CheaterNo1 Posted May 31, 2009 Share Posted May 31, 2009 (edited) typedef cell DWORD; 0x15AD8B4 : (cell**) Global Variables Pool And for 1.0.3? EDIT: already found it with IDAFree Edited June 11, 2009 by CheaterNo1 Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1059255746 Share on other sites More sharing options...
the hubster Posted May 31, 2009 Author Share Posted May 31, 2009 How do i get the address of GTAIV.exe? Its dynamic on vista, 0x0040000000 on xp. Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1059256136 Share on other sites More sharing options...
MikeHall Posted June 1, 2009 Share Posted June 1, 2009 Thank you guys for these offsets. Unfortunately they no longer seem to work. I'm trying myself to get the offset for the Camera Aim Vector. I'm still not sure how to find this address. It's very complicated to find the address you are looking for. By the way I'm using IDA pro. I was hoping you could help me out. Any link to tutorials that explain how to do this in detail, would be much appreciated. I have little ASM knowledge, and I'm trying to make a modification for my son. He likes to play GTA4 a lot! Thanks. Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1059257833 Share on other sites More sharing options...
the hubster Posted October 19, 2009 Author Share Posted October 19, 2009 (edited) @MikeHall there is some decent tutorials here: http://community.reverse-engineering.net/ I think everything in this thread is probably outdated/ for a previous patch by now. Edited November 6, 2009 by the hubster Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1059571149 Share on other sites More sharing options...
loller123 Posted January 9, 2010 Share Posted January 9, 2010 Native Injector: http://pastebin.com/m64adee56 For use like this: NATIVE n_ABSF = { "ABSF", 1 }; NATIVE n_CREATE_OBJECT = { "CREATE_OBJECT", 6 }; DWORD objectHandle; scripting->injectNative(&n_CREATE_OBJECT,0x6F0783F5,12.0f,12.0f,12.0f,&objectHandle,1); scripting->injectNative(&n_ABSF,54.367f); Still very experimental... so it's highly likely the limited testing I've done with it hasn't ironed out all the bugs Can someone post new links? Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1059729106 Share on other sites More sharing options...
thaCURSEDpie Posted March 8, 2011 Share Posted March 8, 2011 (edited) Old thread, but whatever. Also, I don't know if it's already know, but again - whatever . I reversed the weaponentries in-memory. This way you don't need to edit weaponinfo.xml if you want to shoot rockets from your deagle. Can be viewed at: http://www.gtamodding.com/index.php?title=...sses_%28GTA4%29 It's from vanilla GTA:IV v1.0.7.0, though I wouldn't expect the Episodes to have a much different structure. EDIT: I haven't reversed the whole structure yet. Weapon flags and model properties have yet to be done. Edited March 9, 2011 by thaCURSEDpie Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1060372694 Share on other sites More sharing options...
ukkitun Posted November 10, 2011 Share Posted November 10, 2011 will be waiting when everything will be done and added)) Link to comment https://gtaforums.com/topic/378631-documenting-gtaiv-memory-addresses/?do=findComment&comment=1060863457 Share on other sites More sharing options...
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