accuracy: 0x4ed805 Fbi Weapon Accuracy: 0x4ed8f0 Army Weapon Accuracy: 0x4ed876 Tank property vehicle ID's - by default all are 162(d). See default.ide for vehicle id's. BP Tires - 0x5886b2 Turn winshield into turret (can turn it left/right) - 0x589ae1 Front wheel steering lock (wheels dont steer, when you do) - 0x590522 Super Armor (BP, EP) - 0x59f184 Impact/object collision doesn't lower vehicle health - 0x59ef8a Police Car Shoot this car ID, to get a star - 0x5b9675 (i know this was posted before, but it goes with the next line) Number of stars you get - 0x5b9685 Get shotgun when enter Policecar - ID numbers Weapon.dat ID1 - 0x5b8964 Weapon.dat ID2 - 0x5b8979 Weapon.dat ID3 - 0x5b898a Default.ide model reference (ALL must be changed to work properly!!) - 5b899f Ammo for shotgun (5 is default) - 0x5b8977, 0x5b8988 Caddy get golfclub on vehicle enter Weapon.dat ID1 - 0x5b89b8 Weapon.dat ID2 - 0x5b89cd Default.ide model reference - 0x5b89d4, same notes as above. Also, you *can* change it @ runtime, but typically the models comes out invisible on your hud, and on tommy. Probably best to include it as part of a launcher instead. Coach ANY vehicle can carry 8 peds (??!!!) Vehicle ID's - 0x578ada and 0x4f4b6c - i *just* found this one today, so its not fully tested. but i changed the vehicle ID @ 4f4b6c to 219, to match my rancher, and had 10 scripted actors, scripted to get in it as passengers. 8 of them succeeded not sure if 578ada has to be changed too, but may as well list it just in case. Both need to be changed. Emergency Vehicle Flashing Light RGB colors (at long, long last..) Dunno if the format is RGB, BGR, or what it is exactly, but i did get the colors to change to what i want with enough tinkering. All are Byte 0-ff PoliceCar X-Position (float) - 0x69a6f8 Colors*** 58bf06 58bf0B 58bf10 58bf15 58bf1a 58bf1f Enforcer Light Z position (float) - 69a724 Light X position (float) - 69a658 Colors*** 58bf90 58bf95 58bf9a 58bf9f 58bfa4 58bfa9 Ambulance (coords not sorted yet (actually they are, i just need to narrow the address down a bit, will edit post)) Colors*** 58c01a 58c01f 58c024 58c029 58c02e 58c033 Firetruck coords posted in a previous post, same page as this Colors*** 58c0a4 58c0a9 58c0ae 58c0b3 58c0b8 58c0bd Colors*** Vehicle EM light color format; based on work i did after this post, mainly on the the firetruck, this appears to be the format for the light colors. each vehicle has 6 addresses, which should correspond to this layout: blue1 //address 1 red2 //address 2 green1 //address 3 green2 //address 4 red1 //address 5 blue2 //address 6 Vicechee, chopper, and fbi values not listed, because i dont know them. R* did them differently than the vehicles above @ ALL emergency cars Speed that lights flash at (float) - 69a6b0 thats all for the moment. im not done though.. */ Edited March 20, 2005 by ashdexx Link to comment Share on other sites More sharing options...
jacob. Posted March 20, 2005 Share Posted March 20, 2005 (1 byte for all) Light 1 colors - 0x58bf06, 58bf0B, 58bf10 58bf06 = 255 58bf0B = 255 58bf10 = 0 In RGB form, this is yellow. [#FFFF00] Light 2 colors - 0x58bf15, 58bf1b, 58bf1f 58bf15 = 0 58bf1b = 198 58bf1f = 0 In RGB form, this is a greenish tint. [#00C600] I havent studied the colors of the police car, but if it were RGB, the transition should be similiar to this: But - you said it may be in BGR format (wich ive never heard of btw lol). In that case, the transition would appear: like that. But doesnt the police car fade from red to blue? Link to comment Share on other sites More sharing options...
DexX Posted March 20, 2005 Share Posted March 20, 2005 (edited) /* your right. im sorry for the misunderstanding; "light1" and "light2" were just labels i used for posting to make my life simpler. Looking at them in memory gave me a headache, which is why it isn't clearer. firetruck blue1 - 58c0a4 firetruck green1 - 58c0ae firetruck red1 - 58c0b8 firetruck lights 2 red2 - 58c0a9 green2 - 58c0b3 blue2 - 58c0bd or, in the order they appear in memory.. firetruck blue1 - 58c0a4 red2 - 58c0a9 firetruck green1 - 58c0ae green2 - 58c0b3 firetruck red1 - 58c0b8 blue2 - 58c0bd *all these i confirmed* just to prove im not full of sh*t; */ Edited March 20, 2005 by ashdexx Link to comment Share on other sites More sharing options...
jacob. Posted March 20, 2005 Share Posted March 20, 2005 (edited) Perhaps you've accidentally discovered an opacity level address on the lights? I can see some disco-styled emergency vehicles out of this. I don't see where this might be possible though, unless "red2 - 58c0bd" (255) may have been mistaken for opacity instead of red value. edit: Wait a tic. I've messed up somewhere. Let me retrace.. firetruck blue1 - 58c0a4firetruck green1 - 58c0ae firetruck red1 - 58c0b8 green-255, blue-0, red-255 That = yellow. blue2 - 58c0a9green2 - 58c0b3 red2 - 58c0bd blue-255, red-0, green-0 That = blue. Yellow - Blue transition: Aye, that looks about right for the firetruck, doesnt it? Atleast it looks better then before. For some reason though I keep thinking a red should be somewhere in the light transitions.. Edited March 20, 2005 by !cMc! Jacob Link to comment Share on other sites More sharing options...
DexX Posted March 20, 2005 Share Posted March 20, 2005 (edited) /* nah, its not opacity. its rgb. have you tried editing the addresses yourself? The firetruck lights for example, wouldn't go from red/yellow to turquoise to by adjusting the opacity. at any rate, for the 2nd set, i had them swapped, which was causing teh problem, revision: firetruck lights 2 red2 - 58c0a9 green2 - 58c0b3 blue2 - 58c0bd */ Edit: got the format sorted now; see my last post for details. Edited March 20, 2005 by ashdexx Link to comment Share on other sites More sharing options...
jacob. Posted March 20, 2005 Share Posted March 20, 2005 (edited) /* nah, its not opacity. its rgb. have you tried editing the addresses yourself?The firetruck lights for example, wouldn't go from red/yellow to turquoise to by adjusting the opacity. at any rate, for the 2nd set, i had them swapped, which was causing teh problem, revision: firetruck lights 2 red2 - 58c0a9 green2 - 58c0b3 blue2 - 58c0bd */ Edit: got the format sorted now; see my last post for details. The new addresses appear to be accurate. Gimme a second and I'll increase one by a hotkey ingame for a disco test.. edit: that is, if i can find a f*cking firetruck, ffs.. isnt there a weapon cheat for a molotov? professionaltools, nuttertools... forgot the other.. ill eventaully find one. Edited March 20, 2005 by !cMc! Jacob Link to comment Share on other sites More sharing options...
DexX Posted March 20, 2005 Share Posted March 20, 2005 /* PANZER cheat vehicle ID - byte - 4AC14B Change it to 137(decimal), and type in "panzer", now you'll spawn a firetruck, instead of a Rhino */ Link to comment Share on other sites More sharing options...
jacob. Posted March 20, 2005 Share Posted March 20, 2005 (edited) Hey ashdexx its done Works like a charm, very visually appealing. However I need somewhere to host it . http://shadows.clan-source.com/gta/files/discotrainer.zip Edited March 20, 2005 by !cMc! Jacob Link to comment Share on other sites More sharing options...
Andrew Posted March 20, 2005 Share Posted March 20, 2005 Wow, not bad. If you wish I can host it for you. Link to comment Share on other sites More sharing options...
jacob. Posted March 20, 2005 Share Posted March 20, 2005 (edited) Wow, not bad. If you wish I can host it for you. Thanks gangsta executable - here source code (vb) - here Working on a second version that allows you to specify both in RGB or HEX what color you want each light to be. lol sorry for giant pic. i'll make it smaller later. but basically i just gotta finish up the ambulance/firetruck, then it should be finished. When in disco mode it updates those colors realtime (all values) to show you what colors the lights are randomly changing to. And when not in disco mode, you can manually edit the values, and they will change ingame. The way ashdexx gave us the format of those light addresses was a bit mixed so I put them in order - PoliceRed1 = 0x58BF1A PoliceGreen1 = 0x58BF10 PoliceBlue1 = 0x58BF06 PoliceRed2 = 0x58BF0B PoliceGreen2 = 0x58BF15 PoliceBlue2 = 0x58BF1F EnforcerRed1 = 0x58BFA4 EnforcerGreen1 = 0x58BF9A EnforcerBlue1 = 0x58BF90 EnforcerRed2 = 0x58BF95 EnforcerGreen2 = 0x58BF9F EnforcerBlue2 = 0x58BFA9 AmbulanceRed1 = 0x58C02E AmbulanceGreen1 = 0x58C024 AmbulanceBlue1 = 0x58C01A AmbulanceRed2 = 0x58C01F AmbulanceGreen2 = 0x58C029 AmbulanceBlue2 = 0x58C033 FiretruckRed1 = 0x58C0B8 FiretruckGreen1 = 0x58C0AE FiretruckBlue1 = 0x58C0A4 FiretruckRed2 = 0x58C0A9 FiretruckGreen2 = 0x58C0B3 FiretruckBlue2 = 0x58C0BD Edited March 21, 2005 by !cMc! Jacob Link to comment Share on other sites More sharing options...
-GRAVITY2- Posted March 30, 2005 Share Posted March 30, 2005 Does anybody have any idea as to what the codes are for the COL limit? I really need to get passed this annoying problem. Any help would be greatly appreciated. Link to comment Share on other sites More sharing options...
jacob. Posted March 30, 2005 Share Posted March 30, 2005 Does anybody have any idea as to what the codes are for the COL limit? I really need to get passed this annoying problem. Any help would be greatly appreciated. Althouh it probably is possible to bypass the COL limit, you have to remember that Rockstar put the limit on there for a reason. The renderware engine can only handle so much. And if you're going to tell me "oh, renderware can definatly handle it", then answer me - why Rockstar didn't realize this theirselves and instead chose to put such a small limit on it? Link to comment Share on other sites More sharing options...
-GRAVITY2- Posted March 30, 2005 Share Posted March 30, 2005 Hey i wouldnt argue with you im not a n00b i know your smarter than you. But im not asking for somthing like 10000 limit mabey 3000 but san andreas has a bigger one so i should be good then but i want to get this thing ingame without the hassel of breaking it up. Link to comment Share on other sites More sharing options...
Kryptos Posted March 30, 2005 Share Posted March 30, 2005 Here's a few camera hacks. If anyone wants the address just ask, but since people apparently no longer have any interest in GTA3 I don't see a point in going through the hassle. Will work on another GTA3 Mod now. why you want to bother with that? ppl don't like gta3 and it's dead and old... Gta VC PC > MOD GTA LC > fun To hell with VC, nothing compares to the evolution GTA3 brought with it. Link to comment Share on other sites More sharing options...
DexX Posted March 31, 2005 Share Posted March 31, 2005 /* Hey i wouldnt argue with you im not a n00b i know your smarter than you. But im not asking for somthing like 10000 limit mabey 3000 but san andreas has a bigger one so i should be good then but i want to get this thing ingame without the hassel of breaking it up. addresses concering those limits aren't known yet, and probably won't be anytime soon. you'll probably chop up your model, and get all the bugs out of it, before we know how to expand the .col limit. LAthough considering the .col limit is around 2000 faces, perhaps you should consider optimizing it? @ kryptos, whats wrong with your traffic light corona? it looks like a green blood splotch did you alter something besides the camera addresses, or is that just from the bad picture quality? GTA3 may have brought a bigger revolutiion with it, but more people play and support VC (currently). depends on what your trying to accomplish i guess. i've gotten rid of alot of the hardcoded features for VC, just in time for it to be replaced by SA, effectively rendering much of the work useless once people switch. fortunatley i do it more for fun than notoriety. */ Link to comment Share on other sites More sharing options...
Kryptos Posted March 31, 2005 Share Posted March 31, 2005 (edited) The traffic light corona is just blurred because I opted out of encoding it as JPEG and went with GIF instead. Sorry for the low quality images. I did alter a few other addresses, namely in regards to the time cycle [timecyc.dat], one of which caused the engine overload that creates a disco-like sky but also began displaying lights (which I assume to be traffic lights since they were only in red, yellow and green) across the screen. Here's an image of the effects: I'd imagine, since these values are based around the time cycle, they have to do with the intervals at which the lights change as well as magnitude of the coronas... or something to that extent. I'm not sure, I wasn't too interested in them, I was just quickly scowering the executable's variable region looking for the camera data. I can understand why people prefer working with the newer engines, but even with the upcoming release of GTA:SA I won't be moving to the new engine, aside from perhaps a few glimpses of its innards for enjoyment. I just dislike VC overall, the storyline was okay, but truly nothing compared to GTA3, and the atmosphere is too flamboyant for my liking. It's more just a clash of tastes, mine obviously greatly differing from the mass'. I just went back and did a few checks on that address that effects the traffic lights. Here's a few other images by modifying the values, these were encoded using JPEG for better quality: And of course the addresses: 0x5F73DC - atmospheric lighting 0x5F52AC - camera distortion and distance from player Edited March 31, 2005 by Kryptos Link to comment Share on other sites More sharing options...
Trust Posted April 1, 2005 Share Posted April 1, 2005 GTA3 is still the game I enjoyed the most. The atmosphere is much darker, and it's the loads of sarcasm that can't be found in VC that make me enjoy it. Good job, Kryptos. Link to comment Share on other sites More sharing options...
DexX Posted April 1, 2005 Share Posted April 1, 2005 /* does anyone know how i could completely disable cheat codes (VC 1.0)? There's text in the american.gxt that says "cheat mode enabled", so i assume there's some kind of switch or something, and MTA has them turned off as well, so clearly there is *a* way. Its for a small mod im working on, that i would like to actually publicly release, and entering weapon and health cheats would defeat a major part of it. */ Link to comment Share on other sites More sharing options...
Kryptos Posted April 1, 2005 Share Posted April 1, 2005 I'd imagine MTA just clears the cheat buffers so there aren't any strings available to activate the cheats, aside from directly calling the functions. They may also just null the call to the routine, either way. Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted April 2, 2005 Share Posted April 2, 2005 Hello, I'm new to this, but is there a way to get a textbox, and you can type in a model and when you press Enter you will become that model. And how do you change the memory adresses, with a hex editor or is there a special program? Tnx. Link to comment Share on other sites More sharing options...
Trust Posted April 2, 2005 Share Posted April 2, 2005 MTA prevented key input to type cheats, and also nops the cheat-addresses. But there might be a way to switch if on/off I guess. Link to comment Share on other sites More sharing options...
random_download Posted April 2, 2005 Share Posted April 2, 2005 Hello, I'm new to this, but is there a way to get a textbox, and you can type in a model and when you press Enter you will become that model. And how do you change the memory adresses, with a hex editor or is there a special program? Tnx. You can call a windows API to read/write memory addresses. Some tools you can use for memory editing are TSearch and ArtMoney. They basically do the same thing. There is an opcode to set the players skin, so I suppose if you looked through the dissassembled exe and found the function it calls you could do that. Or if you made a keyboard hook and detected when the model was typed in, then passed it to the scm, you could just execute the opcode from there. I think that the latter way would work best. Link to comment Share on other sites More sharing options...
Hammer83 Posted April 3, 2005 Share Posted April 3, 2005 /* does anyone know how i could completely disable cheat codes (VC 1.0)? There's text in the american.gxt that says "cheat mode enabled", so i assume there's some kind of switch or something, and MTA has them turned off as well, so clearly there is *a* way. Its for a small mod im working on, that i would like to actually publicly release, and entering weapon and health cheats would defeat a major part of it. */ The call to process cheats routine is at this address: 0x602BE7. Nop that and I think it should disable all cheats (note: not tested). Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted April 3, 2005 Share Posted April 3, 2005 Well, I've downloaded TSearch and started Vice, but when I search for the Voodoo Hydraulics adress or whatever, it gives me 2 things but when I was in a Voodoo it gave 0 and when I got out it gave 0 finds. I don't know how to use it to change things (permanently) so is there a tut somewhere or can someone explain how to change all the stuff. Link to comment Share on other sites More sharing options...
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