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Documenting GTA-SA memory addresses


JernejL
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 ReadProcessMemory dwProcessHandle, (lngReadBuffer (Carries the CPed-Structure) + &H540), lngHealthBuffer, 4, &0 

 

But everytime I try this and print it with:

 

 Debug.Print lngHealthBuffer 

 

it delivers me a 0 or a 1.

What can I do? What do I wrong?

The health value is a Single precision variable, not a Long integer.

Try declaring your health buffer as a Single, it should work...

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If you go up to 0x434222 you can alter how much traffic is permitted to be generated, 45 vehicles is the default maximum, so for instance, if you set it to 6, you will never have more than 6 other vehicles driving on the road around you.

 

Interesting stuff, have you found anything related to the spawn distance of cars? I've always imagined what it'd be like flying the jet and seeing car filled streets below... you'd need a powerful CPU and Gfx card though.

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I've always imagined what it'd be like flying the jet and seeing car filled streets below... you'd need a powerful CPU and Gfx card though.

You'd also need a new engine, you can't display too many cars with the SA one.

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random_download

 

You'd also need a new engine, you can't display too many cars with the SA one.

 

If you go up to 0x434222 you can alter how much traffic is permitted to be generated, 45 vehicles is the default maximum, so for instance, if you set it to 6, you will never have more than 6 other vehicles driving on the road around you.
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Haha, I'm still churning over my notes when I get the time, but I'll shove up everything that tests correct and is intelligible when I am done, at the moment it is like going over uncommented code from 6 months ago, could have been written by an alien robot confused.gif

 

As for stretching the SA engine, I did not make it my mission to test physical limitations of data structures etc, but there is certainly more in it than what the default delivers, many sacrifices were made in the aim of smooth gameplay on medium spec computers. The engine unfortunately has some of the gamelogic synced to the framerate for some ungodly reason, it is practically industry standard to timesync all object movement and logic to ensure gameplay is smooth regardless of framerate, which would create a much more balanced game across many systems, especially for multiplayer mods. Also some of the techniques used for procedural objects and particles are exceptionally processor intensive, amazing considering the leaps and bounds we have made in the past decade in conserving cycles and delivering a quality result.

 

You can certainly alter the object creation sphere to make for a larger radius, but the spread of traffic and pedestrians became rather sparse and unrealistic, fairly sure I did take note of this one as it was something I wanted to look into later. If I lifted the number of peds/traffic/objects etc it became really really REALLY slow and spurty even on a very capable high end machine. Again I believe nearly all the decisions rockstar made were based on publisher enforced deadlines and ensuring SA was actually playable on the typical hardware available at the time of release.

 

Either way, anything is possible, just takes some dedication, persistence and ingenuity, something usually only money can buy these days confused.gif

 

Will keep in contact, happy hacking.

Edited by cBonky
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  • 2 weeks later...

Ive gota couple, only started 2 days ago!!! didnt know what a pointer was or what was a Hex code!!!

these are hex and decimals, works in vb6 biggrin.gif

 

 

Name                 Hex                          DecimalMoney                       00B7CE50                     12045904Grenade                 0FD818EC                     265820396SHOTGUN1                0FD81860                        265820256UZI                           0FD81878                       265820280SNIPER                      0FD818B4                        265820340Wanted level 1 to 5    1293E774                        311682932vehicle no.  00B700F0	11993328Player X                 0FEF553C	267343164Player Y                 0FEF5540	267343168Player Z                 0FEF5544	267343172

 

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Ive gota couple, only started 2 days ago!!! didnt know what a pointer was or what was a Hex code!!!

these are hex and decimals, works in vb6  biggrin.gif

 

 

Name                 Hex                          DecimalMoney                       00B7CE50                     12045904Grenade                 0FD818EC                     265820396SHOTGUN1                0FD81860                        265820256UZI                           0FD81878                       265820280SNIPER                      0FD818B4                        265820340Wanted level 1 to 5    1293E774                        311682932vehicle no.  00B700F0	11993328Player X                 0FEF553C	267343164Player Y                 0FEF5540	267343168Player Z                 0FEF5544	267343172

 

Alot of those are wrong, although they may have been right at the time. Player data is stored in a moving block, assigned every time you play so although those data may have been there that time they will have likely moved next time, you need to use the player pointer (which is a static address which tells you where the player block is this instance (0xB6F5F0)) and the player block data, alot (if not all) of which has been documented already.

 

Also, could someone tell me what's wrong with this code (apart from being butt ugly). I'm using Cowpats d3d9 skeleton and am trying to skip the splash screens using this code but it just either crashes on load (with the code in the DllMain) or just after the spalsh screens have shown (useful) (with the code in CustomInitialize). (I even used the code here (from VC-MP) as a reference, found I was doing it as they did, and it still doesn't work.

 

 

	DWORD d,ds;VirtualProtect((PVOID)0x748AA8,128,PAGE_EXECUTE_READWRITE,&d);*(BYTE *)0x748AA8 = 0xC7;*(BYTE *)0x748AA9 = 0x05;*(BYTE *)0x748AAA = 0xC0;*(BYTE *)0x748AAB = 0xD4;*(BYTE *)0x748AAC = 0xC8;*(BYTE *)0x748AAD = 0x00;*(BYTE *)0x748AAE = 0x05;*(BYTE *)0x748AAF = 0x00;*(BYTE *)0x748AB0 = 0x00;*(BYTE *)0x748AB1 = 0x00;*(BYTE *)0x748AB2 = 0xEB;*(BYTE *)0x748AB3 = 0xDF;VirtualProtect((PVOID)0x748AA8,128,d,&ds);

 

 

 

Edit: solved it, I had an EU not US EXE, cuh.

 

Edited by Y_Less
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  • 2 weeks later...

 

Has anyone found the Cars Drive on Water sideways wheels memory address? I know they took out Cars Drive on Water in PC SA, but the code that rotates the wheels might still be there.. i'm asking because I'm making a Back to teh Future movie (oh noes), but I want the sideways wheels.. How I plan to make it is make a program or something which modifies the address for the wheels, and puts the cars fly cheat on, linked to a hotkey. Then I could press that hotkey, while filming, the wheels would rotate, and I could go at speed and start flying. But for that to happen, first I need the address. confused.gif -Nipa

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it will be probably easier to do that by editing the model.

 

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 

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I know that, but I'd want to do it dynamic, like in Cheatdevice 1.0 for LCS (yes, i don't have a PSP, so thats one of the reasons this suddenly sparked up)

 

If I'd put two models, and did main.scm code to change models, it'd be very 'rough'. Another way if the code is not in the game is have the wheel dummies rotate like this:

 

1. | 2. \ 3. _ < that'd be good enough. confused.gif

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The wheels will most probally have some sort of rotation matrix on them (seeing as its a object that can rotate...)

 

Prehaps look at the wheel spin addresses, see if there is anything close to that, that could look like a pointer etc.

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Dunt think so.. There is Wheel angle in the car-block but its the ANGLE and not the ROTATION. There must be an address sumwhere else i think.

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Does anyone have the addresses to nop for Steer angle 1, 2, Gas-panel, Break-panel..? they keep going back to 0 every 5 MS dozingoff.gifsuicidal.gif

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Gas and Break: No clue sorry

Steer angle: Just use tsearch autohack. Took me 2 mins to find it tounge.gif Can't remember which addy it was. Just set a breakpoint at the 1st steer angle (Write only).

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dozingoff.gif .. that helps alot... confused.gif

 

Edit:

Got steer angle's now, only need gas/break panel now sad.gif

Edited by [FP]Gunner
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Gunner,Apr 8 2006, 19:32]Does anyone have the addresses to nop for Steer angle 1, 2, Gas-panel, Break-panel..? they keep going back to 0 every 5 MS dozingoff.gif  suicidal.gif

Not entirely sure what you are after, but here are some locations you can NOP to stop the above behaviour:-

 

Disable Steering Angle 1 Reset - only affects first steering axle

 

Offset: 0x6ADD22 (6-BYTES)

 

Disable Forward Acceleration Reset

 

Offset: 0x6ADC0C (6-BYTES)

 

Disable Reverse Acceleration Reset

 

Offset: 0x6ADBFA (6-BYTES)

 

Disable Brake Reset

 

Offset: 0x6ADC12 (6-BYTES)

 

There are a number of ways to disable or modify these behaviours, these were simply the most obvious and least troublesome at the time when I was screwing about with them. A lot of interesting results and structures can be found around this code segment, worth the dig around.

 

I didn't play around with four wheel steering vehicles, I would imagine it is similar in operation and located in the immediate vicinity of 0x6ADD22.

Edited by cBonky
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My bad, gas/break panel is read only.. cry.gif is it possible to nop that? wow.gif

Edited by [FP]Gunner
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NOP this offset and all walking peds, actors and the player will bleed all the time. Usefull? Don't know tounge.gif .

 

$5E5411 (6 Bytes)

Edited by Jarno
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NOP this offset and all walking peds, actors and the player will bleed all the time. Usefull? Don't know tounge.gif .

 

$5E5411 (6 Bytes)

lol, not usful but pretty funny.

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Here's the function addresses of many of the cheats. They are those listed in the array of pointers starting at 0x008A5B58, first mentioned by CharlieC earlier in this thread. All of these can of course be activated using the regular game cheats. Several of them can also be accessed via the bytes in the range 0x969130 to 0x969189 (toggle 1/0). They have been tested with the v1.0 EU/Hoodlum exe.

 

All of these below can be done by a simple call, for example if we are in-process:

 

 

const FARPROC clearWantedLevel	= (FARPROC)0x00438F20;int __declspec(naked) CallFoo(){__asm{ call clearWantedLevel}}4385B0  Weapons 1438890  Weapons 2438B30  Weapons 3438E40  Add money438E90  Add two wanted stars438F20  Clear wanted stars438F40  Sunny weather438F50  Hot weather	438F60  Cool weather438F70  Thunderstorm438F80  Foggy438F90  Fast gameplay438FC0  Slow gameplay438FF0  Kill player4390D0  Pink traffic4390F0  Black traffic439110  Fat CJ439150  Max muscle439190  Recruit thing?4391D0  Elvis everywhere439230  Beach theme439360  Gangs, player targeted4393D0  Gangs4393F0  Kinky theme4394B0  Old cars4394E0  Fast cars439510  Always midnight(toggle)439540  Always 2100hrs(toggle)439570  Stormy439590  Sandstorm4395B0  Parachute439600  Jetpack4396C0  Never wanted4396F0  Six star wanted439710  Peds riot439720  Funhouse theme439880  Slow gameplay4398D0  Target from vehicles439930  Stamina max439940  Weapon/s upgrade4399D0  ?439A10  ?439B20  Peds shoot each other439C70  Peds beat you up439D80  Blow up cars439DD0  Peds armed & dangerous439E50  Ninja theme439F60  Country theme43A4A0  Spawn Rhino43A4B0  Spawn Bloodring43A4C0  Spawn Rancher43A4D0  Spawn HotringA43A4E0  Spawn HotringB43A4F0  Spawn Romero43A500  Spawn Stretch43A510  Spawn Trashmaster43A520  Spawn Caddy43A530  Spawn Hydra43A540  Spawn Vortex43A550  Spawn Hunter43A560  Spawn Quad43A570  Spawn Tanker43A660  Spawn Dozer43A670  Spawn Stuntplane43A680  Spawn Monster

 

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Took me long enough to track down this bugger for the other thread, may as well put it here also.

 

Disable Heat Haze Effect

 

Offset: 0x72C1B7

 

Original Value: 0x7C06 jl short 0x0072C1BF

 

Action: Write 0xEB to force jump (BYTE)

 

Have not tested it thoroughly, so if there are any problems please tell me. I'll have to go back to a fresh exe now coz my super-customised one refuses to function right anymore confused.gif

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please help me!!!!I'm desperate i searched everywhere a way to desable dynamic shadows even in the medium quality setting, because in the low setting there isn't grass and i love it!!!

Do you know how to do?

Help!!!!

thank

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  • 2 weeks later...

C1529C - only changes when crosshair is seen

C15334 - only changes when crosshair is seen

 

C15150 - current weapon your aiming with?? [crosshair related]

 

C15151 - aiming and arm related

C15152 - aiming and arm related

C15153 - aiming and arm related

C15154 - aiming and head related

C15155 - aiming and head related

C15146 - aiming and head related

 

C15145 - aiming [arm]

C15143 - big gun / aiming [arm]

 

C15141 - arm stuff

C15140 - more arm stuff

 

C15139 - head/aiming/gun rot?

 

C15147 - aiming and arm related [wtf?]

 

A8F7CC2 - arm movement?? no idea

 

id been searching that area all morning

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please help me!!!!I'm desperate i searched everywhere a way to desable dynamic shadows even in the medium quality setting, because in the low setting there isn't grass and i love it!!!

Do you know how to do?

Help!!!!

thank

You probably should specify exactly which shadows you want removed, but here are a couple I dug up, I came across 29 individual calls all relating to visual fx quality, so I advise you have a look at them all yourself closely to achieve the exact results you are after.

 

Disable Ped Dynamic Shadows - only CJ has dynamic shadow in High, handled by one of the other conditional jmp's

 

Offset: 0x5E6766

 

Original Value: 741D je short 0x005E6785

 

Action: NOP(0x90) it out of there (2 BYTES)

 

Disable Dynamic Shadows for Map Objects

 

Offset: 0x7113C0

 

Original Value: 7C0E jl short 0x007113D0

 

Action: Write 0xEB to force jump (BYTE)

 

 

The following calls all deal with Visual FX Quality

 

0x004A964D

0x004A9662

0x004A9678

0x004A97A7

0x004A97BC

0x004A97D2

0x004AA475

0x004AA48C

0x004AA56F

0x004AA586

0x00579EB3

0x0057C769

0x0057D18A

0x0057D1AF

0x0057D1D4

0x0057D1F8

0x005D9A4E

0x005DAD6C

0x005DBAE8

0x005E675E

0x005E676D

0x00706BC4

0x00706BD3

0x0070F9B8

0x007113B8

0x00711D95

0x007163AA

0x007230BE

0x00730F95

 

Forgive me if some of this info is incorrect or mistyped, I am half asleep as per usual, but I have no doubt you can cater the quality to whatever you like from the aforementioned calls, within the scope of Visual FX features anyhow.

 

Just realised I totally fudged my initial impression of results, I think it is reasonably accurate now, have fun I'm having a nap now.

Edited by cBonky
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Thanks you are really great!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! colgate.gifcolgate.gifcolgate.gifcolgate.gif

I'll try to edit the code, i wish to be able to do it.

it works even in the European version?

One more time Thanks!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Edited by CJcool
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Works!!!!!!!!!!!!!!!!!!!!!

thank for everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

You are great!!!!!!!!!!!!!

cool.gifcool.gifcool.gifcool.gif

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6441A8C - pointer to person your aiming at [blip related (the little green thing that displays health on top of your head)]

 

i changed it to my player ptr and put it on top of myself tounge.gif

 

user posted image

 

(you may need to nop something, because when not in a car it flickers (constantly set to 0))

 

you can also put it on top of cars:

user posted image

 

but since the health offeset it off, its always red.

Edited by Sobeit
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6441874 - pointer to entity you are currently in contact with

64413AC - pointer to entity you are currently in contact with [not updated as constantly as the first]

6441858 - pointer to vehicle you are currently in contact with

 

there are also 2 for when you are in a vehicle, but they were not static.

 

(these appear to be static to me, though kyeman insisted they are probably not)

Edited by Sobeit
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Stretchnutter

the 2 vb modules i used in sacamhack needed draw the speedometer and rpms

 

some addresses and info in there:

http://dl.tocaedit.com/satext.zip

ps. its basically an exploit of the minigames code.

Edited by Stretchnutter
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Got everything working. The boxes are really usefull. Have a look what i have done with em:

 

user posted image

 

The only problem is the text. This app should become a spoosh like ingame console. But i need a way of drawing text using the game engine from VB which supports more than 7 / 8 Chars. In VC i used Draw_Text (which supported 255 chars each) but in SA the structure changed and will only store BJ_PUSH (GXT Entry-Name) instead Push (String) as sample. Hopefully some1 found out how to create a gxt hook in VB for SA or sthin. Atleast i need a way so i can draw text in: a given color, size, pos and with given text (about 100 chars x 12-20 lines)

 

And thx again for sharing the code =) .

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