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JernejL

Documenting GTA3/VC memory addresses

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DK22Pac

Logo size and position is described with CRect class/RwRect struct (2 corners with (x,y)). Here is the code starts from 0x4A3436 in VC 1.0:

 

// RwRect rect;if(rsGlobal.h == 448) rect.y1 = flt_68D430;else rect.y1 = rsGlobal.h * flt_68D434;if(rsGlobal.w == 640) rect.x2 = flt_68D438;else rect.x2 = rsGlobal.w * flt_68D43C;if(rsGlobal.h == 448) rect.y2 = flt_68D440;else rect.y2 = rsGlobal.h * flt_68D444;if(rsGlobal.w == 640) rect.x1 = flt_68D448;else rect.x1 = rsGlobal.w * flt_68D44C;

 

So, your code will be

 

// global vars  float g_flt_68D430 = 138.0; // default valuefloat g_flt_68D434 = 0.3080357; // default valuefloat g_flt_68D438 = 157.0; // default valuefloat g_flt_68D43C = 0.2453125; // default valuefloat g_flt_68D440 = 8.0; // default valuefloat g_flt_68D444 = 0.017857144; // default valuefloat g_flt_68D448 = 27.0; // default valuefloat g_flt_68D44C = 0.042187501; // default value// replacingwriteAddress(0x4A344C, &g_flt_68D430, 4);writeAddress(0x4A345C, &g_flt_68D434, 4);writeAddress(0x4A3472, &g_flt_68D438, 4);writeAddress(0x4A3482, &g_flt_68D43C, 4);writeAddress(0x4A3491, &g_flt_68D440, 4);writeAddress(0x4A34A1, &g_flt_68D444, 4);writeAddress(0x4A34B1, &g_flt_68D448, 4);writeAddress(0x4A34C1, &g_flt_68D44C, 4);

 

Edited by DK22Pac

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HackMan128

Is there any tool/trainer to remove cops/swat weapons? It would be cool if they will fight like a man, by hands.

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Jack

Download v1.0 of my Police Weapons mod and then change cop and SWAT weapon values to 0. And for SA you can use version 1.1.

 

 

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DK22Pac

I believe you need just to patch a constructor (CCopPed::CCopPed).

 

case 0:   cop->GiveWeapon(WEAPON_NITESTICK, 1000, 1);   cop->SetWeapon(WEAPON_COLT45, 1000);//case 1:   cop->SetWeapon(WEAPON_MP5LNG, 1000);   cop->SetCurrentWeapon(WEAPON_MP5LNG);case 2:case 3:   cop->SetWeapon(WEAPON_UZI, 1000);   cop->SetCurrentWeapon(WEAPON_UZI);// ...

 

Try this code for VC 1.0

 

05DF: write_memory 0x4ED76A size 14 value 0x90 virtual_protect 105DF: write_memory 0x4ED77C size 12 value 0x90 virtual_protect 105DF: write_memory 0x4ED7CB size 12 value 0x90 virtual_protect 105DF: write_memory 0x4ED7DB size 7 value 0x90 virtual_protect 105DF: write_memory 0x4ED81A size 12 value 0x90 virtual_protect 105DF: write_memory 0x4ED83C size 12 value 0x90 virtual_protect 105DF: write_memory 0x4ED84C size 7 value 0x90 virtual_protect 105DF: write_memory 0x4ED8B6 size 12 value 0x90 virtual_protect 105DF: write_memory 0x4ED826 size 2 value 0x90 virtual_protect 105DF: write_memory 0x4ED8C2 size 2 value 0x90 virtual_protect 105DF: write_memory 0x4ED8C8 size 5 value 0x90 virtual_protect 1

 

Edited by DK22Pac

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Jack

More SWAT rope stuff (gta vc 1.0):

End of the rope:

 

0x936A98 [Float]---X10x936A9C [Float]---Y10x936AA0 [Float]---Z10x936DA4 [Float]---X20x936DA8 [Float]---Y20x936DAC [Float]---Z20x9370B0 [Float]---X30x9370B4 [Float]---Y30x9370B8 [Float]---Z30x9373BC [Float]---X40x9373C0 [Float]---Y40x9373C4 [Float]---Z4........... [Float]..X(n+1)=Xn+30C........ [Float]..Y(n+1)=Yn+30C........ [Float]..Z(n+1)=Zn+30C

 

Besides the outset and the end, every rope has several points between these two points (probably used for SWAT ped to come down). There're plenty of those addresses and "0C" is a distance between them. For exmpl: X1 end minus 0C is a point above the rope ending or X1 outset plus 0C is a point below the outset, that point plus 0C is a point below that one (0C+0C+0C...). Interesting memory region sigh.gif. I wish I can find a rope color sly.gif.

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DK22Pac
0x936918 CRopes::aRopes[8]0x632550 CRopes::CreateRopeWithSwatComingDown(CVector)0x632C00 CRopes::FindCoorsAlongRope(unsigned int, float, CVector *)0x632D50 CRopes::SetSpeedOfTopNode(unsigned int, CVector)0x632DB0 CRopes::RegisterRope(unsigned int, CVector, bool)0x632FC0 CRopes::Render(void)0x633000 CRopes::Update(void)0x633040 CRopes::Init(void)0x632610 CRope::Render(void)0x6329A0 CRope::Update(void)0x6330A0 CRope::CRope(void)0x5ABE20 CHeli::SendDownSwat(void)0x4EB280 CCopPed::ProcessHeliSwat(void)0x6DC300 RopeIndices[64]

 

Edited by DK22Pac

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Jack

Jeesus! How are you finding these things? I understand the first one - I saw it for a thousand times while I was doing this research (quote from Cheat Engine: "The value of the pointer needed to find this address is probably 00936918") but what about the rest of them? Are you using that tool you recomended me in this topic

Is this mean that my posts in this topic are all bumps and I shoud probably shut up?

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DK22Pac

Yes, I used IDA to link functions with their original names from R*.

 

Is this mean that my posts in this topic are all bumps and I shoud probably shut up?

No. I just wanted to make that information more complete. Your address helped me too, I've started from it. icon14.gif

 

Starting from 0x936918, we have 8 CRope structs (each 0x30C bytes in size).

 

0x000 BYTE    isActive; is this rope exist0x001 BYTE    ?0x002 BYTE    ?0x003 BYTE    padding0x004 DWORD   index; unique index0x008 DWORD   time; this is set to 20000 if rope is permanent (created with scm opcode)0x00C CVector posn[32]; posn for each point (we have 32 points in one rope)0x18C CVector speed[32]; speed for each point0x30C; end

 

If you want to change rope color, you need to patch rope render function (CRope::Render).

 

05DF: write_memory 0x632758 size 4 value 0x64808080 virtual_protect 1 // color in ABGR05DF: write_memory 0x632790 size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x6327C9 size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x632805 size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x632841 size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x63287D size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x6328B9 size 4 value 0x64808080 virtual_protect 105DF: write_memory 0x6328F5 size 4 value 0x64808080 virtual_protect 1

 

Edited by DK22Pac

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Jack

 

0x008 DWORD   time; this is set to 20000 if rope is permanent (created with scm opcode)

I've been waiting for this. It's now possible to make the halicopters to lift vehicles biggrin.gif just like in that San Andreas mission called "Up, Up and Away!". Thank you DK22Pac. I've never dreamed that the memory addresses could be so fun.

Edited by JACK JONES

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Juarez

GTA VC 1.0

 

 

CScriptPath::AttahToObject  0x54DC10CScriptPath::Add  	0x54DC60CScriptPath::Release  	0x54DCC0CScriptPath::LoadFromSave  0x54DE00CScriptPath::WriteToSave  0x54DFE0CScriptPath::ReplayProc  	0x54E100CScriptPath::Process                    0x54E140CScriptPath::deconstructor  0x54E170CScriptPath::Reset  	0x54E210m_fScriptPathSpeed  	0x9B69B8m_fScriptPathDistance  	0x9B69BCgScriptPath    0x9B69AC

 

Edited by juarez

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Swoorup

Hacking Vice City game boundaries.

 

game stores entities inside a grid of sectors

each sector consist of all entities inside of one 50 sq unit game area

 

there are originally 80 * 80 grid sector for vice city,

that means game can store 4000 sq units wide encompassable entities

 

simply changing the indexer to 500, we can have 40,000 sq units wide game boundaries

 

 

#include <windows.h>#include <stdio.h>#define ARRLEN(a) (sizeof(a)/sizeof(a[0]))#define BOUNDMULT 10.0f// all elements are stored in sector grid and 1 sector consist of all entities inside 50 sq units game area// 80 * 80 sectors are in the gameDWORD dwBoundMultiplierInstRef[] = {0x40cc9d,0x40ccd1,0x40e526,0x40e565,0x40e5a4,0x40e5e4,0x40ea5e,0x40ea89,0x40eaba,0x40eaff,0x40eb40,0x40eb82,0x40f141,0x40f19b,0x40f20f,0x40f243,0x40f5ef,0x40f623,0x423c97,0x423cd8,0x423d19,0x423d5b,0x42563c,0x42567d,0x4256be,0x425700,0x4258fe,0x42593f,0x425980,0x4259c2,0x42e575,0x42e5b4,0x42e5f3,0x42e631,0x47fb72,0x47fba5,0x47fbdb,0x47fc0e,0x487555,0x487580,0x4875b3,0x4875f8,0x487633,0x48765e,0x487d55,0x487d80,0x487db3,0x487df8,0x487e33,0x487e5e,0x487ff5,0x488020,0x488053,0x488098,0x4880d3,0x4880fe,0x4baf0b,0x4baf36,0x4baf69,0x4bafae,0x4bafe9,0x4bb014,0x4bb335,0x4bb360,0x4bb393,0x4bb3d8,0x4bb413,0x4bb43e,0x4bd9fb,0x4bda3c,0x4bda7d,0x4bdabf,0x4c7088,0x4c70a6,0x4c70c8,0x4c70e2,0x4c70fc,0x4c7116,0x4c730c,0x4c734d,0x4c738f,0x4c73d0,0x4c8a69,0x4c8a87,0x4c8aa9,0x4c8ac3,0x4c8add,0x4c8af7,0x4c8b13,0x4c8b2d,0x4c8b44,0x4c8b5b,0x4c8b72,0x4c8b96,0x4c8bad,0x4c8bc4,0x4c8bdb,0x4c8bf2,0x4c8c09,0x4c8e38,0x4c8e6f,0x4c8eb1,0x4c8ef0,0x4d28fa,0x4d2952,0x4d2a70,0x4d2ac4,0x4d2c4d,0x4d2ca5,0x4d3245,0x4d3286,0x4d32c7,0x4d3302,0x4d3f59,0x4d3fa0,0x4d3fe5,0x4d4029,0x4d5227,0x4d5282,0x4d53f7,0x4d5452,0x4d558c,0x4d55e2,0x4d580f,0x4d5857,0x4d5896,0x4d58d7,0x4d5ba1,0x4d5bea,0x4d5c2b,0x4d5c6d,0x4d5fbf,0x4d6007,0x4d6046,0x4d6087,0x4d6393,0x4d63d9,0x4d641c,0x4d6460,0x4d6793,0x4d67d9,0x4d681c,0x4d6860,0x4d6bb3,0x4d6bf9,0x4d6c3c,0x4d6c80,0x4d82ef,0x4d8339,0x4d837c,0x4d83c0,0x4d8b38,0x4d8b93,0x4d9434,0x4d948e,0x4d94de,0x4d9530,0x4d9973,0x4d999e,0x4d99d1,0x4d9a04,0x4d9a56,0x4d9c17,0x4d9f2e,0x4d9f59,0x4d9f8c,0x4d9fbf,0x4da011,0x4da1d7,0x4da5a2,0x4da5de,0x4da618,0x4da65b,0x4daa02,0x4dab90,0x4dae60,0x4daff4,0x4e9af4,0x4e9b40,0x4e9b85,0x4e9bcb,0x4e9fd4,0x4ea020,0x4ea065,0x4ea0ab,0x4f35c3,0x4f360f,0x4f3654,0x4f369a,0x50d527,0x50d562,0x50d59f,0x50d5eb,0x51d215,0x51d266,0x51d2b1,0x51d2fd,0x53cfb4,0x53cffa,0x53d03b,0x53d07d,0x552f2d,0x552f6c,0x552fab,0x552fe4,0x56c427,0x56c468,0x56c4a9,0x56c4eb,0x56cf8a,0x56cfcb,0x56d00c,0x56d04e,0x587747,0x587786,0x5877c5,0x587803,0x587b87,0x587bc6,0x587c05,0x587c43,0x5a88db,0x5a890f,0x5a8943,0x5a8977,0x5b51a0,0x5b51ea,0x5b5232,0x5b5279,0x5bc71e,0x5bc749};DWORD dwCZonesBounds[] = {0x4DE312,0x4DE31C,0x4DE32E,0x4DE338,0x4DE364,0x4DE36E,0x4DE388,0x4DE392,0x4DE46D,0x4DE477,0x4DE489,0x4DE493};void updateGameBounds(void){DWORD dwVp;VirtualProtect((void*)0x401000, 0x27CE00, PAGE_EXECUTE_READWRITE, &dwVp);static float fBoundMultiplier = 0.0020000001f;for(int i = 0; i < ARRLEN(dwBoundMultiplierInstRef); i++) *(dwBoundMultiplierInstRef[i]) = (DWORD)&fBoundMultiplier;for(int i = 0; i < ARRLEN(dwCZonesBounds); i++) *((float*)dwCZonesBounds[i]) *= BOUNDMULT;*(float*)0x69136C = 50.0f * BOUNDMULT;// world borders*(float*)0x69135c *= BOUNDMULT;*(float*)0x691360 *= BOUNDMULT;*(float*)0x691364 *= BOUNDMULT;*(float*)0x691368 *= BOUNDMULT;//corona boarders*(float*)0x69592c *= BOUNDMULT;*(float*)0x695930 *= BOUNDMULT;*(float*)0x695934 *= BOUNDMULT;*(float*)0x695938 *= BOUNDMULT;//car borders*(float*)0x69a890 = 15950.0f;*(float*)0x69a894 = -23950.0f;*(float*)0x69a898 = 19950.0f;*(float*)0x69a8a0 = -19950.0f;// boat borders ??*(float*)0x69afec = 15900.0f;*(float*)0x69aff0 = -23900.0f;*(float*)0x69aff4 = 19900.0f;*(float*)0x69aff8 = -19900.0f;// police chopper borders ??*(float*)0x69c064 *= BOUNDMULT;*(float*)0x69c068 *= BOUNDMULT;	*(float*)0x69c06c *= BOUNDMULT;*(float*)0x69c070 *= BOUNDMULT;// bullet boundaries ??*(float*)0x69cf4c *= BOUNDMULT;*(float*)0x69cf50 *= BOUNDMULT;*(float*)0x69cf54 *= BOUNDMULT;*(float*)0x69cf58 *= BOUNDMULT;// projectile borders, simply destroy the projectiles*(float*)0x69d1ac = -23990.0f;*(float*)0x69d1b0 = 15990.0f;*(float*)0x69d1b4 = -19990.0f;*(float*)0x69d1b8 = 19990.0f;DWORD dwVp2;VirtualProtect((void*)0x401000, 0x27CE00, dwVp, &dwVp2);}int main(){updateGameBounds();}

 

 

EDIT: this method would cause a bit of overhead on the game, since it stores larger entities inside a sector.

Sector searching algorithms, rendering algorithms might be bogged heavily

 

http://swoorup.x10.mx/index.php/Gamebounds.cpp

Edited by Swoorup

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Jack

gta vc 1.0:

Some funny stuff found by me whatsthat.gif:

Light at the lighthouse 3D position for the light start:

 

0x7D3CB4 - [pointer]   * +0x34 - [float] - X   * +0x38 - [float] - Y   * +0x3C - [float] - Z

 

 

EDIT:

While I was searching for the horizontal angle of the lighthouse corona I found some funy address quite by accident:

 

0x7D54F0 [Float] - default is 0.80000 // time before ricochet and blood vanish (I think)

 

This address is pretty interesting - when I increased the value to 5 ricochet from bullets and also a blood from the peds wounded by firearm went crazy. Light from ricochet (yellow) and blood (red) last longer then before and also their reflected angles are about 90 degres. Unfortunetly increased ricochet can't actually harm the peds but it still looks great. It seems like a slightly improved gore level happy.gif.

 

EDIT2:

 

0x695498 [float] - size of stars around the lighthouse - default 0.8 (with 100 it looks like a giant sun is about to hit the Earth)

 

 

gta3 v1.0:

Wanted Level vehicles ID

 

0x4182B7 [byte] - first police car0x418224 [byte] - second police car0x418231 [byte] - Enforcer0x41825D [byte] - FBI car0x4182A7 [byte] - Barracks OL0x4182B1 [byte] - Rhino

 

It's changable but as in VC the models must be loaded and the new cars will be empty.

 

Wanted star needed for a specific police car to appear:

 

0x4ADBE3 [byte] - 6th star0x4ADBC3 [byte] - 5th star0x4ADBA3 [byte] - 4th star

 

Changing the number of a star can make that the car from the other star comes.

 

Police skins:

 

0x4C11F2 [byte] - Cop0x4C1241 [byte] - SWAT0x4C12A0 [byte] - FBI0x4C12FC [byte] - Army

 

Cop works only in wanted level.

 

Roadblocks:

 

0x43719C [byte] - Barracks OL 0x4371BA [byte] - FBI car0x4371D8 [byte] - Enforcer 0x4371E4 [byte] - Police

 

 

It's so easy to modify Liberty wanted level now muppetmaster_karma.gif

 

And also this one:

 

0x6E9910 [byte] - ricochet and gore (for gta3)

devil.gifdevil.gifdevil.gif

Edited by JACK JONES

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DK22Pac
CPlaceable
   |
   +----CCamera
   |   
   +----CParticleObject
   |
   +----CEntity
           |
           +----CBuilding
           |       |
           |       +----CTreadable
           |
           +----CDummy
           |       |
           |       +----CDummyObject
           |
           +----CPhysical
                   |
                   +----CObject
                   |       |
                   |       +----CCutsceneObject
                   |       |
                   |       +----CProjectile
                   |       |
                   |       +----CStingerSegment
                   |
                   +----CPed
                   |       |
                   |       +----CCivilianPed
                   |       |
                   |       +----CCopPed
                   |       |
                   |       +----CEmergencyPed
                   |       |
                   |       +----CPlayerPed
                   |
                   +----CVehicle
                           |
                           +----CAutomobile
                           |
                           +----CBike
                           |
                           +----CBoat
                           |
                           +----CTrain
                           |
                           +----CHeli
                           |
                           +----CPlane

 

Edited by DK22Pac
  • Like 2

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xanser

 

QUOTE Is there maybe something related to firing offest point of the tank's barrell?

Thanks to remind, I'll check it soon

 

 

0x5864F4 (float) - cannon offset from centre (use windscreen_dummy value, default is -1.394)

0x586518 (float) - fire offset from centre (use barrel_dummy value, default is 2.95)

0x586523 (float) - height of fire (default is 2.97)

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sharpie_eastern

Does anyone know the BF Inject memory address? I've found a few but they don't work for VC, I can't tell if they're for III or not. Does anyone have any vehicle memory addresses in general to give?

Edited by sharpie_eastern

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DK22Pac

What do you actually want? Model data (CVehicleModelInfo) address or what?

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sharpie_eastern

What do you actually want? Model data (CVehicleModelInfo) address or what?

I could make a list?

Changing car hardcoded type (Not related to the default.ide)

Changing car hardcoded door sound

Stinger hardcoded attributes

Linerun's hardcoded attributes

Firetruk hardcoded attributes

Ambulan hardcoded attributes

FBI Car hardcoded attributes

Taxi hardcoded attributes

Mrwhoop hardcoded attributes

BFInject hardcoded attributes

Police hardcoded attributes

Enforcer hardcoded attributes

Banshee hardcoded attributes

Bus hardcoded attributes

Rhino hardcoded attributes

Barracks hardcoded attributes

Dodo hardcoded attributes

Coach hardcoded attributes

Cabbie hardcoded attributes

Hunter hardcoded attributes

Caddy hardcoded attributes

Polmav hardcoded attributes

 

Edited by sharpie_eastern

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CharlesVercetti

Is there any addresses for Radar ring position?

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Aleph-Zero

All offsets posted here are only tested for GTAVC 1.0

[PlayerBase]

+0x528(4byte) = Pointer for Entity being touched by player. (CVehicle, CPed)

+0x594(1byte) = Number of Peds loaded. 10 seems to be the limit.

 

 

I'll edit this post once i get more stuff that is not on the wiki.

Edited by Aleph-Zero

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HackMan128

Anyone know how to determine that game is rendering or not?

Because when user is in menu, then game stops (freeze), the same reaction is in splashscreens.

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DK22Pac

You've already answered for your question.

You need to check if menu is activated and camera fading status.

kxjz.png

Offsets for VC 1.0

 

0x869630 CMenuManager FrontEndMenuManager  +0x38 m_bMenuActive0x46F737 signed int __thiscall CCamera::GetScreenFadeStatus(CCamera *this)0x7E4688 CCamera TheCamera
If you want to execute your code only when rendering is goes, you can simply inject your code there. For example

 

CPatch::RedirectCall(0x4A604A, MyDrawing); // the place where RenderScene() is calledvoid MyDrawing(){    // call RenderScene()    CALLVOID(0x4A6570);    // draw your own stuff, notice that's the place where you can draw 3d stuff. 2d stuff like HUD is drawn in another place.}
Edited by _DK
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CharlesVercetti

Hey _DK,

 

Any addresses for Radar map position?

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HackMan128

@UP

I think there was something related to radar.

Check these posts:

Posted by: JernejL Tuesday, Jul 20 2004, 21:38

Posted by: Cowpat Tuesday, Jul 27 2004, 21:56

Posted by: TwoZero Sunday, Oct 10 2004, 14:58

Begin at page 9

Anyone can check this address? VC 1.0

0xA10B2C //boolean probably Is Replay is playing

Probably it's related to Replay, but I'm afraid about stability of this Address.

Edited by HackMan128

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DK22Pac

 

0xA10B2C     ; CReplay::bDoLoadSceneWhenDone

If you looking for replay status, here you go

 

0xA10AF6     ; CReplay::Mode
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HackMan128

Another question. Is possible to get fade background color status?

I think that background fade 016A is always visible, but it is changing it's alpha channel, when it's fade in, it's increment, if fade out, decrement value of alpha channel.

 

//EDIT

Thanks

Edited by HackMan128

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DK22Pac

Here you go

 

0x7E4688 CCamera TheCamera +0x910 m_fFadeValue // float 0.0 - 255.0
Also is stores here.

 

0xA10B16 CDraw::FadeValue // unsigned char 0 - 255
Edited by _DK
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xanser

Anyone know how to determine that game is rendering or not?

Because when user is in menu, then game stops (freeze), the same reaction is in splashscreens.

 

0xA10B36 PauseRender

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MAJEST1C_R3

I have question about LCS and VCS (both PS2 and PSP) hacking. Can someone check how can be increased byte size limits for LVZ files (WorldStream)? Without it this is no way to change game textures to high-res ones (you can change texture to high-res only if change another to low res) . This problem also with manhunt 2 PS2 and PSP

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CharlesVercetti

Hello Guys...

 

Could anybody find resolution addresses?

 

For:

 

640x480

1024x768

1280x720

1366x768

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HackMan128

Anyone know address of "earthquaqe" when the greenade explodes?

//EDIT: Shake camera opcode :)

Edited by HackMan128

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