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guard3

Vice City Stories GAME.DTZ

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guard3

Hello again.

I don't have anything new, I just wanted to say that I'm rewriting my python scripts. If I am to continue the work, I need to be tidy :)

This is a chance for me to upload generated ipl files:

BUILDINGS.IPL

DUMMYS.IPL

 

EDIT: Speaking of Python Scripts... http://www.mediafire.com/file/sm4k5mpvsw422c9/ipl.py

I finally got writing to file right! This is just IPL for the time being, the rest is in the works. Note that you need Python 3.6 to run this thing. Enter the path of decompressed GAME.DTZ, then the path of the folder you want the ipl files to be generated (it must be something like C:/blah/blah/ don't forget the slash at the end) I think it works with LCS too...

Edited by guard3

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guard3

Handling.cfg updated, format similar (if not identical to SA)

4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	?
4b	float	P	TransmissionData.fEngineInertia
4b	float	?
4b	float	?
4b	float	?
1b	char	Q	TransmissionData.nDriveType
1b	char	R	TransmissionData.nEngineType
1b	int	M	TransmissionData.nNumberOfGears
1b	-	-	Padding
4b	float	?
4b	float	T	fBrakeBias
4b	float	V	fSteeringLock
4b	float	K	fTractionLoss
4b	float	L	fTractionBias
4b	float	a	fSuspensionForceLevel
4b	float	b	fSuspensionDampingLevel
4b	float	d	suspension upper limit
4b	float	e	suspension lower limit
4b	float	f	suspension bias between front and rear
4b	float	g	suspension anti-dive multiplier
4b	float	aa	fSeatOffsetDistance
4b	int	ac	nMonetaryValue
1b	int	ah	front lights
1b	int	ai	rear lights
2b	-		Padding
4b	float	D	fDragMult
4b  -			Padding (maybe...)
4b	float	F	CentreOfMass.x
4b	float	G	CentreOfMass.y
4b	float	H	CentreOfMass.z
4b	float		CentreOfMass.w
4b	int	I	nPercentSubmerged
4b	float	?
4b	float	N	TransmissionData.fMaxVelocity
4b	float	B	fMass
4b	float	C	fTurnMass
4b	float	J	fTractionMultiplier
4b	float	?
4b	int	ag	handlingFlags
4b	int	af	modelFlags
12b	-		Padding

BIKE:
4b	float	B	LeanFwdCOM
4b	float	C	LeanFwdForce
4b	float	D	LeanBakCOM
4b	float	E	LeanBackForce
4b	float	F	MaxLean		(sine)
4b	float	G	FullAnimLean	(tangent)
4b	float	H	DesLean
4b	float	I	SpeedSteer
4b	float	J	SlipSteer
4b	float	K	NoPlayerCOMz
4b	float	L	WheelieAng	(sine)
4b	float	M	StoppieAng	(sine)
4b	float	N	WheelieSteer
4b	float	O	WheelieStabMult
4b	float	P	StoppieStabMult
4b	-		Padding

FLYING:
4b	float	B	Thrust
4b	float	C	ThrustFallOff
4b	float	D	Yaw
4b	float	E	YawStab
4b	float	F	SideSlip
4b	float	G	Roll
4b	float	H	RollStab
4b	float	I	Pitch
4b	float	J	PitchStab
4b	float	K	FormLift
4b	float	L	AttackLift
4b	float	P	MoveRes
4b	float	Q	TurnRes.x
4b	float	R	TurnRes.y
4b	float	S	TurnRes.z
4b	float		TurnRes.w
4b	float	T	SpeedRes.x
4b	float	U	SpeedRes.y
4b	float	V	SpeedRes.z
4b	float		SpeedRes.w
4b	float	M	GearUpR
4b	float	N	GearDownL
4b	float	O	WindMult
4b	-		Padding

BOAT:
4b	float	B	ThrustY
4b	float	C	ThrustZ
4b	float	D	ThrustAppZ
4b	float	E	AqPlaneForce
4b	float	F	AqPlaneLimit
4b	float	G	AqPlaneOffset
4b	float	H	WaveAudioMult
4b	float	O	Look_L_R_BehindCamHeight
4b	float	I	MoveResX
4b	float	J	MoveResY
4b	float	K	MoveResZ
4b	float		MoveResW
4b	float	L	TurnResX
4b	float	M	TurnResY
4b	float	N	TurnResZ
4b	float		TurnResW
4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?4b	float	?
Edited by guard3
Fixed formatting; thanks forum upgrade

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cj2000

Interesting.

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denis1379

I think its made it from gta3 to bring new expierience

Edited by denis1379

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denis1379

Its very similar to SA but data always growing with each game from III to SA - look https://www.gtamodding.com/wiki/Handling.cfg

 

This is maybe opcodes not work and have small move. Each version needs special functions

Edited by denis1379

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Razor_BladePL

Wow you'r such an expert by telling this Guard3. Wow :facedesk:

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MAJEST1C_R3
Posted (edited)

few handling updates

0x0  4b	float	?       =-0.2 for cars and -0.05 for bikes (set by engine)0x4  4b	float	?       = 0xBC23D70A (set by engine)0x8  4b	float	?       =-0.2 for cars and -0.05 for bikes (set by engine)0xC  4b	float	?       Unknown, Gear 1 ratio0x10 4b	float	?       Unknown, Gear 1 ratio0x14 4b	float	?       = 0xBC23D70A (set by engine)0x18 4b	float	?       Unknown, Gear 2 ratio0x1C 4b	float	?       Unknown, Gear 2 ratio0x20 4b	float	?       Unknown, Gear 2 ratio0x24 4b	float	?       Unknown, Gear 3 ratio0x28 4b	float	?       Unknown, Gear 3 ratio0x2C 4b	float	?       Unknown, Gear 3 ratio0x30 4b	float	?       Unknown, Gear 4 ratio0x34 4b	float	?       Unknown, Gear 4 ratio0x38 4b	float	?       Unknown, Gear 4 ratio0x3C 4b	float	?       Unknown, Gear 5 ratio0x40 4b	float	?       Unknown, Gear 5 ratio0x44 4b	float	?       Unknown, Gear 5 ratio0x48 4b	float	N       fEngineAcceleration; fEngineAcceleration=fEngineAcceleration*12500(*2 for 4wd vehicles)0x4C 4b	float	P	TransmissionData.fEngineInertia0x50 4b	float	?       Unknown, seems to be max gear ratio (all gear ratios are calculated using this value and number of gears)0x54 4b	float	?       value above /1.20x58 4b	float	?       =-0.2 for cars and -0.05 for bikes (set by engine)0x5C 1b	char	Q	TransmissionData.nDriveType0x5D 1b	char	R	TransmissionData.nEngineType0x5E 1b	int	M	TransmissionData.nNumberOfGears0x5F 1b	-	-	Padding0x60 4b	float	R       fBrakeDeceleration; fBrakeDeceleration=fBrakeDeceleration*25000x64 4b	float	T	fBrakeBias0x68 4b	float	V	fSteeringLock0x6C 4b	float	K	fTractionLoss0x70 4b	float	L	fTractionBias0x74 4b	float	a	fSuspensionForceLevel0x78 4b	float	b	fSuspensionDampingLevel0x7C 4b	float	d	suspension upper limit0x80 4b	float	e	suspension lower limit0x84 4b	float	f	suspension bias between front and rear0x88 4b	float	g	suspension anti-dive multiplier0x8C 4b	float	aa	fSeatOffsetDistance0x90 4b	int	ac	nMonetaryValue0x94 1b	int	ah	front lights0x95 1b	int	ai	rear lights0x96 2b	-		Padding0x98 4b	float	D	fDragMult	0x9C 4b  -		Padding (maybe...)0xA0 4b	float	F	CentreOfMass.x0xA4 4b	float	G	CentreOfMass.y0xA8 4b	float	H	CentreOfMass.z0xAC 4b	-               padding0xB0 4b	int	I	nPercentSubmerged0xB4 4b	float	?       = fMass*0.8/nPercentSubmerged0xB8 4b	float	N	TransmissionData.fMaxVelocity0xBC 4b	float	B	fMass0xC0 4b	float	C	fTurnMass0xC4 4b	float	J	fTractionMultiplier0xC8 4b	float	Y       fCollisionDamageMultiplier; fCollisionDamageMultiplier=fMass/2000*fCollisionDamageMultiplier0xCC 4b	int	ag	handlingFlags0xD0 4b	int	af	modelFlags0xD4 12b	-	Padding

Also interesting thing about value at 0x50. seems to be engine divided some value to 180.0 to get it (or multiplied with 5,5555556901e-3 according to function)

Edited by MAJEST1C_R3

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guard3

Good find :^:

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guard3
Posted (edited)

Actually, something about this:

4b	float	G	FullAnimLean	(tangent)

I guess the game does something like this (pure guess, as it produces nice round numbers that match SA)

4b	float	G	FullAnimLean = arcsin(FullAnimLean / xxxx) * xxxx

2500 works :p

Edited by guard3

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Alek-say

Impressive work, guys!
Are you working on extracting only the gameplay functionality (vehicle handlings, weapons adjustings, etc) or there is a small probability of getting the missions without VCS mobile version?

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guard3

Considering this thread is about GAME.DTZ, then no :)

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guard3
Posted (edited)

0xC0 points to the offset of WEAPON.DAT
The first int is the offset to the actual weapon data. Each "line" is given an ID starting from 0 (that ID is linked to weapon IDE)

4b	int	a	Flags
4b	int	B	Fire type
4b	float	C	Range
4b	int	D	Firing Rate
4b	int	E	Reload
4b	int	F	Amount of Ammunition
4b	int	G	Damage
4b	float	H	Speed
4b	float	I	Radius
4b	float	J	Life span
4b	float	K	Spread
4b	-		Padding
4b	float	L	Fire offset X
4b	float	M	Fire offset Y
4b	float	N	Fire offset Z
4b	float		Fire offset W
4b	int	P	Anim ID
4b	float	R	* animation loop start
4b	float	S	* animation loop end
4b	float	T	* point in animation where weapon is fired
4b	float	U	* animation2 loop start
4b	float	V	* animation2 loop end
4b	float	W	* point in animation2 where weapon is fired
4b	float	X	* point in anim where we can breakout of anim/attack and run away
4b	int	Y	model id (IDE)
4b	int	Z	model id 2 (IDE)
4b	int	b	Weapon Slot
4b	-		Padding

Data marked with * needs to be multiplied by 30.0 to get original value

Edited by guard3
Fixed formatting; thanks forum upgrade

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cj2000

0xC0 points to the offset of WEAPON.DAT

The first int is the offset to the actual weapon data. Each "line" is given an ID starting from 0 (that ID is linked to weapon IDE)

4b	int	a	Flags4b	int	B	Fire type4b	float	C	Range4b	int	D	Firing Rate4b	int	E	Reload4b	int	F	Amount of Ammunition4b	int	G	Damage4b	float	H	Speed4b	float	I	Radius4b	float	J	Life span4b	float	K	Spread4b	-		Padding4b	float	L	Fire offset X4b	float	M	Fire offset Y4b	float	N	Fire offset Z4b	float		Fire offset W4b	int	P	Anim ID4b	float	R	* animation loop start4b	float	S	* animation loop end4b	float	T	* point in animation where weapon is fired4b	float	U	* animation2 loop start4b	float	V	* animation2 loop end4b	float	W	* point in animation2 where weapon is fired4b	float	X	* point in anim where we can breakout of anim/attack and run away4b	int	Y	model id (IDE)4b	int	Z	model id 2 (IDE)4b	int	b	Weapon Slot4b	-		Padding

Data marked with * needs to be multiplied by 30.0 to get original value

The second int is also offset to some other weapon data. Also you forgot to mention the number of entries in weapon data.

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guard3
Posted (edited)

40 entries.

Now, what kind of weapon data is the second int? Feel free to post any extra info :)

Edited by guard3

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cj2000

40 entries.

Now, what kind of weapon data is the second int? Feel free to post any extra info :)

The second data contain exactly the same number of entries and has the same format, but the lines could have som diferent values. Have to check it.

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guard3
Posted (edited)

Actual value for Bouyance in OBJECT.DAT (Percent Submerged) is 0.8 * mass / bouyance

Edited by guard3

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guard3

If you want to take a look at some of the data, check DTZpy out :p

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guard3

Ok, so 0xF4 seems to be pointing to font data. It points to an array of 4 pointers, each pointing to an info section for each of the fonts. This info section looks like this:

2b	int	Total number of characters2b	int	Number of Controller Button Characters2b	int	? (Number of some character types)2b	int	? (Number of some character types)4b	int	Offset to Character Data 14b	int 	Offset to Character Data 21b	int	Font ID3b		Uninitialised Data (??)4b	int	?4b	int	?4b	int	?4b	float	?4b	int	?4b	int	?20b	string	Font Name4b	?	?4b	?	?4b	?	?4b	int	?

Character Data 1 has as many entries as there are characters for that specific font and has this format:

2b	int	?2b	int	Bottom Right X (pixel)2b	int	?2b	int	Bottom Right Y (pixel)2b	string	Character2b	int 	Top Left X (pixel)2b	int	Top Left Y (pixel)

Character Data 2, no idea; a bunch of numbers

 

So, let's put this info to practice and write something :p
hello.png

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guard3
Posted (edited)

Update on IDE vehicle section:

8b -
4b int   offset to general handling data
4b int   offset to bike handling data
4b int   offset to plane handling data
4b int   offset to boat handling data
4b int   offset to jetski handling data
4b int   offset to 6weelat handling data
4b float How much the normals are splayed by to improve the environment mapping on PSP
4b int   Type (0:car, 1:boat, 2:jetski, 3: train, 4:heli, 5:plane, 6:bike, 7: ferry, 8:bmx, 9:quad)
4b float Wheel Scale 1
4b float Wheel Scale 2
4b float headlights Position X
4b float headlights Position Y
4b float headlights Position Z
4b float headlights Position w
4b float taillights Position X
4b float taillights Position Y
4b float taillights Position Z
4b float taillights Position W
32b -
4b float ped_frontseat Position X
4b float ped_frontseat Position Y
4b float ped_frontseat Position Z
4b float ped_frontseat Position W
4b float ped_backseat Position X
4b float ped_backseat Position Y
4b float ped_backseat Position Z
4b float ped_backseat Position W
4b float exhaust Position X
4b float exhaust Position Y
4b float exhaust Position Z
4b float exhaust Position W
128b -
4b int   Comprules
4b int   Unknown (the equivalent of wheel ID for bikes, otherwise =999.99)
8b char  GXT Name
1b int   ?
1b int   number of colour sets
1b int   ?
18b -    Colour IDs
247b     ?
4b int   animBlock ID
2b int   Wheel Model ID
2b int   Frequency
1b int   Number of doors
1b int   Class ID (-1:ignore, 0:normal, 1:poorfamily, 2:richfamily, 3:executive, 4:worker, 5:big, 6:taxi, 7:moped, 8:motorbike, 9:leisureboat, 10:workerboat, 11:?, 12:?)
2b int   Level
12b ?
4b int   Engine Far Sample
4b int   Engine Near Sample
4b int   Horn Sample
4b int   Horn Frequency
4b int   Siren Sample
4b int   Siren Frequency
4b int   Door Sample

The last 7 values are the "harcoded" sound data for each vehicle and of course has VC format. All credit goes to @Surya926 for discovering this! Thank you :)

 

And a little confirmation after editing that part of the IDE:

Edited by guard3
Fixed formatting; thanks forum upgrade

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guard3

The value at 0xDC is the pointer to SFX.SDT, as PSP version has it stored in DTZ. (in PS2 this value is 0 because it's unused)

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