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JernejL

Documenting GTA3/VC memory addresses

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Cray
the driver pointer is at car ptr + 424, cars have 3 (or more)

passenger pointers following:

7 passenger pointers as far as we can tell (although no more than 3 are ever used, presumably).

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ULTRA

Yes, you are right, Delfi. I added credits to you all that helped in this thread.

Without you wouldn't have been possible.

I will start looking for some addresses now. wink.gif

 

Edit: I've updated my prog. You are now able to change what "type of police"

is spawned at what wanted level.

I know there is still much room for improvements but I'm satisfied right now wink.gif

 

Also added credits, thanks to you all!

 

Get it >> here (17KB) <<

Edited by ULTRA

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JernejL
the driver pointer is at car ptr + 424, cars have 3 (or more)

passenger pointers following:

7 passenger pointers as far as we can tell (although no more than 3 are ever used, presumably).

so, where are the rest of 7 actors placed into a car..?

i don't remember any other seat dummies confused.gif

 

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Cray

 

so, where are the rest of 7 actors placed into a car..?

i don't remember any other seat dummies confused.gif

And there is the problem. Rockstar seems to have left room to allow for many other passengers (essentially, it is just a CPed pointer array), but has not created a vehicle that can take advantage of it. Therefore, somewhat useless.

 

No idea which "seats" or order they would fall into, as we have never attempted to see it in action.

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ULTRA

 

Well, thanks for the credit although I didn't really think I gave you any advice, but hell, I will take what I can get smile.gif

Don't be modest. You supplied us with a bunch of addresses that will be useful for me wink.gif

 

Btw, I got 2 addresses and they haven't been postet yet:

 

0xA10B3A Byte (1=on|0=off) - Enables/Disables the taxis' superjump feature

 

0x7D77D8 Byte (Car ID from default.ide) - The car ID of the car in Links View Apartment's garage (That's the one south of the northernmost Pay 'N' Spray

 

Question: How can I verify that the player is on foot or in a car?

Edited by ULTRA

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Stretchnutter

 

Question: How can I verify that the player is on foot or in a car?

 

 

What i did was compare the Player Pointer against the Car pointer... if they are the same hes onfoot, if not, hes in a vehicle.

 

 

0x7E49C0 - Car Pointer VC 1.0

0x7E4E9C - Car Pointer VC 1.1

 

0x7E4B8C - Player (character) Pointer VC 1.0

0x7E4B94 - Player (character) Pointer VC 1.1

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Cray
Question: How can I verify that the player is on foot or in a car?

Actor pointer + 940, BYTE

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JernejL
Well, thanks for the credit although I didn't really think I gave you any advice, but hell, I will take what I can get smile.gif

Don't be modest. You supplied us with a bunch of addresses that will be useful for me wink.gif

 

Btw, I got 2 addresses and they haven't been postet yet:

 

0xA10B3A Byte (1=on|0=off) - Enables/Disables the taxis' superjump feature

 

0x7D77D8 Byte (Car ID from default.ide) - The car ID of the car in Links View Apartment's garage (That's the one south of the northernmost Pay 'N' Spray

 

Question: How can I verify that the player is on foot or in a car?

does the jump work with original script or script mods too?

 

 

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ULTRA

I use the original main.scm.

 

Is the taxis' ability to jump not hardcoded?

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Opius

It is, but there is an opcode (0572) that can toggle it on or off.

 

That is all.

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Stretchnutter

Behold! A new tool that saves time.

 

This tool is called "Memory Structure Explorer" and was developed by LithJoe.

 

It keeps track of pointers for you and allows you to map out the memory blocks. It has a very easy to use interface which allows you to specify data types and allows for memory manipulation.

 

user posted image

user posted image

 

In the images shown here is a custom save file that I created. It allows you to adjust things like Handling and Weapon stats in realtime without reloading the game or making permanent changes.

 

This should be the new primary way of keeping track of new discoveries and doesn't require any programming knowledge to use.

 

This tool is still in development and these screenshots were taken from a test version. When the tool is released I will be sure to let you all know.

 

Not only is it useful for Vice City but can be used with almost any game... most games these days use DMA and this tool will prove to be a lifesaver for many people.

 

So get ready to toss out those calculators and save some time wink.gif

Edited by Stretchnutter

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oetlul

omg, that tool looks awesome, it could really me, cuz I'm tired of going through the endless processes of memory hacking (gives me headaches confused.gif )

But I also have another question (so this isn't usual spam):

Is there any way to change to location (on your screen) of the "aimer" of guns like the m60/bazooka/... so that it isn't placed in the centre of the screen but somewhere else. But I don't want to change the way the gun shoots, so only the "aimer" is changed but the gun still shoots at the same place. It isn't in the weapon.dat file (I think)...

 

thx

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Stretchnutter
Is there any way to change to location (on your screen) of the "aimer" of guns like the m60/bazooka/... so that it isn't placed in the centre of the screen but somewhere else. But I don't want to change the way the gun shoots, so only the "aimer" is changed but the gun still shoots at the same place. It isn't in the weapon.dat file (I think)...

 

thx

You might want to look at the offset vectors in the weapon.dat or you can change the crosshair texture which is in 'models\HUD.txd' its called 'siteM16'.

 

It says M16 but its actually used for all guns except sniper and rocket launcher.

 

You can alpha it out completely to make it disappear like i have done smile.gif

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JernejL

the memory structure explorer looks nice, a lot of "unknown" stuff i see there..

 

does it have a find feature?

 

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LithJoe

Hey people, not been around here for a while, but i thought i would just post a quick reply about the Memory Structure Explorer. its in final beta now so should be released soon, the main aim of the tool is to help trainer makers explore games internal memory structures without the problems of dynamic memory and forever changing offsets getting in the way, it allows you to search structures for values too and completely map them out the export the delphi/c++/vb type record for the structure. I think you will all find it useful in game hacking biggrin.gif

 

LithJoe

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Suction Testicle Man
Woo! Lithjoe! Get the thingymabob released! (Great job btw) I want to spawn people devil.gif

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DexX

 

Woo! Lithjoe! Get the thingymabob released! (Great job btw) I want to spawn people devil.gif    <3D

huh? you mean you want to spawn peds?

hmm....

there's an interesting idea indeed...

but then what? you spawn a ped. ok, now what?

 

@lithjoe - you know how to make a comeback man! biggrin.gif

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eAi

As LithJoe is releasing this neat tool, I thought I might release the tool that I've been developing over the last 6 months or so, and has been used internally by MTA on and off. Its not quite finished, but you can see some (very old) screenshots and a (slightly old) feature list at http://mgme.opencoding.net. It already has a huge collection of memory codes for vice city (thousands probably), but I can't release them all (some being MTA specific things etc), but I think its a useful tool, though quite different in many ways to Lith's.

 

Anyway,

 

eAi

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Suction Testicle Man

 

Woo! Lithjoe! Get the thingymabob released! (Great job btw) I want to spawn people devil.gif   

huh? you mean you want to spawn peds?

hmm....

there's an interesting idea indeed...

but then what? you spawn a ped. ok, now what?

 

@lithjoe - you know how to make a comeback man! biggrin.gif

Erm, you keep pressing the spawn button until you have loads of peds tounge2.gif

 

Like what I was with doing cars:

 

user posted image

 

Then you just have to blow them all up...

 

user posted image

 

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DexX

 

Erm, you keep pressing the spawn button until you have loads of peds

Oh, ok. Well the car thing is just an extension of the hotring spawning cheat, but you could spawn as many peds as the game will allow via mission scripting if your really determined.

 

@ eAi, that looks to be handy tool, i would email you for a beta, but if a public release isnt too far away, ill just wait.

 

New addresses..

Didn't think these were hardcocded, i found them quite by accident. Which vehicles tommy will "jump" into, with the convertible animation. change the values to the vehicle you want to assign the vehicle too.

Stinger - 59c7e5

Stallion - (er, i forgot to write down this one and the next, post will be edited tounge.gif)

Comet -

 

Which vehicles make up the roadblocks when being chased by police, same rules as other EM vehicles codes, load the model you want to change it to via main.scm first.

Police roadblocks - 4436f1

Swat - 4436e5

Fbi - 4436c5

Barracks Ol - 4436a4

 

Various text-related stuff (no colors still, sorry)

Width of letters - 6971cf

Scale? - 6971d3

Heightscale - 6971d7

Where it starts to read the letters in the image?

6971e8

6971f0

If anyone from the gta:lc team reads that, i havent checked, but maybe you could copy the equivalent data from the gta3 exe, and write it over these values, and load the gta3 text properly, on the vice exe.

 

Ambient lighting (float) - 698a8c

Edited by ashdexx

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Stretchnutter

To change the colors in the menu is sorta difficult, but i found a way...

 

what you need to do is find the GXT table... its offset is dynamic so you will need a pointer, i found two of them.

 

94B228

789C94

 

Once you go to that address of this pointer the first text you should see is 'ACCURA' (im using gta:lc which has a modified gxt but the identifiers should be same)

 

here is a list of identifiers with pointers to the string. each string needs a 12 byte identifier structure.

 

Identifier Structure:

DWORD - Pointer to actual string (4 bytes)

IDENTIFIER - string (8 bytes, null terminated?)

 

ie the identifier for "Start Game" is FEP_STG

 

once you get to the string (this part is always in unicode) you can modify the color by adding a tag in front of it... (ie; ~w~ = white) but here we face a problem of limited length.

 

so what i think needs to be done is simply change the structure pointer to a different place. (with more room) but i didn't try.

 

 

EDIT: this is possible from a GXT editor aswell... suicidal.gif

Edited by Stretchnutter

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DexX

 

EDIT: this is possible from a GXT editor aswell...

yea, i think you can use the color codes to change anything that appears in the gxt files, as long as it has an entry there. Some of the things id liek to mod ethough, like the onscreen HUD colors (health, armor, cash) have no gxt entries though, and its very annoying.

 

Anyway, the color stuff im looking for is more along the lines of the rgb values used by the game. Shades of pink/blue/turquoise don't appeal to me at all sigh.gif

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JernejL

the active objects pointers from stretchnutter attempted in a better way:

 

Entity Pointer table

 

starting at #7927340

it ends at #7937340

 

they seem to cover exactly 10000 bytes

there are 250 table-pointers there

first one seems to be game-city-world,

then 10 pointers seem to be reserved,

pointers 12, 13, 14 appear to be planes, maybe we can make them solid or control them?

 

40 bytes are used per table-entry

 

btw, what is neccesary to do to "warp" player into a car just with memory editing?

 

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Opius

Would there be a way to map hard coded vehicles like the planes and the police helicopter to mission vehicles?

 

That is all.

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Stretchnutter
Question: How can I verify that the player is on foot or in a car?

Actor pointer + 940, BYTE

for some reason this didn't work for me in Win98 SE and some people had reported problems when i used this method in my camera tool.

 

my method of comparing pointers seemed to works better... but there is several methods... (like looking at the car ide number)

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JernejL

* agrees with stretchnutter, because Delfi has just switched from win98 to win98SE one

month back to have WDM driver support.. rah!

 

okay, i have to ask you, would you like the Developer Console to have plugin

commands support? the application would provide the dll memory functions

(and convert offsets to vc 1.1) and app would also provide callbacks to get

actor / car pointers, car types, ide file interface etc..?

 

the plugins would be added to hot-keys and console commands.

 

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ULTRA

 

okay, i have to ask you, would you like the Developer Console to have plugin

commands support?

 

/me nods.

 

I think it is better to have one trainer tool that is extendable by other

programmers.

 

Should the plugins be compiled as a DLL and then be loaded by your trainer?

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JernejL
okay, i have to ask you, would you like the Developer Console to have plugin

commands support?

 

/me nods.

 

I think it is better to have one trainer tool that is extendable by other

programmers.

 

Should the plugins be compiled as a DLL and then be loaded by your trainer?

answer: yes, as a dll that talks to the developer console - and console calls back

 

calls would use stdcall's (because i think they can be used even in in vb)

but i am not sure if vb supports callbacks?

 

c++ and delphi support callbacks and dll calls and stuff so i think i will

also make some examples for the plugins..

 

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Cowpat

 

Question: How can I verify that the player is on foot or in a car?

Actor pointer + 940, BYTE

for some reason this didn't work for me in Win98 SE and some people had reported problems when i used this method in my camera too

Hmmm....when I tried to modify the bytes at Actor pointer + 940 I got bad graphical tearing in the top half of the screen and nothing else.

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JernejL

 

Hmmm....when I tried to modify the bytes at Actor pointer + 940 I got bad graphical tearing in the top half of the screen and nothing else.

i gotta check this out smile.gif

 

btw, have you modified it in actor memory or car's memory?

 

it is supposed to be used only for reading, it is set by game,

use stretchnutter's method of comparing pointers to detect if

player is in car - even developer console uses it.

Edited by Delfi

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