Difference between revisions of "Memory Addresses (SA)"

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(Cars)
(Cars)
Line 348: Line 348:
 
** 64 = N/A
 
** 64 = N/A
 
** 128 = Explosion-proof
 
** 128 = Explosion-proof
* +68 = [float] X (East-West) speed
+
* +68 = [float] X-speed Position (East-West)
* +72 = [float] Y (North-South) speed
+
* +72 = [float] Y-speed Position (North-South)
* +76 = [float] Z (Up-Down) speed
+
* +76 = [float] Z-speed Position (Up-Down)
* +80 = [float] X (NS) Spin
+
* +80 = [float] X-spin Position (NS)
* +84 = [float] Y (EW) Spin
+
* +84 = [float] Y-spin Position (EW)
* +88 = [float] Z (NW) Spin
+
* +88 = [float] Z-spin Position (NW)
  
 
'''Note:'''
 
'''Note:'''

Revision as of 10:53, 14 June 2008

Note that all offsets thus posted have been confirmed for GTA San Andreas (GTA_SA.EXE) version 1.0. This is not for Function-Memadresses, for these look into Function Memory Addresses (SA).

Note: None of the memory addresses below will work for GTA: San Andreas v2.0. All address in v2.0 have been changed or moved. Thus inaccessible.

Base Memory adresses

No category yet

  • 0xA49D54 - Timer for driving/flying missions ([dword] in ms)
  • 0xA51974 - Timer for boat/bike missions ([dword] in ms)
  • 0xA51A3C - Timer for Bloodring race
  • 0xB7CE50 - Money [dword]
  • 0xBAA420 - Wanted Level
  • 0xB79038 - How many days have passed in game [dword]
  • 0xB70153 - Current Hour [byte]
  • 0xB70152 - Current Minute [byte]
  • 0xB7014E - Current Weekday (1 through 7) [byte]
  • 0xB700F0 - Current Car ID (from vehicle.ide) - not for bikes [dword]
  • 0x863984 - Gravity
  • 0xB7CB84 - A global timer in ms [dword]
  • 0xB70158 - Timer related to weather and time in ms [dword]
  • 0xB7015C - Defines how many ms = 1 second... default 1000, set to 1 for a headache (number of ms per sec) [dword]
  • 0xB7CB64 - Game speed in percent [float]
  • 0xC17054 - Main game window HWND
  • 0xC97C28 - IDirect3DDevice9 pointer

Stats

  • 0xB793D4 - Fat stat [float]
  • 0xB793D8 - Stamina stat [float]
  • 0xB793DC - Muscle stat [float]
  • 0xB793E0 - Health stat [float]
  • 0xB793E4 - Sex Appeal stat [float]
  • 0xB79496 - Pistol stat [float]
  • 0xB79498 - Silenced pistol stat [float]
  • 0xB7949C - Desert eagle stat [float]
  • 0xB794A0 - Shotgun stat [float]
  • 0xB794A4 - Sawn-off shotgun stat [float]
  • 0xB794A8 - Combat shotgun stat [float]
  • 0xB794AC - Machine pistol stat [float]
  • 0xB794B0 - SMG stat [float]
  • 0xB794B4 - AK47 stat [float]
  • 0xB794B8 - M4 stat [float]

HTML Stats File

  • 0x8663A0 - File Name ( Default : 'stats.html' )
  • 0x86636C - File Title ( Default : '<title>Grand Theft Auto San Andreas Stats</title>' )

Cheats

[byte] Can be either on (1) or off (0)

  • 0x969130 - Weapon Set 1
  • 0x969131 - Weapon Set 2
  • 0x969132 - Weapon Set 3
  • 0x969133 - Health+Armor+250K
  • 0x969134 - Increase Wanted Level 2 Stars
  • 0x969135 - Clear Wanted Level
  • 0x969136 - Sunny Weather
  • 0x969137 - Very Sunny Weather
  • 0x969138 - Overcast Weather
  • 0x969139 - Rainy Weather
  • 0x96913A - Foggy Weather
  • 0x96913B - Faster Clock
  • 0x96913C - Faster Gameplay
  • 0x96913D - Slower Gameplay
  • 0x96913E - Peds Attack Eachother with Golfclub
  • 0x96913F - Have Bounty on Head
  • 0x969140 - Everyone is Armed
  • 0x969141 - Spawn Rhino (Not Tested!)
  • 0x969142 - Spawn Bloodring Banger (Not Tested!)
  • 0x969143 - Spawn Rancher (Not Tested!)
  • 0x969144 - Spawn Racecar A (Not Tested!)
  • 0x969145 - Spawn Racecar B (Not Tested!)
  • 0x969146 - Spawn Romero (Not Tested!)
  • 0x969147 - Spawn Stretch (Not Tested!)
  • 0x96914A - Blow up All Cars
  • 0x96914B - Wheels Only (Invisible Cars)
  • 0x96914C - Perfect Handling
  • 0x96914D - Suicide
  • 0x96914E - All Green Lights
  • 0x96914F - Aggressive Drivers
  • 0x969150 - Pink Traffic
  • 0x969151 - Black Traffic
  • 0x969153 - Boats Can Fly
  • 0x969154 - CJ is Fat
  • 0x969155 - Max Muscle
  • 0x969156 - CJ is Skinny
  • 0x969157 - Elvis Everywhere
  • 0x969158 - Peds attack with rockets
  • 0x969159 - Beach Theme
  • 0x96915A - Gang Members everywhere
  • 0x96915B - Gangs control the streets
  • 0x96915C - Ninja Theme
  • 0x96915D - Slut Magnet
  • 0x96915E - Traffic is Cheap Cars
  • 0x96915F - Traffic is Fast Cars
  • 0x969160 - Cars can Fly
  • 0x969161 - Huge Bunny Hop
  • 0x969162 - Spawn Hydra (Not Tested!)
  • 0x969163 - Spawn Vortex Hovercraft (Not Tested!)
  • 0x969164 - Tank Mode / Smash'n Boom
  • 0x969165 - All cars have nitro
  • 0x969166 - Cars Float Away when hit
  • 0x969167 - Always Midnight
  • 0x969168 - Stop Game Clock - Orange Sky
  • 0x969169 - Thunderstorm
  • 0x96916A - Sandstorm
  • 0x96916C - Mega Jump
  • 0x96916D - Infinite Health
  • 0x96916E - Infinite Oxygen
  • 0x96916F - Get Parachute
  • 0x969170 - Get Jetpack
  • 0x969171 - Never Wanted
  • 0x969172 - Six Star Wanted Level
  • 0x969173 - Mega Punch
  • 0x969174 - Never get Hungry
  • 0x969175 - Peds Riot (Chaos Mode)
  • 0x969176 - Funhouse Theme
  • 0x969177 - Slower Gameplay
  • 0x969178 - Infinite Ammo, No Reload
  • 0x969179 - Full Weapon Aiming while driving
  • 0x96917A - Decreased Traffic
  • 0x96917B - Traffic is Country vehicles
  • 0x96917C - Recruit Anyone (9mm)
  • 0x96917D - Country Theme
  • 0x96917E - Recruit Anyone (Rockets)
  • 0x96917F - Max Respect
  • 0x969180 - Max Sex Appeal
  • 0x969181 - Max Stamina
  • 0x969183 - Hitman in All Weapons
  • 0x969184 - Spawn Hunter (Not Tested!)
  • 0x969185 - Spawn Quad (Not Tested!)
  • 0x969186 - Spawn Tanker Truck (Not Tested!)
  • 0x969187 - Spawn Dozer (Not Tested!)
  • 0x969188 - Spawn Stunt Plane (Not Tested!)
  • 0x969189 - Spawn Monster (Not Tested!)

[dword]

  • 0x96918C - Has ever Cheated or not
  • 0xBAA472 - Has now Cheated or not
  • 0xB79044 - Cheated Count

Display Settings

  • 0xBA6784 - Brightness [dword]
  • 0xBA6792 - Legend [byte]
  • 0xBA676C - Radar Mode [byte]
  • 0xBA6769 - Hud Mode [byte]
  • 0xBA678C - Subtitles [byte]
  • 0xBA6830 - Store gallery photos [byte]
  • 0xBA6788 - Draw Distance [float]
  • 0xBA6794 - Frame limiter [byte]
  • 0xBA6793 - Widescreen [byte]
  • 0xA9AE54 - Visual FX Quality [byte]
  • 0xBA680C - Mip Mapping [byte]
  • 0xBA6814 - Antialiasing [byte] values:
    • 1 = 0x (off)
    • 2 = 1x
    • 3 = 2x
    • 4 = 3x
  • 0xBA6820 - Resolution [byte] values:
    • 11 = 640x480
    • 12 = 800x400
    • 13 = 800x600
    • 15 = 1024x768
(Depends on the graphic driver/hardware.)

Sound Configuration

  • 0xBA6798 - Radio Volume [0 through 64] [byte]
  • 0xBA6797 - SFX Volume [0 through 64] [byte]
  • 0xBA6799 - Radio Equalizer [byte]
  • 0xBA6795 - Radio Auto-tune [byte]
  • 0xBA67F8 - Usertrack/Play mode [byte] values:
    • 0 = Radio
    • 1 = Random
  • 0xBA680D - Usertrack/Automatic Media Scan [byte]
  • 0xBA679A - Radio Station ID [byte] values:
    • 1 to 12 (see below for station names according to ID)
      • 1 "Playback FM"
      • 2 "K Rose"
      • 3 "K-DST"
      • 4 "Bounce FM"
      • 5 "SF-UR"
      • 6 "Radio Los Santos"
      • 7 "Radio X"
      • 8 "CSR 103.9"
      • 9 "K-JAH West"
      • 10 "Master Sounds 98.3"
      • 11 "WCTR Talk Radio"
      • 12 "User Track Player"
      • 13 "Radio Off"

AlienX: Seems that the Radio Station ID is just a menu identifier, this does not acctually change the radio station while in-game!

Another note... The opcode for switching players radio stations does not work in line with the station ID's, i have yet to figure out what station ID's are for the SCM code - Dont try to use the above ID's for the SCM Operation Code, it just wont work

Thanks to AlienX For the station names and ID's

Controller Configuration

  • 0xBA6818 - Controller Configuration [byte] values:
    • 0 = Mouse+Keys
    • 1 = Joypad
  • 0xB6EC1C - Mouse sensivity [float]
  • 0xC1CC02 - Steer with mouse [byte]
  • 0xC1CC03 - Invert mouse vertically [byte]
  • 0xB6EC2E - REAL aiming mode offset, not menu.
    • 0 = joypad
    • 1 = mouse + keys

Other Dynamic Memory Addresses (non-static)

Pedestrians

General

  • 0xB6F5F0 - Player pointer (CPed).
  • 0xB7CD98 - Player pointer, direct offset to the ped pool start (CPed).
  • 0xB74490 contains a pointer.

This pointer:

    • +0 = Contains a pointer to the first element in the pool.
    • +4 = Contains a pointer to a byte map indicating which elements are in use.
    • +8 = Is the maximum number of elements in the pool [dword]
    • +12 = Is the current number of elements in the pool [dword]

Each ped object is 1988 (0x7C4) bytes.

For each ped in the pool:

In most cases, you can use even the dword of playeraddress as CPed value.

  • CPed +0x14 - Pointer to XYZ position structure (and rotation)
    • (CPed+0x14) +0x0 to +0x2C is the rotation matrix [dword]
    • (CPed+0x14) +0x30 = XPos [dword]
    • (CPed+0x14) +0x34 = YPos [dword]
    • (CPed+0x14) +0x38 = ZPos [dword]
  • CPed +0x42 = Is the BP/EP/FP/DP (special flags) status of the player as follows [byte]:
    Add these values, and write the sum into +66
    • 1 = Makes Ped soft (ie. can move through walls and everything) (NOCLIP in other words)
    • 2 = Freezes Ped (ie. ped cannot walk)
    • 4 = Bullet-proof
    • 8 = Flame-proof
    • 16 = ?
    • 32 = ?
    • 64 = Damage-proof (from collisions etc)
    • 128 = Explosion-proof
  • CPed +0xC0 = Pointer to nearest car [dword]
  • CPed +0x530 State [dword]
    • 0 = Leaving a car, falling down from a bike or something like this.
    • 1 = Normal case
    • 50 = Driving
    • 55 = Wasted
    • 63 = Busted
  • CPed + 0x534 = Runningstate
    • 0 = while driving,
    • 1 = standing still
    • 4 = start to run
    • 6 = running
    • 7 = running fast (sprinting) by pressing sprint key
  • CPed +0x46F = Crouch state (128 crouched/132 stand)
  • CPed +0x47C = Pointer to anim struct
  • CPed +0x540 = Health [float]
  • CPed +0x544 = Max health [float]
  • CPed +0x548 = Armor [float]
  • CPed +0x558 = Z angle [float]
  • CPed +0x584 = Current Entity you are in contact with [dword]
  • CPed +0x568 = Current Car you are in contact with [dword]
  • CPed +0x58C = Last or Current Driven Car
  • CPed +0x5A0 = Start of weapon data. Each slot has 28 bytes. (See structures: WeaponSlot)
  • CPed +0x718 = Current weapon slot (1 byte)
  • CPed +0x740 = Current Weapon ID (from default.dat)
  • CPed +0x760 = Weapon you were killed with [dword]
  • CPed +0x764 = Pointer to the ped that killed you [dword]

Structures

WeaponSlot                 // Total 28Bytes
 DWORD       type          // + 0
 DWORD       state         // + 4 (0 idle, 1 firing, 2 reloading)
 DWORD       AmmoInClip    // + 8
 DWORD       AmmoRemaining // +12
 FLOAT       unknown       // +16 (increases each time you fire your weapon, 0 when weapon not active, 
                              probably used to count bullets fired to know when to reload?)
 UNKNOWN     0..7 Bytes    // +20...+27
WeaponSlot.type
  (Slot0: No Weapon)                    (Slot2: Handguns)
  0 - Fist                               22 - Pistol
  1 - Brass Knuckles                     23 - Silenced Pistol
  (Slot1: Melee)                         24 - Desert Eagle
  2 - Golf Club                         (Slot3: Shotguns)
  3 - Nitestick                          25 - Shotgun
  4 - Knife                              26 - Sawn-Off Shotgun
  5 - Baseball Bat                       27 - SPAS-12
  6 - Shovel                            (Slot4: Sub-Machineguns)
  7 - Pool Cue                           28 - Micro Uzi 
  8 - Katana                             29 - MP5
  9 - Chainsaw                           32 - TEC-9
  15 - Cane
  (Slot5: Machineguns)                   (Slot10: Gifts)
  30 - AK47                              14 - Flowers
  31 - M4                                (Slot9:Special1)
  (Slot6: Rifles)                        42 - Fire Extinguisher
  33 - Country Rifle                     43 - Camera 
  34 - Sniper Rifle                      (Slot11:Special2)
  (Slot7: Heavy Weapons)                 44 - NV Goggles
  35 - Rocket Launcher                   45 - IR Goggles
  36 - Heat Seaking RPG                  46 - Parachute
  37 - Flame Thrower                     (Slot12:Detonators)
  38 - Minigun                            40 - Detonator(for remote explosives)
  (Slot8: Projectiles)
  16 - Grenade
  18 - Molotov Cocktail
  39 - Remote Explosives
  (No slot: Fired from hunter / hydra / missile launcher)
  (This type is stored in the rocket pool as rocket type, but is the continuation of this list)
  19 - Normal rockets
  20 - Heatseeking rockets
  58 - Flares

Cars

  • 0xB6F980 is the direct pointer to the pool start
  • 0xB74494 contains a pointer

This pointer:

  • +0 = Contains a pointer to the first element in the pool
  • +4 = Contains a pointer to a byte map indicating which elements are in use
  • +8 = [dword] Is the maximum number of elements in the pool
  • +12 = [dword] Is the current number of elements in the pool

Each vehicle object is 2584 (0xA18) bytes.

For each vehicle in the pool:

  • +20 = [byte] Contains a pointer to the rotation/position matrix (84 bytes).
    • +0 = [float] X-axis Rotation (Grad)
    • +4 = [float] Y-axis Rotation (Grad)
    • +8 = [float] Z-axis Rotation (Grad)
    • +16 = [float] X-axis Rotation (Looking)
    • +20 = [float] Y-axis Rotation (Looking)
    • +24 = [float] Z-axis Rotation (Looking)
    • +48 = [float] X-axis Position
    • +52 = [float] Y-axis Position
    • +56 = [float] Z-axis Position
  • +34 = [word] Vehicle ID from vehicles.ide
  • +66 = [byte] Is the BP/EP/DP/DP (Special Flags) status of the car as follows:
    Add these values, and write the sum into +66
    • 1 = N/A
    • 2 = N/A
    • 4 = Bullet-proof
    • 8 = Fire-proof
    • 16 = Damage-proof (from collisons etc)
    • 32 = N/A
    • 64 = N/A
    • 128 = Explosion-proof
  • +68 = [float] X-speed Position (East-West)
  • +72 = [float] Y-speed Position (North-South)
  • +76 = [float] Z-speed Position (Up-Down)
  • +80 = [float] X-spin Position (NS)
  • +84 = [float] Y-spin Position (EW)
  • +88 = [float] Z-spin Position (NW)

Note: Do not get confused about the Spin Angles, these are NOT rotations but the angles of how fast your vehicle is turning in the given axis direction...

(Car addresses continued:)

  • +140 = [float] Mass (kg) from handling.cfg
  • +144 = [float] Turn Mass from handling.cfg
  • +148 = [float] Grip Divider (10.1 = 10 x gGrip / 1 = 1 x gGrip / 100 = g / 100Grip)
  • +152 = [float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
  • +160 = [float] Normalized Grip Level
  • +164 = [float] CoM X
  • +168 = [float] CoM Y
  • +172 = [float] CoM Z
  • +1064 = [byte] Engine State - Whether the engine is running or stalled
    • 0 = Stalled
    • 16 = Ok
  • +1069 = [byte] Siren on/off
  • +1076 = [byte] Body Color (as in [carcolors.dat], black being the 0)
  • +1077 = [byte] Stripe Color (as in [carcolors.dat], black being the 0)
  • +1078 = [byte] Body Color #2
  • +1079 = [byte] Stripe Color #2
  • +1080 = [dword] modding data as in garage info (Not working?)
  • +1084 = [dword] modding data as in garage info (Not working?)
  • +1088 = [dword] modding data as in garage info (Not working?)
  • +1092 = [dword] modding data as in garage info (Not working?)
  • +1096 = [dword] modding data as in garage info (Not working?)
  • +1100 = [dword] modding data as in garage info (Not working?)
  • +1104 = [dword] modding data as in garage info (Not working?)
  • +1108 = [dword] modding data as in garage info (Not working?)
  • +1112 = [float] Car Wheel Size from vehicle.ide
  • +1116 = [dword] Time left for car alarm to sound in ms
  • +1120 = [dword] Pointer to driver
  • +1124 = [dword] Pointer to passenger 1 (Front-right seat)
  • +1128 = [dword] Pointer to passenger 2 (Rear-left seat)
  • +1132 = [dword] Pointer to passenger 3 (Rear-right seat)
  • +1136 = [dword] Pointer to passenger 4 (Used for buses)
  • +1140 = [dword] Pointer to passenger 5 (Used for buses)
  • +1144 = [dword] Pointer to passenger 6 (Used for buses)
  • +1148 = [dword] Pointer to passenger 7 (Used for buses)
  • +1152 = [dword] Pointer to passenger 8 (Used for buses)
  • +1156 = [dword] Pointer to passenger 9 (Used for buses)
  • +1172 = [float] Steer angle 1
  • +1176 = [float] Steer angle 2
  • +1180 = [float] Gas pedal
  • +1184 = [float] Brake pedal
  • +1216 = [float] Health / Car Damage Left
    • <250.0 = on fire
    • 1000.0 = undamaged
  • +1272 = [dword] Car Door Locked State
    • 1 = open
    • 2 = locked
  • +1300 = [dword] Alternate siren
    • 0 = off
    • 1 = on
  • +1445 = [byte] Car Tire (Left-Front) Status:
    • 0 = Ok
    • 1 = Flat
    • 2 = Used by planes when landing gear is up
  • +1446 = [byte] Car Tire (Left-Rear) Status:
    • 0 = Ok
    • 1 = Flat
    • 2 = Used by planes when landing gear is up
  • +1447 = [byte] Car Tire (Right-Front) Status:
    • 0 = Ok
    • 1 = Flat
    • 2 = Used by planes when landing gear is up
  • +1448 = [byte] Car Tire (Right-Rear) Status:
    • 0 = Ok
    • 1 = Flat
    • 2 = Used by planes when landing gear is up
  • +1628 = [byte] Bike Tire (Front) Status:
    • 0 = Ok
    • 1 = Flat
  • +1629 = [byte] Bike Tire (Rear) Status:
    • 0 = Ok
    • 1 = Flat
  • +2020 = [float] Front-Left suspension height
  • +2024 = [float] Rear-Left suspension height
  • +2028 = [float] Front-Right suspension height
  • +2032 = [float] Rear-Right suspension height
  • +2276 = [float] Burn Timer (in ms)

Following offsets are Floats, as positions of doors and other car parts that gets detached by damage. We need to recalculate and set their locations if we warp a car from one location to another. Otherwise the car spins uncontrollably:

  • +1828 = Detachables1 Pos X
  • +1832 = Detachables1 Pos Y
  • +1836 = Detachables1 Pos Z
  • +1872 = Detachables2 Pos X
  • +1876 = Detachables2 Pos Y
  • +1880 = Detachables2 Pos Z
  • +1916 = Detachables3 Pos X
  • +1920 = Detachables3 Pos Y
  • +1924 = Detachables3 Pos Z
  • +1960 = Detachables4 Pos X
  • +1964 = Detachables4 Pos Y
  • +1968 = Detachables4 Pos Z

The locations of the detachable objects are different for cars and bikes. This is merely because bike object is actually smaller than the car object. The car object is used for all vehicles (including heli) but the bikes.

Offsets for Detachables:

  • +1532 = BikeDetachPosAdr(0)
  • +1632 = BikeDetachPosAdr(1)
  • +1676 = BikeDetachPosAdr(2)
  • +1720 = BikeDetachPosAdr(3)
  • +1764 = BikeDetachPosAdr(4)
  • +1828 = CarDetachPosAdr(0)
  • +1872 = CarDetachPosAdr(1)
  • +1916 = CarDetachPosAdr(2)
  • +1960 = CarDetachPosAdr(3)

The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:

  • +0x4C8

To the car object start. When warping vehicles that has trailer, we need to warp this 'vehicle' as well. The same pointer is used also when you are towing other vehicles as well.

Controls

  • 0xB73458 = Start of controls block
    • +0x20 = Accelerate [word]
      • 0 = off
      • 255 = on
    • +0x22 = Brake [word]

Camera

  • 0xB6F028 = Camera Block Start
  • 0x52B730 = Start of camera 'MOVer' subroutine
    • 0xC3 = lock camera (retn)
  • 0xB6F0DC = Current View [dword]
    • 0 = Bumper View
    • 1 = Close external view
    • 2 = Middle external view
    • 3 = Furthest external view
    • 4 = Nothing = same as last?
    • 5 = Cinematic view
    • 6 to INF = Same as 4?
  • 0xB6F0E0 = Car View Distance (arm length) [float]
  • 0xB6F0E8 = True View Distance (true arm length) [float]

Rockets

The rocket pool contains info on launched rockets (for example, Hydra rockets).

0xC891A8 = Rocket pool start. Each slot has 36 bytes of data. There are 32 elements in the pool.

  • +0 [DWord] = Rocket type: 16 = None, 19 = Normal, 20 = Heatseeking, 58 = Flare
  • +4 [DWord] = Pointer to launching vehicle
  • +8 [DWord] = Pointer to target vehicle (when heatseeking), 0 otherwise
  • +16 [Byte] = Does rocket exist? 0 = Exploded / does not exist, 1 = Travelling
  • +20 [Float] = X-axis position
  • +24 [Float] = Y-axis position
  • +28 [Float] = Z-axis position

Race Checkpoints

The checkpoints block that are used in the "illegal street racing" mini-games.

0xC7F158 - Checkpoint block start. Each block is 38 bytes, but theres always only two at a time.

  • +0 [Byte] = Type of checkpoint
  • +2 [Byte] = RGBA color value
  • +4 [Float] = X-axis Position
  • +8 [Float] = Y-axis Position
  • +12 [Float] = Z-axis Position
  • +16 to +24 [All Floats] = Rotation Matrix (direction from this checkpoint to the next)
  • +32 [Float] = Checkpoint radius

Garages and Parking

Note, that the memory location of garages can vary depending on the scm script you use.

There are 50 Garages in the game. Each garage has:-

  • Position
  • Details
  • Usage information
  • Location in game
  • Location of door
  • Width
  • Depth
  • Height
  • Direction it looks
  • Coordinates of lower left corner
  • Coordinates of upper right corner,
  • Usable by the player
  • Which property (safe house) it belongs
  • Number of vehicles which can be parked inside
  • The door state (closed, opening, open and closing)

These are found in the garage object of 212 bytes. The memory locations where the garages start are:

  • 0x96C048 (start of first garage)
  • +0xD4 (offset for second garage - offset this much again for third garage, again for fourth, etc.)
  • 0x96C120 (start of final garage)

(Tested using non-patched original v1.0 German EXE with English language option selected, and original SCM file.)

(UZI-I Tested Player Garage and Pay'n'Spray using Hoodlum Crack EXE with an Blank SCM)

Here is the known garage offsets:

  • 0 [Float] X Coord of the Garage Lower Left corner
  • 4 [Float] Y Coord of the Garage Lower Left corner
  • 8 [Float] Z Coord of the Garage Lower Left corner
  • 12 [Float] X Value of direction vector 1
  • 16 [Float] Y Value of direction vector 1
  • 20 [Float] X Value of direction vector 2
  • 24 [Float] Y Value of direction vector 2
  • 28 [Float] Top Z Coord. of the garage
  • 32 [Float] Normalized Width of the garage
  • 36 [Float] Normalized Depth of the garage
  • 40 [Float] Left Border (X) corrdinate
  • 44 [Float] Right Border (X) corrdinate
  • 48 [Float] Front Border (Y) corrdinate
  • 52 [Float] Back Border (Y) corrdinate
  • 77 [Byte] Garage Door State values:
    • 0 = Closed
    • 1 = Open
    • 2 = Closing
    • 3 = Opening

The direction vector 3 is completely left out, I think because the garages are always even to the ground. I think that is also why the Z values of the direction vectors are also left-out.

Here are the static Adresses of the Garage Blocks, and to which garage they belong:

  • 0x96C048 Commerce Region, Loading Bay Garage
  • 0x96C120 Unknown Garage
  • 0x96C1F8 Unknown Garage near El Corona
  • 0x96C2D0 Eight Ball Autos near El Corona
  • 0x96C3A8 Unknown Garage near El Corona
  • 0x96C480 Player Garage: El Corona
  • 0x96C558 Unknown Garage near Playe del Seville
  • 0x96C630 LowRider Tuning Garage in Willowfield
  • 0x96C708 Pay 'n' Spray in Idlewood
  • 0x96C7E0 Player Garage: Johnson House
  • 0x96C8B8 Pay 'n' Spray in Temple
  • 0x96C990 Transfender in Temple
  • 0x96CA68 Pay 'n' Spray in Santa Maria Beach
  • 0x96CB40 Player Garage: Santa Maria Beach
  • 0x96CC18 Player Garage: Mulholland
  • 0x96CCF0 Wheel Archangels in Ocean Flats
  • 0x96CDC8 Unknown Garage in Ocean Flats
  • 0x96CEA0 Player Garage: Hashbury
  • 0x96CF78 Transfender near Wang Cars in Doherty
  • 0x96D050 Pay 'n' Spray near Wang Cars in Doherty
  • 0x96D128 Unknown Garage, Loading Bay near Doherty
  • 0x96D200 Player Garage: Doherty
  • 0x96D2D8 Unknown Garage in Doherty
  • 0x96D3B0 Unknown Garage in Chinatown
  • 0x96D488 Michelles Pay 'n' Spray in Downtown
  • 0x96D560 Player Garage: Calton Heights
  • 0x96D638 Police Garage in DownTown
  • 0x96D710 Pay 'n' Spray in Juniper Hollow
  • 0x96D7E8 Player Garage: Paradiso
  • 0x96D8C0 Unknown Garage near Emerald Isle
  • 0x96D998 Airport Plane Garage in Las Venturas
  • 0x96DA70 Unknown Garage near Camel's Toe
  • 0x96DB48 Pay 'n' Spray near Royal Casino
  • 0x96DC20 Transfender in come-a-lot
  • 0x96DCF8 Player Garage: Rockshore West
  • 0x96DDD0 Welding Wedding Bomb-workshop in Emerald Isle
  • 0x96DEA8 Pay 'n' Spray in Redsands East
  • 0x96DF80 Player Garage: Redland West
  • 0x96E058 Player Garage: Prickle Pine
  • 0x96E130 Player Garage: Whitewood Estates
  • 0x96E208 Pay 'n' Spray in El Quebrados
  • 0x96E2E0 Pay 'n' Spray in Fort Carson
  • 0x96E3B8 Player Garage: Fort Carson
  • 0x96E490 Player Garage: Derdant Meadows
  • 0x96E568 Unknown Garage in Bone County
  • 0x96E640 Airport Garage in Verdant Meadows
  • 0x96E718 Unknown Garage in Angel Pine
  • 0x96E7F0 Pay 'n' Spray in Dillimore
  • 0x96E8C8 Player Garage: Palomino Creek
  • 0x96E9A0 Player Garage: Dillimore

Menu

The following addresses have been found:

  • Base address 0xBA6748
  • +0x15D - Current Menu ID [byte]
  • +0x78D - Show menu item hover [byte]
  • +0x54 - Selected menu item [dword]
  • +0xE9 - Main menu switch (startup menu/menu when playing) [byte]
  • +0x84 - Language [dword]
  • +0x15F - Selected savegame [byte]
  • +0x24 - Radar mode [dword]
  • +0x64 - Map zoom [float]
  • +0x68 - Map x position [float]
  • +0x6C - Map y position [float]
  • +0x5C - Player in menu? [byte]

Menu IDs

Known Menu IDs (get ID at 0xBA68A5)

  • 0 - stats
  • 1 - start game
  • 2 - brief
  • 3 - audio options
  • 4 - display settings
  • 5 - map
  • 6 - question start new game
  • 7 - game selection
  • 8 - question load mission pack
  • 9 - load game
  • 10 - delete game
  • 11 - question load save game
  • 12 - question delete game
  • 13 - loads first savegame? *crash
  • 14 - delete successful
  • 15 - delete successful
  • 16 - save game
  • 17 - question save
  • 18 - save successful
  • 19 - save successful
  • 20 - save game ok
  • 21 - load game ok
  • 22 - game affected, do not save
  • 23 - display default settings
  • 24 - audio default settings
  • 25 - controller default settings
  • 26 - user track options
  • 28 - language
  • 29 - save game ok
  • 30 - save unsuccessful
  • 31 - load game (save unsuccessful)
  • 32 - load unsuccessful, file corrupted
  • 33 - options
  • 34 - main menu
  • 35 - quit game
  • 36 - controller setup
  • 37 - redefine controls
  • 38 - foot/vehicle controls
  • 39 - mouse settings
  • 40 - joypad settings
  • 41 - Game running main menu
  • 42 - quit game
  • 43 - empty

SCM related

  • 0xA49960 - Start of the SCM block (0xA49960 + (4 * varnumber) is that particular variable.)
  • 0xA7A6A0 - Start of the mission block (69000 bytes).
  • 0x464080 = GetOpcodeParameters()
  • 0xA43C78 = Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems.
  • 0x8A6168 = "Master" jumptable, each DWord points to one of 27 different functions, each one handling approx 100 opcodes.
  • 0x466C50 = Opcodes 0000 - 0063. Array of DWord, each pointing to the function for that opcode.
  • 0x468364 = Opcodes 0064 - 00C4. Array of DWord, each pointing to the function for that opcode.
  • 0x469E4C = Opcodes 00D6 - 0129. Array of byte, each byte is an index for the array of DWord at 0x469DD4, which points to the opcode function.
  • 0x47D1B4 = Opcodes 0137 - 018F. Array of byte, each byte is an index for the array of DWord at 0x47D0F4, which points to the opcode function.
  • 0x47DFE0 = Opcodes 0190 - 01F3. Array of byte, each byte is an index for the array of DWord at 0x47DF58, which points to the opcode function.
  • 0x47F304 = Opcodes 01F4 - 0256. Array of byte, each byte is an index for the array of DWord at 0x47F24C, which points to the opcode function.
  • 0x47FA04 = Opcodes 0292 - 02B8. Array of byte, each byte is an index for the array of DWord at 0x47F9BC, which points to the opcode function.
  • 0x480FD8 = Opcodes 02BE - 031D. Array of byte, each byte is an index for the array of DWord at 0x480F10, which points to the opcode function.
  • 0x4836B8 = Opcodes 0320 - 0382. Array of byte, each byte is an index for the array of DWord at 0x483600, which points to the opcode function.

(No time to finish now, will finish later)

Threads

0xA8B430 - start of the threads pool. There are two queues: the active threads and inactive ones
0xA8B42C - pointer to the first active SCM thread
0xA8B428 - pointer to the first inactive SCM thread

Each thread has size of 224 (0xE0) bytes.

  • +0 void* = pointer to the next thread in a queue
  • +4 void* = pointer to the previous thread in a queue
  • +8 char[8] = thread name given by the opcode 03A4
  • +16 DWord = thread base IP (used in the missions and external scripts to calculate a global address of a local jump offset)
  • +20 DWord = current IP
  • +24 DWord[8] = return stack (stores the current IP when a gosub executed)
  • +56 Word = last item index of the return stack
  • +60 DWord[32] = local variables array
  • +188 DWord[2] = automatically incrementing timers
  • +196 Boolean = thread active flag
  • +197 Boolean = IF result
  • +198 Boolean = mission flag
  • +199 Boolean = external script flag
  • +200 Boolean = unknown flag (in menu?). Used in 03E5
  • +201 Boolean = unknown flag (ID of an assigned script?)
  • +204 DWord = wakeup time (set by 0001)
  • +208 Word = IF number (set by 00D6)
  • +210 Boolean = not flag (if a condition to check is negative – any opcodes higher than 0x7FFF)
  • +211 Boolean = wasted or busted check enabled flag (set by 0111); only for missions
  • +212 Boolean = player is wasted or busted flag; only for missions
  • +216 DWord = skip scene IP (used by opcodes 0707, 0701)
  • +220 Boolean = mission flag

External Scripts Info

0xA47B60 – start of the external scripts info pool. There are 82 elements with 32 bytes of size each.

  • +0 DWord = script IP
  • +4 Word = status (can be obtained by 0926)
  • +6 Word = index in SCM (a number as defined in the scm header)
  • +8 char[20] = name
  • +28 DWord = size

0xA485A0 [DWord] – size of the largest external script
0xA485A4 [DWord] – total scripts count

Misc

0xA4892C – start of the pool stored the flipped vehicles handles. There are 6 elements in there, with each of them:

  • +0 DWord = vehicle handle to check if it flipped. Stored by opcode 0190.
  • +4 DWord = time in ms passed from the moment a vehicle flipped. Used by opcode 018F


00A90850 – start of the mission cleanup list. This list keeps the handles of any entities created during a mission. When the opcode 00D8 executed (normally it happens at the end of any mission), the game reads this list and destroys everything being stored there. Maximum of the items in the list is 75. Each item has the following structure:

  • +0 Byte = entity type
    • 1 - vehicle
    • 2 - actor
    • 3 - object
    • 4 - particle
    • 5 – group (062F)
    • 7 – AS_origin (061D)
    • 8 - action_sequence
    • 9 - decision maker
    • 11 - searchlight
    • 13 - txd_dictionary
  • +4 DWord = entity handle (an index in the proper pool)

Weather Codes

0xC81318 [Word] = Weather lock (by AlienX)
0xC8131C [Word] = Upcoming weather
0xC81320 [Word] = Current weather

The following values tie up with the sections in data/timecycp.dat. There are several different kinds of weathers (including underwater), and the current weather affects viewing distance, sky colour, fog intensity, and other things like that. The appearance of each weather is time-dependent too.

Weather Values:

  • 0 = EXTRASUNNY_LA
  • 1 = SUNNY_LA
  • 2 = EXTRASUNNY_SMOG_LA
  • 3 = SUNNY_SMOG_LA
  • 4 = CLOUDY_LA
  • 5 = SUNNY_SF
  • 6 = EXTRASUNNY_SF
  • 7 = CLOUDY_SF
  • 8 = RAINY_SF
  • 9 = FOGGY_SF
  • 10 = SUNNY_VEGAS
  • 11 = EXTRASUNNY_VEGAS (heat waves)
  • 12 = CLOUDY_VEGAS
  • 13 = EXTRASUNNY_COUNTRYSIDE
  • 14 = SUNNY_COUNTRYSIDE
  • 15 = CLOUDY_COUNTRYSIDE
  • 16 = RAINY_COUNTRYSIDE
  • 17 = EXTRASUNNY_DESERT
  • 18 = SUNNY_DESERT
  • 19 = SANDSTORM_DESERT
  • 20 = UNDERWATER (greenish, foggy)
  • 21 = EXTRACOLOURS_1 (very dark, gradiented skyline, purple) Used for interiors?
  • 22 = EXTRACOLOURS_2 (very dark, gradiented skyline, green) Used for interiors?


The following are not mentioned in that file, make of them what you will:

  • 23 to 26 = variations of pale orange
  • 27 to 29 = variations of fresh blue
  • 30 to 32 = variations of dark, cloudy, teal
  • 33 = dark, cloudy, brown
  • 34 = blue/purple, regular
  • 35 = dull brown
  • 36 to 38 = bright, foggy, orange
  • 39 = extremely bright
  • 40 to 42 = blue/purple cloudy
  • 43 = dark toxic clouds
  • 44 = black/white sky
  • 45 = black/purple sky

Warning: Setting these values to anything higher will result in things like black screen, flickering, really red, etc.

Dependencies

  • Car ptr = player ptr when on foot.

[Note: This depends on which address for the pointer is being used, if the car pointer appears to be the same as the player pointer on foot, then you may be using a camera-related target pointer.]

  • CPed block size = 0x7C4 bytes.
  • CVehicle block size = 0x0A18 bytes.

External Links