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JernejL

Documenting GTA3/VC memory addresses

Recommended Posts

JernejL
wow.gif

 

i never said load everything at once, i ment expand the radius of spawning around you... its probably a value that you change, save and publish for ppl with GOOD pc's (kinna like in mafia)(and what Half Life got to do with anything?!)

 

talk bout' hostile enviermrnt sad.gif

 

you people are not nice... dontgetit.gif i was only asking for help, believe me if i could improve anything, i wouldnt ask some non-social computer freak...

 

genius non-social computer freak...

 

you probably american or something, so damn violent...

 

i wouldnt bother you majesty again. sly.gif

 

btw

Xbox and Ps2? confused.gif

 

me thinks not....

you can expand the loading-stuff radius in display settings a bit..

 

and i am not american.

 

say one thing, just one: why would spawning pedesterians in longer distances improve gameplay?

 

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Cowpat

ashdexx: i looked for the gravity/mass thing at ptr. + 280 but couldn't find it. However, I only checked the present/last car pointer (Player ptr. + 368) and the pointers found in the block starting at #7927340. The value I found at +280 was always 0000 0200 and crashed if I changed it. Maybe i need to look harder.

 

As an aside, here's a sort of mini tutorial on...er...something or other.

 

Start a game. Start a memory editor (Delfi's one will do very nicely). Find the Player block using the Player pointer (#8276876) and read the memory.

 

Now go back to the Pause Screen (But not to the game!). Exit back to memory editor(ME), read again. Nothing should have changed.

 

Now go into the game but don't touch any controls - no player or camera movement! Back to ME and read. You should find that only the two byte blocks at +88 and at +108 have changed.

 

Now do the same again but this time move the camera slightly. This time you should find that the 8 byte blocks at +6 and at +20 have changed.

 

Finally go into the game and move your player a few steps. This time the 12 byte block at +52 will have changed (xyz co-ordinates).

 

...and that's the end of that.

 

 

Does anyone know what the block of 17 pointers found at around Player ptr. + 480 do?

 

Edit to change one of the +values.

Edited by Cowpat

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HippieCommunist

the distance is fine, just prevent them from disappearing after they do, there's this small radius around the player that in it nothing disappears, THIS is the radius that needs to be expanded, and using hexworkshop ive changed the settings file to even larger distance of view but it didnt applied to peds\cars mad.gif

 

and to your question: it would improve alot the free roaming the streets exprience coz its just too annoying having everything disappearing all the time... you dont notice this while completing the game, but after you do its really bummers...

 

listen; if its a bother then forget about it ok, i just thought it wouldnt be that much of a problem for you since you seems like CAN-DO-ANYTHING hacker.

thats the impression i got anyway.

 

its just that i wanted to mod the spawning radius since vice came out, and i reinstalled it billion of times coz i failed everytime, i know i need to get a life... but till' i do i hope some1 will bring me to the promised land of wide spawning radius...

 

but seriusly i would really appriciate it if you will at least try...

 

oh and by the way, COP cars and ALL BIKES dont disappear no metter how much you RElook at them, it was my first lead... not like it helped suicidal.gif

 

maybe i suck at hacking coz im girl, who knows?

 

damn its sux!!

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Cowpat

HippieCommunist: Sorry if we seem a bit brusque around here - its all the starch in our white coats.

 

You can get a bit more draw distance on peds using this:

 

6860491 1byte to 00; no vehicles, peds spawned at maximum distance.

 

...but this means as it says, no vehicles. and the peds will still disappear as usual.

 

What you are seeking is something that I want. How can I spawn the maximum quota of 13 peds within a radius, and then have no more peds spawned. Keep them alive, follow them around, see where they go. Go off somewhere and then come back, see where they have wandered to. Bump into them in the unlikeliest of places...

 

Then move onto spawning a hundred or so, have them follow a lead ped, running. Then enjoy a mini-marathon.

 

And so we grind on, trying to take control of the game, the World, Everything!

 

 

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Opius

And we all know that pedestrians/cars attached to main.scm have got a draw distance of 500, and will never be 'forgotten' by the game, right?

 

Try it yourself. Spawn a pedestrian with the mission script. Watch him walk down the street. Keep watching. Fun, isn't it?

 

That is all.

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Cowpat

 

And we all know that pedestrians/cars attached to main.scm have got a draw distance of 500, and will never be 'forgotten' by the game, right?

 

Try it yourself. Spawn a pedestrian with the mission script. Watch him walk down the street. Keep watching. Fun, isn't it?

 

That is all.

...and then kill him, of course that_guy2057_evilgrin.gif

Edited by Cowpat

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Opius

Shall I assume this new knowledge tounge.gif

 

So, it's time for you to start looking into how mission cars/pedestrians work. If you want, I can whip up a quick script that will generate a ped on the closest pedestrian path, and a car with driver on the closest car path, both set to bahave like normal pedestrians.

 

Enough for testing?

 

That is all.

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Cray

 

Does anyone know what the block of 17 pointers found at around Player ptr. + 480 do?

Are you sure you have the right offset here? I see 17 Pointers at +428, not +480. We have no idea what they do at this point, so your guess is as good as ours.

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Cowpat
Does anyone know what the block of 17 pointers found at around Player ptr. + 480 do?

Are you sure you have the right offset here? I see 17 Pointers at +428, not +480. We have no idea what they do at this point, so your guess is as good as ours.

Yeah, you're probably right, am posting from memory. was playing around with them last night. 48 bytes each, followed by another set of blocks which look related but contain a lot of FFFFs. tried overwiting the values with a copy of the first block, but nothing discernable. data in blocks seems to hold more pointers. will follow them up. other than that, don't know.

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HippieCommunist

you can try, but its too much work, youll need to first set the frequency in Default.ide to "0" or somn' to have empty streets first, then you need randomization in the code to generate peds\drivers then make them disappear at larger distance using like "remove_preference" or somthing, i tried that and no seXes, the minute i touched ped path the game crushed...

 

the way thing are going, im affraid well just gonna have to wait for San Andreas...

 

damn why everything disappears!?!?!! sick of it... vice is such a cool game and only thing i cant stand is this f^cked up small radius

 

vice is my first modding attraction, and ive menage almost every md i thought of, but not make peds\cars disappear sad.gif

 

EDIT: u guys ar'nt so wicked rolleyes.gif

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Cowpat

 

Shall I assume this new knowledge  tounge.gif

 

So, it's time for you to start looking into how mission cars/pedestrians work. If you want, I can whip up a quick script that will generate a ped on the closest pedestrian path, and a car with driver on the closest car path, both set to bahave like normal pedestrians.

 

Enough for testing?

 

That is all.

 

That would be most generous of you. Its about time I, for one, had a look at the whole .scm/mission scripting stuff - rounded education and all that, what?

Edited by Cowpat

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Opius

:opius_code_for_cowpat0001: wait  0 ms   ;prevents game from going into infinite loop, is required on all loops00D6: if  1                ;IF (the number after the IF is the number of conditions in the IF statement, minus 1)00E1:   key pressed  0  16 ;SPRINT pressed AND00E1:   key pressed  0  18 ;CROUCH pressed004D: jump_if_false ££opius_code_for_cowpat                          ;then continue                          ;else restart the loop                                                                                  0247: request_model #ARMY     ;you have to request models before you can use them0247: request_model #SENTXS   ;or else the game will most likely crash:opius_code_for_cowpat2      ;this makes sure the above models have loaded0001: wait  0 ms 00D6: if  10248: model #ARMY available0248: model #SENTXS available004D: jump_if_false ££opius_code_for_cowpat204C4: create_coordinate [email protected] [email protected] [email protected] from_actor $player_actor offset  0.0  10.0  0.0 ;creates a coordinate 10 units infront of player02C0: set [email protected] [email protected] [email protected] to ped path coords closest to [email protected] [email protected] [email protected] ;finds closest pedestrian path02C1: set [email protected] [email protected] [email protected] to car path coords closest to [email protected] [email protected] [email protected] ;finds closest car path009A: [email protected] = create_actor  4 #ARMY at  [email protected] [email protected] [email protected] 0187: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_car #SENTXS at [email protected] [email protected] [email protected]: [email protected] = create_actor  4 #ARMY in_car  [email protected] driverseat0186: [email protected] = create_marker_above_car [email protected]: release model #ARMY   ;its not required, but releasing models once you're done with them will prevent the game0249: release model #SENTXS ;from slowing down0001: wait  500 ms  ;short pause so holding down the button combo doesn't create hundreds of cars/peds;)0002: jump ££opius_code_for_cowpat ;And... restarting the thread

 

Code, with comments, for use with Barton Waterducks ViceBuilder 1.3

 

That is all.

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steve-m

 

damn why everything disappears!?!?!!

This isn't as good as increasing the distance, but you'll still love it. tounge.gif

 

At 0x426640 there is the function CCarCtrl::RemoveDistantCars. Replacing the first byte with C3 (=return) disables it, and cars will never disappear. But since there are just very few car slots (about 20) your city will look rather empty, and it will be hard to find a car. If you meet one, you'll notice it still has the same damage you've done to it ages ago... wink.gif

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HippieCommunist

but is it boolean? or a value?

 

and if you blow up a car? new one appears? and how bout' peds?

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HippieCommunist

sry double post

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JernejL

#6912840 - text formatting for money text output, 9 letters

or if you hack the pointer to this (5603747) you can use

any length you want.. if you have enough unused gta-vc memory ofcourse..

set it to #4194382 to display 'this program cannot be run in dos mode bah bah'

 

#6912996 - text formatting for time display text, same usage as above, the pointer is at #5611349

 

omg, i just hit a gold mine!!

 

#6912676 - single - radar disc overlay width scale

 

<i changed random bytes here between and there was no more car name text when i entered car>

 

#6912756 - single(??) - alpha transparency of hud text, set to single=128 for a functional example,

otherwise it looks more like flags.. some specific numbers (like single=900) make only money text transparent

and some remove the font shadows..

 

#6912896 - text formatting for armour & health text number output

 

#6912904 - single - Y vertical position for health and armour

 

#6912800 - single - width scale of all hud text right-up

#6912848 - single - height scale of all hud text right-up

 

#6912852 - single - money text Y position

#6912856 - single - X position for money and health (armour is separate)

 

#6912876 - single - weapon icon Y position

#6912880 - single - weapon icon X position

 

#6912908 - single - this thing acts vierd,

 

#6912912 - single - armour text and icon x position

#6912916 - single - armour icon relative x position

 

#6912908 - single - horisontal relative x position of health symbol

 

#6912920 - single - wanted level stars Y position

#6912924 - single - wanted level stars X spacing between stars

 

#6913008 - single - time text Y placement

#6913012 - single - time text X placement

 

#6913036 - single - radar disc overlay picture rescale x & y (resizes alpha only by X)

#6913040 - single - radar disc overlay pic mask Y scale

#6913048 - single - radar disc Y placement from bottom of screen

#6913052 - single - radar disc X scale for overlay pic (alpha too)

#6913056 - single - radar disc Y scale for overlay pic (alpha too)

 

#6912793 - single - set to 1000 and armour indicator will disappear (??)

#6912872 - single - weapon icon txd pixels size (normal=64) this rescales the icon

 

 

 

6913084 - single - 1500 - looks like a number for map borders..

 

 

i was also triying to get these texts but couldn't find them:

 

'<' - armour icon

'>' - police star

'{' - health plus

 

sorry.. but no font colors were found..

 

 

one correction: the default.ide cars data - this is the correct calculation of offset:

7678606 + (car_ide - 130) * 372;

 

error 1 - landstal is 130, not 105

error 2 - car data size is 372, not 375 bytes

 

code adress $004A72C0 - something awful

 

triying to get someones attention?

user posted image

 

gta displaying own dos message in exe

user posted image

 

disc-less radar:

user posted image

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Opius

wow.gif

Some of these would be great if we could write a new opcode handler. I was thinking of ways of using the mission script to activate functions through the trainer, and I think Smithers2 method that he used in the GTA:LC City Loader would be the best.

 

Simply have a set of variables in the mission script, that can easily be set to 0 or 1 WITH the mission script, that the trainer 'listens' to. Once a variable is set to 1, it activates the function and then resets the variable to 0.

 

Doable?

 

That is all.

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JernejL
wow.gif

Some of these would be great if we could write a new opcode handler. I was thinking of ways of using the mission script to activate functions through the trainer, and I think Smithers2 method that he used in the GTA:LC City Loader would be the best.

 

Simply have a set of variables in the mission script, that can easily be set to 0 or 1 WITH the mission script, that the trainer 'listens' to. Once a variable is set to 1, it activates the function and then resets the variable to 0.

 

Doable?

 

That is all.

so what aspects of game hud would you like to change trozgh scm?

 

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Cowpat

Block of 17 pointers starting at Player ptr + 428.

Each point to a block of 48 bytes. dff stuff

The important bytes (so far) are at bytes 6, 7 and 30, 31.

The second byte of each pair has more drastic effect

Set bytes within range 00 to FF.

Don't touch bytes 18,19,20,43.

Only the first 10 ptrs seem to be used(I think).

The legs can be extended but sink into ground.

As you see, weapons points are maintained, and you

can't punch peds in giant state.

 

Change your clothes or load new game and the effect disappears.

Will sometimes crash game after a while.

 

user posted image

user posted image

Tommy "The Giraffe" Vercetti was a big hit with the ladies

Edited by Cowpat

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Opius

Gravity, hud controls, hell, how can you NOT see uses for this?

 

That is all.

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JernejL

amazing stuff cowpat!!!! gotta try this right now.

 

 

Gravity, hud controls, hell, how can you NOT see uses for this?

 

That is all.

huh?

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random_download

You could have a selectable player when you start a new game and that changes the HUD too.

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JernejL

5899030 - police boat weapon (!) works only on boats ofcourse..

 

phoenix butterfly, change all these:

5838194

6070683

6070737

 

6286682 - set to zero to completely disable keyboard,

this one was found when i was looking for firetruck

emergency lights

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JernejL

here is a new shiny process memory editor:

 

user posted image

 

it is pretty basic, it supports copy & paste of data (so you car restore it if you screw up stuff)

supports jumbing by pointer, has a data inspector, shows ondisk exe sections, can also fill selection with zeroes or other data.. whatever, it is also very old because it was

made for hacking gta1 and gta2 in 2002 when they were still quite popular..

 

but was rewritten like half of it (it used to have sarch option and memory maps etc..)

because i switched to xp recently (disk crash) (it actualy starts faster than 98se but i

still have linux nearby just in case..)

 

http://www.infofeast.com/delfi/temp/PED32.zip

 

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HippieCommunist

ok you guys, i have another question for you, is i possible to make the MIAMITRAFFIC cheat always on, even after you load game?

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DexX

there isn't anyway to add it to your saved data, if thats what you mean. I know delfi could add it to his trainer. but w/out the trainer, then no. your best off just typing the cheat in each time, its not THAT hard..

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JernejL
there isn't anyway to add it to your saved data, if thats what you mean. I know delfi could add it to his trainer. but w/out the trainer, then no. your best off just typing the cheat in each time, its not THAT hard..

use command 'cheat miamitraffic' and attach it to some key in developer console and it

will enter the cheat code for you when you press that key.

 

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ZanderZ

Wow... 19 pages of interesting posts smile.gif Last time I read this it was only 3 pages tounge.gif

Still, I'm waiting for one hack: changing the sirens of cars, as you might have read in this thread.

 

The only thing about this was this post:

 

carpointer + 581

1 byte switch > alternate siren

works on any car, specials like ambulance will have the siren and lights,

but on ordinary cars the car will have double horn biggrin.gif

But nothing on changing which sound they use sad.gif Anyone know how to do this? Memory hacking, exe hacking, everything is fine by me.

 

Also, Delfi, get on msn! tounge.gif You're almost never on the Liero Forum anymore sad.gif

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Stretchnutter

I've been doing some stuff too.. trying to use the blue text under the weapon icon... is this possible?

 

 

anyway Delfi, get on MSN is right... you still on dialup? tounge.gif

 

 

i've found the switch for the camera motion when getting in/out of cars.

(instead it will snap to the car/ped immediately)

set to hex 01 to turn it on (default)

 

 

address        hex     size&H46B389    "00"    1&H46B58F    "00"    1

 

 

*Note: these are part of asm instructions... use correct length

Edited by Stretchnutter

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JernejL

some vierd sh*t:

 

one of xbox config files says this:

 

neo xbox folder - ControlMapping1.txt:

 

#

# planes / rc-planes

#

# [CHRISTIANB] the skimmer can do drive-by's, since it's technically a boat

 

so here is what is vierd about skimmer:

- it can use police boat weapon, this is good

- skimmer doesn't store in player's last-controlled car pointer

but all other boats do, this is bad because devconsole isn't

able to track it properly and:

 

teleport me over last controlled vehicle

and teleport my last controlled vehicle under me things don't work

so how is then possible to find out that player controls a skimmer?

 

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