JernejL Posted May 15, 2005 Author Share Posted May 15, 2005 (Colors were changed by altering the exe) cool stuff, but you forgot the addresses for colors Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/ Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA Discord: https://discord.gg/UXmDPzS - join #bridge channel Link to comment Share on other sites More sharing options...
Squiddy Posted May 15, 2005 Share Posted May 15, 2005 (edited) cool stuff, but you forgot the addresses for colors I wasn't sure if I should post them here, but if you think it's okay.. VC uses the function at 0x541570 to set colors, so it's easy to find adresses for other hardcoded adresses. The function for drawing the loading screen is located at 0x4A69D0. The calls should look like that: PUSH alphaPUSH bluePUSH greenPUSH redCALL gta-vc.00541570 I think ModelingMan explained it some pages before. I only list the offsets of the push instructions's values now, all bytes. Border color (call @ 0x4A6ABF) A 0x4A6A9F B 0x4A6AB6 G 0x4A6AB8 R 0x4A6ABE Background color (call @ 0x4A6B84) A 0x4A6B77 B 0x4A6B7C G 0x4A6B7E R 0x4A6B80 Foreground color (call @ 0x4A6C37) A 0x4A6C24 B 0x4A6C29 G 0x4A6C2E R 0x4A6C33 I was bored: http://squiddy.marway.org/gta/screens/menu01.jpg http://squiddy.marway.org/gta/mods/colors.txt Edited May 16, 2005 by Squiddy GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
jacob. Posted May 15, 2005 Share Posted May 15, 2005 Holy balls (lol).. awesome finds squiddy. You rock. Link to comment Share on other sites More sharing options...
Squiddy Posted May 16, 2005 Share Posted May 16, 2005 Menu 0x68D07C (float) factor that influences the black border in the menu Cursor Color (asm): 0x4A36D6 Cursor Shadow Color (asm): 0x4A35AA Menu Title (the upper right text) 0x68D128 (float) y scale factor (for both) 0x68D114 (float) relative distance from the right 0x68D118 (float) relative distance from the top Color (asm): 0x49E33F Menu Title Shadow 0x68D130 (float) relative distance from the right 0x68D134 (float) relative distance from the top Color (asm): 0x49E274 Misc 0x6971C4 (float) Alpha value of game text (includes the hud), set it higher than 255 to make it more transparent Radio Station Display 0x6CD9C8 (float) absolute distance from the top 0x6CD9CC (float) shadow distance 0x6CD9B8 (float) y scale factor 0x6CD9C0 (float) x scale factor 0x6CD9C4 (float) word wrap (e.g. set it to 60 and mp3 player will be displayed in 2 lines) 0x7839C5 (byte) When switching the radio this will count to 0, then disable the display Shadow Color (asm): 0x5FA1AF Color1 (asm): 0x5FA223 Color2 (asm): 0x5FA248 GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
Hammer83 Posted May 16, 2005 Share Posted May 16, 2005 You could have saved a lot of time with this, Squiddy. Almost all the front-end color addresses are documented in LC launcher source. Link to comment Share on other sites More sharing options...
Squiddy Posted May 17, 2005 Share Posted May 17, 2005 You could have saved a lot of time with this, Squiddy. Almost all the front-end color addresses are documented in LC launcher source. Oh, I thought you only documented the hud related addresses. GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
DexX Posted May 17, 2005 Share Posted May 17, 2005 speaking of colors, i think im getting confused with the formats, theres no consistency. the rgb values for police car lights, loading bar and such are Integers, 0-255 (0-ff) per channel (R, G, B, A ) the rgb values for headlights images* are Floats, 0.0-255.0** and the rgb values i found for the world ambience are read as int from the timecycle.dat, and divided by 255, to get Floats, 0-1, which is directx standard for lighting and materials. *found a bunch of headlight info, sorting, will post later. **this was just bizzare. one of the headlight rgb values was 214. it wasn't scaled to 0-1, nor was it D6h, it was actually 214.0 float. i haven't seen lighting storeed in that format before. Link to comment Share on other sites More sharing options...
Hammer83 Posted May 17, 2005 Share Posted May 17, 2005 You could have saved a lot of time with this, Squiddy. Almost all the front-end color addresses are documented in LC launcher source. Oh, I thought you only documented the hud related addresses. They are not in GTAMemory anywhere. But the launcher modifies these addresses using WriteProcessMemory after in runs the game. But now that you mention it, it's beena long time since I uploaded the source code. Maybe the last one I uploaded didn't have them. Link to comment Share on other sites More sharing options...
Squiddy Posted May 17, 2005 Share Posted May 17, 2005 They are not in GTAMemory anywhere. But the launcher modifies these addresses using WriteProcessMemory after in runs the game. But now that you mention it, it's beena long time since I uploaded the source code. Maybe the last one I uploaded didn't have them. Sure, that's the way I modified them too. But do you really documented ALL colors? That's a hell of work. GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
Hammer83 Posted May 18, 2005 Share Posted May 18, 2005 Yeah, pretty much every front end color had to be changed in LC to match GTA3 colors. The only one I can't find (and it's not really front-end) is the pink of the marker arrow. Link to comment Share on other sites More sharing options...
JernejL Posted May 18, 2005 Author Share Posted May 18, 2005 Yeah, pretty much every front end color had to be changed in LC to match GTA3 colors. The only one I can't find (and it's not really front-end) is the pink of the marker arrow. someone around 10-15 pages back shown how to swap those radar icons, maybe you should start looking for clues there. Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/ Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA Discord: https://discord.gg/UXmDPzS - join #bridge channel Link to comment Share on other sites More sharing options...
Squiddy Posted May 18, 2005 Share Posted May 18, 2005 (edited) You could look at these calls, I'm pretty sure it's used for the arrow marker too. http://squiddy.marway.org/gta/mods/colors.txt Anyone has a main.scm with an arrow over an actor? I could look through the code later today. I had no luck with that, but instead I did some additional research on the radar, many adresses has been found, but one for the x position is still missing. 0x869665 (BYTE) Set it to anything else than 0 and you get a display similar to the one from the map menu 0x68FD2C (FLOAT) Absolute distance from the left 0x68FD34 (FLOAT) Absolute distance from the bottom Edited May 18, 2005 by Squiddy GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
dustcrazy Posted May 19, 2005 Share Posted May 19, 2005 (edited) Here's another meun adress, this one is where the meun is (this editable) 0x869728 Decimal 00 - Stats 01 - Start Game 03 - Audio Setup 04 - Display 05 - Language 06 - Map 07 - InGame/ Starts New Game 08 - Load Game 09 - Delete Game 10 - "All unsaved progress..." Load Game 11 - "Proceed wit deleting..." Delete Game 12 - Goes to 01 - Start Game 13 - "Deleting Saved game. Please Wait..." then goes to 14 14 - "Delete Successful. Select OK to continue" "Ok" Delete Game 15 - Save Game List 16 - "Are you sure you want to save this game?" 17 - "Saving current game. Please wait...." Then goes to 18 18 - "Save Successful. Select OK to continue." "OK" 19 - "Ok" Saved Game, this is just a blank screen with no text 20 - "Warning! One or more cheats..." Cheat warning 21 - Player Skin Setup 26 - Controller Setup 27 - Options 29 - Main Meun 30 - RedeFine Controls 31 - Mouse Settings 32 - Resume 33 - "Greetings From Vice City" Then ends game 34 - "Greetings From Vice City" Then ends game 35+ - Blank Screen Edited May 20, 2005 by dustcrazy Link to comment Share on other sites More sharing options...
ModelingMan Posted May 24, 2005 Share Posted May 24, 2005 (edited) Here is a list of functions that I've found. Some of the addresses might possibly be wrong since I need to compare ASM to MIPS. Also some of the parameters are incorrect... Linkage! Thanks to kyeman for giving me some info on how to do this Edited July 4, 2005 by ModelingMan Link to comment Share on other sites More sharing options...
DexX Posted May 25, 2005 Share Posted May 25, 2005 Here is a list of functions that I've found. Some of the addresses might possibly be wrong since I need to compare ASM to MIPS. Also some of the parameters are incorrect... Linkage! Thanks to kyeman for giving me some info on how to do this i love you "useful" would be an understatement, as there is some stuff in there that i had no idea where to look for. enjoy the new star. Link to comment Share on other sites More sharing options...
JernejL Posted May 25, 2005 Author Share Posted May 25, 2005 Here is a list of functions that I've found. Some of the addresses might possibly be wrong since I need to compare ASM to MIPS. Also some of the parameters are incorrect... Linkage! Thanks to kyeman for giving me some info on how to do this excellent work indeed!! btw, physicsapplyturnforce looks really suspiciously similar to this "game-standard" function here: procedure Physics_AddForce(Obj: TTssObject; Dir, Orig: TD3DXVector3); begin with Obj do begin if Dir.Y<>0 then Moment.X:=Moment.X-(Orig.Z-Dir.Z/Dir.Y*Orig.Y)*Dir.Y; if Dir.Z<>0 then Moment.X:=Moment.X+(Orig.Y-Dir.Y/Dir.Z*Orig.Z)*Dir.Z; if Dir.X<>0 then Moment.Y:=Moment.Y+(Orig.Z-Dir.Z/Dir.X*Orig.X)*Dir.X; if Dir.Z<>0 then Moment.Y:=Moment.Y-(Orig.X-Dir.X/Dir.Z*Orig.Z)*Dir.Z; if Dir.X<>0 then Moment.Z:=Moment.Z-(Orig.Y-Dir.Y/Dir.X*Orig.X)*Dir.X; if Dir.Y<>0 then Moment.Z:=Moment.Z+(Orig.X-Dir.X/Dir.Y*Orig.Y)*Dir.Y; if Dir.X<>0 then Force.X:=Force.X+Dir.X; if Dir.Y<>0 then Force.Y:=Force.Y+Dir.Y; if Dir.Z<>0 then Force.Z:=Force.Z+Dir.Z; end; end; which can be seen in action here: http://www.gtatools.com/tss/ btw, for everyone that wants to contribute more to this project, me and smithers (luke) have setup a cool php script for gta memory database management: http://www.gtaconnection.net/gtamemory/ put it into good use, it has also neat feature like page-adress bookmarks on database page, etc.. also, i'm fully open for suggestions / criticism about the gtamemory site project. Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/ Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA Discord: https://discord.gg/UXmDPzS - join #bridge channel Link to comment Share on other sites More sharing options...
random_download Posted May 25, 2005 Share Posted May 25, 2005 The gtamemory project keeps putting a \ in whenever I type a ' symbol Link to comment Share on other sites More sharing options...
Luke Posted May 25, 2005 Share Posted May 25, 2005 The gtamemory project keeps putting a \ in whenever I type a ' symbol If the GTAModding project gets off the ground we could have a very nice place to put information about memory and various other things, but we'll have to wait a bit on that to see if it gets setup. The slash is just because stripslashes() isn't used, easy enough to fix, I'm sure it will be. May also be an idea to insist a few more fields are filled in. and James, I love ya too. adam broke it. Link to comment Share on other sites More sharing options...
jacob. Posted May 26, 2005 Share Posted May 26, 2005 (edited) this memory address database is a frickin awesome idea. i'm going to start making submissions, but i have a suggestion.. make the data easier to read! its a strain on my eyes trying to read the data from it, some tables are missing and text is not aligned right.. not bashing whoever made it, but please make it easier to read!! modelingman, those functions rock - big props Edited May 26, 2005 by !cMc! Jacob Link to comment Share on other sites More sharing options...
Hammer83 Posted May 27, 2005 Share Posted May 27, 2005 ModellingMan, this is awesome. Thanks! Link to comment Share on other sites More sharing options...
Squiddy Posted May 28, 2005 Share Posted May 28, 2005 (edited) Updated: http://www.gtaforums.com/index.php?showtop...dpost&p=2860103 Marker arrow colors 0x814070 BYTE red 0x814071 BYTE green 0x814072 BYTE blue 0x814073 BYTE alpha 0x814074 WORD up and down movement, set to 1 and the arrow stops moving 0x814076 WORD rotation speed Marker arrow corona colors 0x699074 BYTE red 0x699075 BYTE green 0x699076 BYTE blue 0x7E4778 FLOAT corona size factor Relating functions: 0x570BA0 C3dMarker::Render (calls 0x570DA0 to render the arrow) 0x574790 CSpecialFX::Render (calls C3dMarker::Render, CBulletTraces::Render (@0x5729F0) and some other functions) 0x4A6510 RenderEffects (calls some render functions: CSpecialFX::Render CShadows::RenderStaticShadows (@0x56C690) CShadows::RenderStoredShadows (@0x56CC40) CRubbish::Render (@0x567F20) CCoronas::Render (@0x543500) CParticle::Render (@0x5608C0) Vice city set's those values every time a marker is created, so it's currently no real solution. I'll look for a better way Edited May 29, 2005 by Squiddy GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
{DBC}Lance Posted May 28, 2005 Share Posted May 28, 2005 Marker arrow corona colors0x699074 BYTE red 0x699075 BYTE green 0x699076 BYTE blue what do you mean with corona? if it's difficult to explain, could you post another screen? Link to comment Share on other sites More sharing options...
Squiddy Posted May 28, 2005 Share Posted May 28, 2005 I mean that glow around the arrow. 00570F2A |. 8A4424 28 MOV AL,BYTE PTR SS:[ESP+28] 00570F2E 8845 58 MOV BYTE PTR SS:[EBP+58],AL 00570F31 8A4424 2C MOV AL,BYTE PTR SS:[ESP+2C] 00570F35 |. 8845 59 MOV BYTE PTR SS:[EBP+59],AL 00570F38 |. 8A4424 30 MOV AL,BYTE PTR SS:[ESP+30] 00570F3C |. 8845 5A MOV BYTE PTR SS:[EBP+5A],AL 00570F3F |. 8A4424 34 MOV AL,BYTE PTR SS:[ESP+34] 00570F43 |. 8845 5B MOV BYTE PTR SS:[EBP+5B],AL These instructions seem to rest the color of the arrow when a new one is created, I've got no idea now how to change it, as I didn't found the responsible operations on the stack yet. GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
JernejL Posted May 28, 2005 Author Share Posted May 28, 2005 Marker arrow colors 0x814070 BYTE red 0x814071 BYTE green 0x814072 BYTE blue 0x814073 BYTE alpha 0x814074 WORD up and down movement, set to 1 and the arrow stops moving 0x814076 WORD rotation speed Marker arrow corona colors 0x699074 BYTE red 0x699075 BYTE green 0x699076 BYTE blue 0x7E4778 FLOAT corona size factor Relating functions: 0x570BA0 C3dMarker::Render (calls 0x570DA0 to render the arrow) 0x574790 CSpecialFX::Render (calls C3dMarker::Render, CBulletTraces::Render (@0x5729F0) and some other functions) 0x4A6510 RenderEffects (calls some render functions: CSpecialFX::Render CShadows::RenderStaticShadows (@0x56C690) CShadows::RenderStoredShadows (@0x56CC40) CRubbish::Render (@0x567F20) CCoronas::Render (@0x543500) CParticle::Render (@0x5608C0) Vice city set's those values every time a marker is created, so it's currently no real solution. I'll look for a better way why don't you just edit the \models\generic\arrow.dff? cool stuff about all those function addresses being posted lately, really good work, i wish i knew some MIPS assembler too Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/ Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA Discord: https://discord.gg/UXmDPzS - join #bridge channel Link to comment Share on other sites More sharing options...
Squiddy Posted May 28, 2005 Share Posted May 28, 2005 why don't you just edit the \models\generic\arrow.dff? I'm sure if it would work this way, the LC mod would have done it, but AFAIK they didn't. VC sets up a material for the arrow, so modifying it might not work. Permanent color change Nop out these instructions: 0x570F2E 8845 58 MOV BYTE PTR SS:[EBP+58],AL 0x570F35 8845 59 MOV BYTE PTR SS:[EBP+59],AL 0x570F3C 8845 5A MOV BYTE PTR SS:[EBP+5A],AL 0x570F43 8845 5B MOV BYTE PTR SS:[EBP+5B],AL 0x570F4A 66:8945 5C MOV WORD PTR SS:[EBP+5C],AX 0x570F59 66:8945 5E MOV WORD PTR SS:[EBP+5E],AX Change these adresses (game code): Marker red: 0x570CD7 (byte) Marker green: 0x570CDE (byte) Marker blue: 0x570CE5 (byte) Marker alpha: 0x570CEC (byte) Marker up/down speed: 0x570CF4 (word) Marker rotation speed: 0x570CFD (word) GTA mods VC hud GTAreactor ~ DeviantArt ~ Link to comment Share on other sites More sharing options...
Hammer83 Posted May 29, 2005 Share Posted May 29, 2005 Great, Squiddy, thanks! It seems that the contents of al register are arguments 4, 5, 6, 7 to sub_570E90. And in turn, this procedure takes arguments 5, 6, 7, 8 from sub_570340. I think playing around with pushes starting at 0x5708CB will also produce the desired effect. Link to comment Share on other sites More sharing options...
DexX Posted May 30, 2005 Share Posted May 30, 2005 i've been toying with the idea of adding bullet holes to the game, and most of it should be possible through the directx hook, but one major factor eludes me; the last ...."position"...that a bullet hit. it IS stored somewhere, bullets make sparks when they hit a surface, and where those sparks are created, i need to know. Suggestions or ideas anyone? Link to comment Share on other sites More sharing options...
Hammer83 Posted May 31, 2005 Share Posted May 31, 2005 Weapons related adresses are for 1.1, which probably means -8 for 1.0: Weapon Info - 0x782A14. This is an array of 37 structures each of size 100. The game stores here the data read from weapon.dat. The fields of the structure are follow very closely the columns of weapon.dat. Shot Info - 0x781710. Array of 100 structures each of size 44. Not sure how it is used by the game. Explosion - 0x780C88. Array of 48 structures each of size 56. Each structure holds information about explosions. Projectile Info - 0x7DB890. Array of 32 structures each of size 28. Holds information about projectiles (stuff like hunter missiles I assume). Position stored at offset 0x10 of each structure. Bullet Info - 0x77FB58. Array of 100 structures each of size 44. Probably what ashdexx is looking for. The position is possibly stored at offset 0x10 of each structure. Link to comment Share on other sites More sharing options...
dustcrazy Posted June 2, 2005 Share Posted June 2, 2005 i've been toying with the idea of adding bullet holes to the game, and most of it should be possible through the directx hook, but one major factor eludes me; the last ...."position"...that a bullet hit. it IS stored somewhere, bullets make sparks when they hit a surface, and where those sparks are created, i need to know. Suggestions or ideas anyone? LOL this would be pretty cool. We could finnialy have paintball guns (YES, i still have the modele i made) Link to comment Share on other sites More sharing options...
Hammer83 Posted June 3, 2005 Share Posted June 3, 2005 Ok, here is arrow color: 0x68F95C - red 0x68F95D - green 0x68F95E - blue And here is sphere color (the sphere you walk in to start a mission): 0x68F958 - red 0x68F959 - green 0x68F95A - blue Link to comment Share on other sites More sharing options...
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