saracoglu 6 Posted July 27, 2005 Here is the list of all cheat enablers that I have been able to locate. The ones with 'Not Tested' remark are also listed with the closest possibility to what they should activate according to the cheat listings. I have tested all others, and they worked: 0x969130 [byte] Not Tested, should be the: Weapon Set 1 0x969131 [byte] Not Tested, should be the: Weapon Set 2 0x969132 [byte] Not Tested, should be the: Weapon Set 3 0x969133 [byte] Not Tested, should be the: Health+Armor+250K 0x969134 [byte] Not Tested, should be the: Increase Wanted Level 2 Stars 0x969135 [byte] Not Tested, should be the: Clear Wanted Level 0x969136 [byte] Not Tested, should be the: Sunny Weather 0x969137 [byte] Not Tested, should be the: Very Sunny Weather 0x969138 [byte] Not Tested, should be the: Overcast Weather 0x969139 [byte] Not Tested, should be the: Rainy Weather 0x96913A [byte] Not Tested, should be the: Foggy Weather 0x96913B [byte] Faster Clock 0x96913C [byte] Not Tested, should be the: Faster Gameplay 0x96913D [byte] Not Tested, should be the: Slower Gameplay 0x96913E [byte] Peds Attack Eachother with Golfclub 0x96913F [byte] Not Tested, should be the: Have Bounty on Head 0x969140 [byte] Everyone is Armed 0x969141 [byte] Not Tested, should be the: Spawn Rhino 0x969142 [byte] Not Tested, should be the: Spawn Bloodring Banger 0x969143 [byte] Not Tested, should be the: Spawn Rancher 0x969144 [byte] Not Tested, should be the: Spawn Racecar A 0x969145 [byte] Not Tested, should be the: Spawn Racecar B 0x969146 [byte] Not Tested, should be the: Spawn Romero 0x969147 [byte] Not Tested, should be the: Spawn Stretch 0x969148 [byte] Not Tested, should be the: Spawn Trachmaster 0x969149 [byte] Not Tested, should be the: Spawn Golf Caddy 0x96914A [byte] Not Tested, should be the: Blow up All Cars 0x96914B [byte] Wheels Only (Invisible Cars) 0x96914C [byte] Perfect Handling 0x96914D [byte] Not Tested, should be the: Suicide 0x96914E [byte] Not Tested, should be the: All Green Lights 0x96914F [byte] Not Tested, should be the: Aggressive Drivers 0x969150 [byte] Pink Traffic 0x969151 [byte] Not Tested, should be the: Black Traffic 0x969153 [byte] Boats Can Fly 0x969154 [byte] Not Tested, should be the: Fat 0x969155 [byte] Not Tested, should be the: Max Muscle 0x969156 [byte] Not Tested, should be the: Skinny 0x969157 [byte] Elvis Everywhere 0x969158 [byte] Not Tested, should be the: Peds attack with rockets 0x969159 [byte] Beach Theme 0x96915A [byte] Gang Members everywhere 0x96915B [byte] Gangs control the streets 0x96915C [byte] Not Tested, should be the: Ninja Theme 0x96915D [byte] Slut Magnet 0x96915E [byte] Traffic is Cheap Cars 0x96915F [byte] Traffic is Fast Cars 0x969160 [byte] Cars can Fly 0x969161 [byte] Huge Bunny Hop 0x969162 [byte] Not Tested, should be the: Spawn Hydra 0x969163 [byte] Not Tested, should be the: Spawn Vortex Hovercraft 0x969164 [byte] Tank Mode (Smash'n Boom) 0x969165 [byte] All cars have nitro 0x969166 [byte] Cars Float Away when hit 0x969167 [byte] Not Tested, should be the: Always Midnight 0x969168 [byte] Stop Game Clock - Orange Sky 0x969169 [byte] Not Tested, should be the: Thunderstorm 0x96916A [byte] Not Tested, should be the: Sandstorm 0x96916C [byte] Mega Jump 0x96916D [byte] Infinite Health 0x96916E [byte] Infinite Oxygen 0x96916F [byte] Not Tested, should be the: Have Parachute 0x969170 [byte] Not Tested, should be the: Have Jetpack 0x969171 [byte] Never Wanted 0x969172 [byte] Not Tested, should be the: Six Star Wanted Level 0x969173 [byte] Mega Punch 0x969174 [byte] Never get Hungry 0x969175 [byte] Peds Riot (Chaos Mode) 0x969176 [byte] Funhouse Theme 0x969177 [byte] Slower Gameplay 0x969178 [byte] Infinite Ammo, No Reload 0x969179 [byte] Full Weapon Aiming while driving 0x96917A [byte] Decreased Traffic 0x96917B [byte] Traffic is Country vehicles 0x96917C [byte] Recruit Anyone (9mm) 0x96917D [byte] Country Theme 0x96917E [byte] Recruit Anyone (Rockets) 0x96917F [byte] Max Respect 0x969180 [byte] Max Sex Appeal 0x969181 [byte] Not Tested, should be the: Max Stamina 0x969183 [byte] Not Tested, should be the: Hitman in All Weapons 0x969184 [byte] Not Tested, should be the: Spawn Hunter 0x969185 [byte] Not Tested, should be the: Spawn Quad 0x969186 [byte] Not Tested, should be the: Spawn Tanker Truck 0x969187 [byte] Not Tested, should be the: Spawn Dozer 0x969188 [byte] Not Tested, should be the: Spawn Stunt Plane 0x969189 [byte] Not Tested, should be the: Spawn Monster 0x96918C [DWord] Has ever Cheated or not 0xB79044 [DWord] Cheated Count 0xBAA472 [DWord] Has Now Cheated or not happy coding, Alper Quote Share this post Link to post Share on other sites
SeBsZ 0 Posted July 27, 2005 It's not really possible to make an actor using the memory alone, some of the early GTA:SA mp mods have been using a loop in the SCM and then a var changing triggers the loop to create an actor, but it's not the best method. Okay, all I need is the memory address where the first ped is. Then I can use the ped structure size to go to the next ped. I should then be able to set its XYZ coordinates using pedpointer + 0x14+0x30, etc. Thanks in advance. Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 27, 2005 It's not really possible to make an actor using the memory alone, some of the early GTA:SA mp mods have been using a loop in the SCM and then a var changing triggers the loop to create an actor, but it's not the best method. Okay, all I need is the memory address where the first ped is. Then I can use the ped structure size to go to the next ped. I should then be able to set its XYZ coordinates using pedpointer + 0x14+0x30, etc. Thanks in advance. The first CPed is always the player. To get the next CPed, simply add 1988 to the player object. cped(x) = cped(0) + (index * 1988) Quote Share this post Link to post Share on other sites
copini 0 Posted July 28, 2005 The first CPed is always the player. To get the next CPed, simply add 1988 to the player object. cped(x) = cped(0) + (index * 1988) The first CPed doesn't have to be the player, though it is the player when you first start the game. It might change when starting / loading a new game. This did happen in GTA:VC (didn't test in in SA). What I do know, is that 00B74490 holds the pointer to the first CPed, so the calculation would be: cped(index) = dword ptr [00B74490] + (index * 1988) The maximum number of cpeds is stored at 00B74498 (normally 140) @saracoglu: great work Quote Share this post Link to post Share on other sites
Cowpat 1 Posted July 28, 2005 The second ped (CPed 01) is usually blank, but needn't be I suppose. The maximun Cpeds I've seen so far is 28, but then I've not looked more than a couple of times. I have been writing to all the ped healths with zero, to try to down them all at once, but they go down in about 1 to 5 second intervals, as if the game was only checking (or asking after their health) at those times. This is probably also complicated by the fact that peds are continuously being created and destroyed anyway. Quote Share this post Link to post Share on other sites
ThE_cHeEsE 0 Posted July 29, 2005 (edited) Does anyone know how to get an address for a string in the gxt, because when I get the address it changes each time I start SA. I havent seen a gxt related pointer posted, anything related to it been found? Edited July 29, 2005 by ThE_cHeEsE Quote Share this post Link to post Share on other sites
Agret 0 Posted July 29, 2005 Can someone please tell me how to get/what are the CVehicle and CPed pointers? current vehicle pointer = 0xB6F3B8 (car ptr = player ptr when on foot) This one doesn't work for me and returns 1.818685E-27 =/ Quote Share this post Link to post Share on other sites
random_download 0 Posted July 29, 2005 You should read a pointer as a 4 byte unsigned integer. Or DWord for short. This is then itself a memory address, which will be the start of the relevant block. So when you see player ptr + 0x540 it means read the address for player ptr, then add 0x540 to that value, and that is the address that you want. Quote Share this post Link to post Share on other sites
Agret 0 Posted July 29, 2005 You should read a pointer as a 4 byte unsigned integer. Or DWord for short. This is then itself a memory address, which will be the start of the relevant block.So when you see player ptr + 0x540 it means read the address for player ptr, then add 0x540 to that value, and that is the address that you want. Yea I know that but nobody has actually posted the CPed and CVehicle addresses in this thread. I only see them referenced, never the actual address. The player one works fine though. Quote Share this post Link to post Share on other sites
random_download 0 Posted July 29, 2005 A CPed means a ped class. The player is one of these, but when you see CPed it means that the address also applies to any other peds you might want to memory hack. Same goes for CVehicle, the player car pointer is a CVehicle Quote Share this post Link to post Share on other sites
JernejL 47 Posted July 29, 2005 the logic says that the second Cped is always empty because it is reserved for non-existant coop mode in pc version. Quote Share this post Link to post Share on other sites
Cowpat 1 Posted July 29, 2005 the logic says that the second Cped is always empty because it is reserved for non-existant coop mode in pc version. Ahhh, of course. I'd wondered if it had something to do with PLAYER_ACTOR, but that makes more sense. btw, whilst I'm here I'd like to mention that a mission loader is now available for San Andreas. download from my sig. Quote Share this post Link to post Share on other sites
Agret 0 Posted July 30, 2005 the logic says that the second Cped is always empty because it is reserved for non-existant coop mode in pc version. Ahhh, of course. I'd wondered if it had something to do with PLAYER_ACTOR, but that makes more sense. btw, whilst I'm here I'd like to mention that a mission loader is now available for San Andreas. download from my sig. can you actually do anything with the empty cped? How many CPeds are there? What is the starting address and what do I add to get to the next one? I tried your mission loader it crashes as soon as my game is loaded it just says "Dohetry" in bottom right then game crashes to desktop Quote Share this post Link to post Share on other sites
random_download 0 Posted July 30, 2005 The second Ped block can be found be reading 0xB6F5F0 as a pointer, then adding 1988 to that value which will leave you at the starting address for the empty Ped. However, the player may not always be the first ped in memory, so you would be better off using 0xB74490 found by copini, however this doesn't seem to work for me possibly different exe versions? Quote Share this post Link to post Share on other sites
jacob. 1 Posted July 30, 2005 0xB74490 found by copini, however this doesn't seem to work for me possibly different exe versions? I thought it didn't work at first either, until I realized that it was a pointer to a pointer. DWORD fPlayerPtr = rdword(rdword(0xB74490)); Quote Share this post Link to post Share on other sites
J-Fox.GEMM 0 Posted July 30, 2005 Any ideas on the offset for lowpriority text and the highp. one ? Can't find them Quote Share this post Link to post Share on other sites
copini 0 Posted July 30, 2005 0xB74490 found by copini, however this doesn't seem to work for me possibly different exe versions? I thought it didn't work at first either, until I realized that it was a pointer to a pointer. DWORD fPlayerPtr = rdword(rdword(0xB74490)); It was getting pretty late, I'm sorry if my explanation wasn't clear Quote Share this post Link to post Share on other sites
SeBsZ 0 Posted August 2, 2005 How can I make sure that all peds are always visible? I mean, the game always keeps destroying peds and recreating them. I want to be able to control where some peds are, and they have to be always visible. Is this possible? Is it also possible to change the appearance (skin) of the cped? Thanks Quote Share this post Link to post Share on other sites
jacob. 1 Posted August 2, 2005 How can I make sure that all peds are always visible? I mean, the game always keeps destroying peds and recreating them. I want to be able to control where some peds are, and they have to be always visible. Is this possible? Is it also possible to change the appearance (skin) of the cped? Thanks They aren't invisible. They are nonexistent. You'd have to find some sort of radius address that defines how far out until cpeds stop being created. Were you talking about dynamic clothing/hair/etc or just plain skins/models? As for changing the skin of a cped, I believe nobody figured this out for VC either.. it's not likely you could load a model, check if its loaded, then set the cped's model - all through memory. Quote Share this post Link to post Share on other sites
Cowpat 1 Posted August 2, 2005 As for changing the skin of a cped, I believe nobody figured this out for VC either.. I managed to do it to an extent, and posted the details in the VC memory topic. Something to do with swapping pointers...can't remember now. Here's a pic picaroo Quote Share this post Link to post Share on other sites
SeBsZ 0 Posted August 3, 2005 Basically, I want to destroy all peds so there are none. Is it possible to use main.scm coding to do this, and then create just the player and say 4 new actors. Can I then, using memory addresses get each actor's pointer and control where they are? So they aren't destroyed because I created them using main.scm instead of the game creating random peds all over the place? SeBsZ Quote Share this post Link to post Share on other sites
J-Fox.GEMM 0 Posted August 3, 2005 (edited) Sure MP mod do that too edit: 0xB7C4F0 - Fog distance (single 4b) needs to be frozen with a loop - 0 ms Edited August 3, 2005 by J-Fox.GEMM Quote Share this post Link to post Share on other sites
{AmU}Griffle 0 Posted August 3, 2005 I found that if you change the acsii in this address 023A0B17 affects the name of the mission. If you've just completed that mission and go to your safe house and save, your title of your save game will be "World War Aces". Well I changed that and save again the name of the save file changes too. How do you guys rename your save file and let it stay like that forever? Without doing any missions just walking around killing people and save again. Quote Share this post Link to post Share on other sites
CKY.BAM 0 Posted August 4, 2005 (edited) ehhhh, been messin round with these addys in vice city carptr + 4 / 8 / 12 carptr + 20 / 24 / 28 which r the car rotation addys, all floats?? cant workem out can anyone tell me how they work ??? or what type of calcs i need to do to say flip the car which brings me to another q. how do i stop damage i cant find the addy with tsearch so i figure its more than one or thers a technique and if you know all that a nitro/turbo technique would make my day. over the past month ive tried to work this stuff out so now is time to get help. Pls help a brother out!!!!!!!! Edited August 4, 2005 by CKY.BAM Quote Share this post Link to post Share on other sites
SMG 40 Posted August 10, 2005 (edited) With the release of the 1.1 patch for the PC version of San Andreas from Take 2/Rockstar that fixes a few major bugs but also prevents the Hot Coffee mod, we have been provided with three new 1.1 gta_sa.exe files for United States, Germany and Europe/Australia. It is my understanding that these three regions have had their own version of gta_sa.exe before in 1.0, but most functions were in the same memory locations so Mods could work with any of the three versions. These three new 1.1 patches are of different file size from each other, and are all smaller than the 1.0 versions of gta_sa.exe I am not sure if the memory locations from the three versions are the same like in 1.0, but I doubt it. The reason why I doubt it is because my theory is that the reason why the file sizes are smaller than 1.0 is because with 1.0, Each gta_sa.exe had all the data required for US, DE & AU/EU with a few bits changed here and there to make the differences effective (ie: Enable/Disable nVidia loading screen, ESRB Disclaimer in starting load screen after GTAtitles.mpg movie played, Blood Patch). But with 1.1, they removed the irrelevant parts out... No nVidia screen for US&DE, No ESRB forEU&DE, No Blood Disable code for EU&US. This would cause a change in the memory locations for the three 1.1 versions. If this is indeed the case, which might well not be because this is just a thoery without me testing this yet, and am probably wrong, then we will need to work out a system for all mods to work with each other without having to create three versions of each mod. Two possible solutions: (1) Agree on a single gta_sa.exe version for all modders to use. Problem is which one, if we choose a EU/AU/US version, then the Mods would become illegal in Germany because it has blood, but at the same time why should we loose features because of them. (2) Have a modular driver... Mods can pass calls to an application, which then converts those calls into a corresponding memory location as set in a config file (ie: DriverCallLocation(DoThisFunctionNow) --> Driver reads DoThisFunctionNow value in german.cfg --> Driver writes to the value in the config file like 90A9F8BS: for example, but hopefully you get the idea of what I mean by this Driver. (Edit: This option might also be good to enable compatability between 1.0 and 1.1 and future versions because many people will not upgrade to 1.1 while others will) (I am not sure if the nVidia screen is displayed on US & DE versions but I don't believe so, or maybe it's just a Change in the Disclaimer that doesn't mention the ESRB) Hope this makes sense, SMG Edited August 10, 2005 by SMG Quote Share this post Link to post Share on other sites
Demarest 23 Posted August 10, 2005 In VC, the code actually ran checks to see if it was the German/French game. I DO believe there were differences as far as how the EXE performed, but those went by Windows settings. Obviously if multiple EXEs were released, this is probably no longer the case, but has it been checked yet? Also, are you sure memory addresses are different from one to the next? Quote Share this post Link to post Share on other sites
tomworld10 8 Posted August 10, 2005 Hi I'm looking for an opcode that make an actor driving a plane to get the landing gear in the plane so he can fly it properly I know it's not the best place to ask that but, i've told to do so and finally i thought that you people could be helping me Thanks in advance Have fun Quote Share this post Link to post Share on other sites
JernejL 47 Posted August 10, 2005 (edited) smg: i asked for your topic to be merged with whis one where actual research about memory hacking & stuff goes on, i hope you don't mind about the patch: we will have to wait again until we get our hands on the exes - unencrypted, we can't do any memory editing on these because they are protected / encoded with safedisc 7. the exes are smaller because they probably figured out how to properly compile things.. all the dlls are same, only the exe was changed. Edited August 10, 2005 by Delfi Quote Share this post Link to post Share on other sites
saracoglu 6 Posted August 10, 2005 (edited) the german updater has changed only the executable file (i run a full contents compare for each file in the gta directory to make sure). the gta_sa.set has also been changed, but it is only relevant to game and control settings. there is an offset of 0x2680 to the version 1.0 german executable (ie. add 0x2680 to v1.0 mem. locations). I can confirm the following the following memory locations for the version 1.01 german executable: B71C70 DWord Ptr To Player Base AdresseB7F418 DWord Ptr To Player Base Adresse ConfirmationB71A38 DWord Ptr To Camera Hook (Car Base Adr (when on foot, player base adr))96B7F1 Byte Never Wanted Cheat96B7F3 Byte Mega Punch Cheat96B7F4 Byte Never get Hungry Cheat96B7F8 Byte Infinite Ammo - No Reload Cheat96B7F9 Byte Full weapon aiming while driving Cheat96B7EC Byte Mega Jump Cheat96B7ED Byte Infinite Health Cheat96B7EE Byte Infinite Oxygen Cheat96B7FF Byte Max Respect Cheat96B800 Byte Max Sex Appeal Cheat96B80C DWord Has ever cheated or not (1: cheated 0:not cheated)B7B6C4 DWord Total Nr of Cheats used96B704 DWord Ptr Car Pointer 196B708 DWord Ptr Car Pointer 296C0C0 DWord Ptr Last controlled car?96EB4D Byte El Corona Garage Door State (0:closed 1:open 2:closing 3:opening)96EEAD Byte Johnson Garage Door State (0:closed 1:open 2:closing 3:opening)96F20D Byte Santa Maria Beach Garage Door State (0:closed 1:open 2:closing 3:opening)96F2E5 Byte MulHolland Garage Door State (0:closed 1:open 2:closing 3:opening)970F95 Byte Palomino Creek Garage Door State (0:closed 1:open 2:closing 3:opening)97106D Byte Dillimore Garage Door State (0:closed 1:open 2:closing 3:opening)970725 Byte Prickle Pine Garage Door State (0:closed 1:open 2:closing 3:opening)970B5D Byte Verdant Meadows Garage Door State (0:closed 1:open 2:closing 3:opening)97064D Byte Redsands West Garage Door State (0:closed 1:open 2:closing 3:opening)9703C5 Byte Rockshore West Garage Door State (0:closed 1:open 2:closing 3:opening)96FC2D Byte Calton Heights Garage Door State (0:closed 1:open 2:closing 3:opening)96FEB5 Byte Paradiso Garage Door State (0:closed 1:open 2:closing 3:opening)96F8CD Byte Doherty Garage Door State (0:closed 1:open 2:closing 3:opening)96F56D Byte Hashbury Garage Door State (0:closed 1:open 2:closing 3:opening)970065 Byte Airport Garage Door, Los Venturas Airport970D0D Byte Airport Garage Door, Verdant Meadows970A85 Byte Fort Carson Garage Door State (0:closed 1:open 2:closing 3:opening)9707FD Byte Whitewood Estates Garage Door State (0:closed 1:open 2:closing 3:opening)A4BFE0 DWord Ptr Start of SCM BlockA4C3D4 DWord Flight school mission timerA4CC64 DWord Tags sprayedA4CFC8 DWord Lowrider hydraulics mission scoreA512A0 DWord Life a beach dance score (is same for other dance scores?)A52874 DWord Funeral Kill timerA52B44 DWord Train, pick-up crates mission time leftA52D70 DWord Burn weed mission timerA530E8 DWord Deconstruction mission timerA530EC DWord DA Car mission timerA531F4 DWord Pimp kill mission timerA4C57C DWord Denise Progress StatA4C580 DWord Michelle Progress StatA4C584 DWord Helena Progress StatA4C588 DWord Barbara Progress StatA4C58C DWord Katie Progress StatA4C590 DWord Millie Progress StatA53BBC DWord Mission timer that counts from a number to zeroA53FF4 DWord Timer for a Boat missionA9D3F4 DWord Tags sprayedA9D4D4 Byte Display Settings: Visual FX Quality [0 to 3]B6E00C DWord Ptr Player actor pointer, if zero the player is on footB7129C Float Mouse sensitivityB716A8 DWord Camera Block StartB7175C DWord Current View Dword (0 = Bumper View / 1 = Close External View etc)B71760 Float Car View Distance (arm length) read only [float]B71768 Float True View Distance (true arm length)read only (freezing will cause it to be jumpy, as if final copy) [float]B71A38 DWord Ptr Whatever is in players controlB72770 Word Current Car ID (from vehicle.ide)?B727D2 Byte Current MinuteB727D3 Byte Current HourB727D8 DWord Timer related to weather and time in msB727DC DWord Defines how many ms = 1 second... default 1000B75AD8 DWord Ptr Start of controls block read only unless the subroutine is disabled (not documented yet)B75AF8 Word Accelerate (255 = on / 0 = off)B75AFA Word Brake, and more at each 0x2 offset all are Word'sB7B560 DWord Nr of criminals killedB7B684 DWord People you wastedB7B688 DWord Road Vehicles destroyedB7B68C DWord Boats destroyedB7B690 DWord Nr of helicopters and planes destroyedB7B694 DWord Property damage amount $B7B698 DWord Nr of bullets firedB7B69C DWord Kgs of explosives usedB7B6A0 DWord Nr of bullets hitB7B6A4 DWord Nr of Tires poppedB7B6A8 DWord Nr of headshotsB7B6AC DWord Nr of wanted stars obtainedB7B6B0 DWord Nr of wanted stars evadedB7B6B4 DWord Nr of times bustedB7B6BC DWord Nr of times in hospitalB7B6C4 DWord Times cheatedB7B6E0 DWord Nr of unique jumps foundB7B6E4 DWord Nr of unique jumps doneB7B6E8 DWord Missions attemptedB7B6EC DWord Missions passedB7B738 DWord Nr of photographs takenB7B764 DWord Nr of legitimate killsB7B780 DWord Current Nr of girlfriendsB7B784 DWord Nr of disastrous datesB7B788 DWord Nr of girls datedB7B790 DWord Nr of successfull datesB7B798 DWord Prostitutes usedB7B7C0 DWord Nr of meals eatenB7B800 DWord Nr of fires startedB7B83C DWord Nr of snapshots takenB7B85C DWord Enemy gang members killedB7B860 DWord Friendly gang members killedB7B864 DWord Nr of horseshoes collectedB7B86C DWord Nr of oysters collectedB7B890 DWord Progress with deniseB7B894 DWord Progress with michelleB7B8A0 DWord Progress with katieB7BA34 Float Weapons budgetB7BA38 Float Fashion budgetB7BA3C Float Property budgetB7BA40 Float Auto repair and repainting budgetB7BA54 Float Fat statB7BA58 Float Stamina statB7BA5C Float Muscle statB7BA60 Float Max Health (gets x1.5 after param mission)B7BA64 Float Sex Appeal, readonly, calculated valueB7BA7C Float Haircut budgetB7BA84 DWord Prostituion budgetB7BB14 Float pistol statB7BB18 Float silenced pistol statB7BB1C Float desert eagle statB7BB20 Float shotgun statB7BB24 Float sawn-off shotgun statB7BB28 Float combat shotgun statB7BB2C Float machine pistol statB7BB30 Float smg statB7BB34 Float AK47 statB7BB38 Float M4 statB7BA54 Float FATB7BA58 Float STAMINAB7BA5C Float BODY_MUSCLEB7BB00 Float RESPECT_TOTALB7BB14 Float WEAPONTYPE_PISTOL_SKILLB7BB18 Float WEAPONTYPE_PISTOL_SILENCED_SKILLB7BB1C Float WEAPONTYPE_DESERT_EAGLE_SKILLB7BB20 Float WEAPONTYPE_SHOTGUN_SKILLB7BB24 Float WEAPONTYPE_SAWNOFF_SHOTGUN_SKILLB7BB28 Float WEAPONTYPE_SPAS12_SHOTGUN_SKILLB7BB2C Float WEAPONTYPE_MICRO_UZI_SKILLB7BB30 Float WEAPONTYPE_MP5_SKILLB7BB34 Float WEAPONTYPE_AK47_SKILLB7BB38 Float WEAPONTYPE_M4_SKILLB7BB3C Float WEAPONTYPE_SNIPERRIFLE_SKILLB7BB44 Float GAMBLINGB7BC8C Float HEALTHB7BD7C DWord FLYING_SKILLB7BD84 Float UNDERWATER_STAMINAB7BD94 DWord BIKE_SKILLB7B720 DWord Driving SkillB7BD98 DWord CYCLE_SKILLB7BBB0 DWord Ptr Last controlled car?B7F1C9 Byte Set this to 1 while playing and everything stops .. related to menusB7F204 DWord A global timer in msB7F43C DWord current weapon slot (weapon animation related)B7F4D0 DWord MoneyToGoB7F4D4 DWord Money DisplayB7F564 DWord Infinite RunBACAB0 DWord Money, used to calculate criminal ratingBA8DE9 Byte Display Settings: Hud ModeBA8DEC Byte Display Settings: Radar ModeBA8DFB Byte Set this to 1 to bring up the menu (automatically changes to 0 after menu is brought up)BA8E04 DWord Display Settings: BrightnessBA8E08 DWord Display Settings: Draw DistanceBA8E0C Byte Display Settings: SubtitlesBA8E12 Byte Display Settings: LegendBA8E13 Byte Display Settings: WidescreenBA8E14 Byte Display Settings: Frame limiterBA8E15 Byte Radio Auto-tuneBA8E17 Byte SFX Volume [0 through 64]BA8E18 Byte Radio Volume [0 through 64]BA8E19 Byte Radio EqualizerBA8E1A Byte Radio Station [0 through 11, 12 = usertrack player]BA8E1C DWord Selected menu itemBA8E24 Byte Is player in menuBA8E2C Float Map zoomBA8E30 Float Map x positionBA8E34 Float Map y positionBA8E4C DWord LanguageBA8E78 Byte Usertrack/Play mode [0 = radio, 1 = random]BA8E8C Byte Display Settings: Mip MappingBA8E8D Byte Usertrack/Automatic Media ScanBA8E94 Byte Display Settings: Antialiasing [1 = off, 2 = 1, 3 = 2, 4 = 3]BA8E98 Byte Controller Configuration [0 = mouse+keys, 1 = joypad]BA8EA0 Byte Display Settings: Resolution [640x480=11, 800x400 = 12, 800x600=13, 1024x1068=15]BA8EB0 Byte Store gallery photosBA8EB1 Byte Main menu switch, toggles in-game menu and start-up menuBA8F25 Byte Current Menu IDBA8F27 Word Selected savegameBA9555 Word Show menu item hoverBACAA0 DWord Wanted LevelBACAF5 DWord &H58 to show text, &H0 to hide textBACB00 Text Text - top, left, white, In transerant box, used at start of game to tell you how to use the bike.BACE20 Text Top Left Text Box [eg; Cheat activated] (disappears after few seconds)BAD340 Text Text - Center, Center, Orange, Black Outline+Medium+Fade Out+Cool FadeIn/Out Effect, "Mission Complete"BAD3C0 Text Text - Bottom, Right, Orange, Black Outline+Medium+Fades Out, Mission TitleBAD440 Text Busted/Wasted Text Box - Center screen...displayed until first byte is nullBAD4C0 Text Text - Center, Center, Orange, Black Outline+Small, ?BAD540 Text Text - Top, Middle, Orange, Black Outline, ?BAD5C0 Text Text - Center, Center, White, Black Outline+Small+Fades Out, ?BAD640 Text Text - Top, Middle, Blue, Bold+Black Outline, ?BAD6C0 Text Text - insane stunt bonus and school instructions ansi-text - it stays onscreen as long as first char is non-zeroBAD8A0 Float Height value for BUSTED/WASTED text... write a value here after text has been displayedBAD8AC DWord Health bar color (RGBA) in bytesBAD8B0 DWord Money font color (RGBA) in bytesC059ED DWord Generic Mission Timer???B7B894 DWord Michelle ProgressB7B898 DWord Helena ProgressB7B89C DWord Barbara ProgressB7B8A0 DWord Katie ProgressB7B8A4 DWord Millie ProgressB7B890 DWord Denise Progress the above adr. have actually been found by you and me, and have already been posted on this thread, for the version 1.0 executable. the above list is used to 95 pct. by the admin console, and i have not found any bugs yet. happy coding, Alper Edited August 11, 2005 by saracoglu Quote Share this post Link to post Share on other sites
tomworld10 8 Posted August 11, 2005 Hi I'm sorry been using some bytes of your topic, but i found what i was looking for i've post it on the topic i've created in the mission coding forum here But I've got to say thanks to jacob to bringing me to this topic (maybe mistaking, but anyway....), and to all of you cause you make me think that, many other people where finding thing that are much harder to find an more usefull that i was searching. Thanks for the hope giving!!!!!!!!!! keep it up And never forget to have fun Quote Share this post Link to post Share on other sites