Difference between revisions of "Memory Addresses (SA)"

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(Updated information regarding Vehicle Transformation Matrix, correcting the description of Matrix elements.)
 
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'''Note that all offsets thus posted have been confirmed for GTA San Andreas (GTA_SA.EXE) version 1.0.'''
 
'''Note that all offsets thus posted have been confirmed for GTA San Andreas (GTA_SA.EXE) version 1.0.'''
This is <u>not</u> for Function-Memadresses, for these look into [[Function Memory Addresses (SA)|Function Memory Addresses (SA)]].
+
This is ''not'' for function addresses, for these look into [[Function Memory Addresses (SA)]].
  
= Base Memory adresses=
+
'''Note:''' None of the memory addresses below will work for GTA: San Andreas v2.0 or 3.0(steam). All addresses in v2.0 and above have been changed or moved. Thus inaccessible.
  
==No category yet==
+
== Base Memory addresses ==
* 0xA49960 - Start of scm block
 
TIP: 0xA49960 + (4 * varnumber) is that perticular variable
 
* 0xA49D54 - Count-up timer for driving/flying missions (dword in ms)
 
* 0xA51974 - Count-up timer for boat/bike missions (dword in ms)
 
* 0xB6F5F0 - Player pointer (player_ptr)
 
* 0xB6F3B8 - Car pointer
 
* 0xB7CE50 - Money
 
* 0xBAA420 - Wanted Level
 
* 0xB70153 - Current Hour
 
* 0xB70152 - Current Minute
 
* 0xB700F0 - Current Car ID (from vehicle.ide) - 32 bytes in size
 
* 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]4
 
  
==Stats==
+
===No category yet===
* 0xB793D4 - Fat stat [float]
+
* <code>0xB7CE50</code> – [dword] Money
* 0xB793D8 - Stamina stat [float]
+
* <code>0xBAA420</code> – Wanted Level
* 0xB793DC - Muscle stat [float]
+
* <code>0x8CDEE4</code> – [dword] Max wanted level
* 0xB793E0 - Health stat [float]
+
* <code>0x8D5104</code> – [byte] Current blur level
* 0xB793E4 - Sex Appeal stat [float]
+
* <code>0x8CB7A5</code> – [byte] Current Radiostation-ID
* 0xB79496 - Pistol stat [float]
+
* <code>0xB700F0</code> – [dword] Current Car ID (from vehicles.ide) – not for bikes
* 0xB79498 - Silenced pistol stat [float]
+
* <code>0xB7CB49</code> – [byte] Game freezes like when in menu:
* 0xB7949C - Desert eagle stat [float]
+
** 0 = normal
* 0xB794A0 - Shotgun stat [float]
+
** 1 = everything stops
* 0xB794A4 - Sawn-off shotgun stat [float]
+
* <code>0xB7CB49</code> – [byte] Menu show:
* 0xB794A8 - Combat shotgun stat [float]
+
** 0 = leave
* 0xB794AC - Machine pistol stat [float]
+
** 1 = show
* 0xB794B0 - SMG stat [float]
+
* <code>0x863984</code> – [float] Gravity (default value: 1.0f/125.0f = 0.008f)
* 0xB794B4 - AK47 stat [float]
+
* <code>0xB7CB64</code> – [float] Game speed in percent
* 0xB794B8 - M4 stat [float]
+
* <code>0xB7CEE4</code> – [byte/boolean] Is infinite run
 +
* <code>0xB7CEE6</code> – [byte/boolean] Is player fireproof
 +
* <code>0x96C009</code> – [byte/boolean] Is paynspray free
 +
* <code>0xA444A4</code> – [byte/boolean] Is radar greyed out
 +
* <code>0x8D2530</code> – [float] Pedestrian density multiplier
 +
* <code>0x8A5B20</code> – [float] Vehicle density multiplier
 +
* <code>0xB6F065</code> – [byte/boolean] Widescreen (the view that is displayed during cutscenes, not the display option)
 +
* <code>0xA4A948</code> – Lowrider Challenge score
 +
* <code>0xA4EC20</code> – Dancing minigame score
 +
* <code>0xB790B8</code> – [byte] Photographs taken number (4 bytes)
 +
* <code>0xA9AD74</code> – [byte] Tags number (4 bytes)
 +
* <code>0xB791E4</code> – [byte] Horseshoes number (4 bytes)
 +
* <code>0xB791EC</code> – [byte] Oysters number (4 bytes)
  
==Cheats==
+
'''Note:'''
<!-- Thanks to Alper for the locations -->
+
For those number above if you change it to maximum amount they appear to pop a message and gives a bonus like weapons in cj savehouses.
* [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!''')''
 
sadasdasd)''
 
** 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==
+
* <code>0x716642</code> – [float] Change solid clouds
* 0xBA6784 - Brightness [long]
+
* <code>0x716655</code> – [float] Disable solid clouds
* 0xBA6792 - Legend [byte]
 
* 0xBA676C - Radar Mode [byte]
 
* 0xBA6769 - Hud Mode [byte]
 
* 0xBA678C - Subtitles [byte]
 
* 0xBA6830 - Store gallery photos [byte]
 
* 0xBA6788 - Draw Distance [long]
 
* 0xBA6794 - Frame limiter [byte]
 
* 0xBA6793 - Widescreen [byte]
 
* 0xA9AE54 - Visual FX Quality [byte]
 
* 0xBA680C - Mip Mapping [byte]
 
* 0xBA6814 - Antialiasing [1 = off, 2 = 1, 3 = 2, 4 = 3] [byte]
 
* 0xBA6820 - Resolution [640x480=11, 800x400 = 12, 800x600=13, 1024x768=15] [byte] (depends on the graphic driver / hardware)
 
  
==Sound Configuration==
+
'''Note:'''
* 0xBA6798 - Radio Volume [0 through 64] [byte]
+
Both values default to 200. If you change one of them to 100,000 you get very few clouds, a much nicer effect. If you change both of them to 100,000 you never get the clouds.
* 0xBA6797 - SFX Volume [0 through 64] [byte]
 
* 0xBA6799 - Radio Equalizer [byte]
 
* 0xBA6795 - Radio Auto-tune [byte]
 
* 0xBA67F8 - Usertrack/Play mode [0 = radio, 1 = random] [byte]
 
* 0xBA680D - Usertrack/Automatic Media Scan [byte]
 
* 0xBA679A - Radio Station [0 through 11, 12 = usertrack player] [byte]
 
  
==Controller Configuration==
+
* <code>0xB79078</code> – [byte] People dropped off in taxi (number used for the stats, 4 bytes)
* 0xBA6818 - Controller Configuration [0 = mouse+keys, 1 = joypad] [byte]
+
* <code>0xA49C30</code> – [byte] People dropped off in taxi (number used for giving your reward, 4 bytes)
* 0xB6EC1C - Mouse sensivity [float]  
+
* <code>0xB79040</code> – [byte] Safehouse visits number (4 bytes)
* 0xC1CC02 - Steer with mouse [byte]
+
* <code>0xA49EFC</code> – [dword] Denise Progress
* 0xC1CC03 - Invert mouse vertically [byte]
+
* <code>0xA49F00</code> – [dword] Michelle Progress
 +
* <code>0xA49F04</code> – [dword] Helena Progress
 +
* <code>0xA49F08</code> – [dword] Barbara Progress
 +
* <code>0xA49F0C</code> – [dword] Katie Progress
 +
* <code>0xA49F10</code> – [dword] Millie Progress
  
 +
'''Note:'''
 +
These above six addresses are within the scm block, and valid only for original scm. setting a value to 100 (ie. 100 pct) gives you all gifts of that GF (ie. car keys, wardrobe etc.).
  
 +
* <code>0xB79108</code> – Number of girls dated
 +
* <code>0xB79100</code> – Current number of girlfriends
 +
* <code>0xB79104</code> – Number of disastrous dates
 +
* <code>0xB79110</code> – Number of successful dates
 +
* <code>0xB79060</code> – Unique jumps found number
 +
* <code>0xB79064</code> – Unique jumps done number
 +
* <code>0xBA6774</code> – Map target:
 +
** 0 = disabled
 +
** 1 = enabled
 +
* <code>0x86329C</code> – List of valid command names
 +
* <code>0xC17054</code> – A pointer to the main game window handle (typically <code>0xC8CF88</code> since the pointer is static).
 +
* <code>0xBA3798</code> – Beginning of [[Saves_(GTA_SA)#Block 10: Zones|ZoneInfo structure]]
 +
* <code>0xBA1DF0</code> – Beginning of [[Saves_(GTA_SA)#Block 10: Zones|ZonePop structure]]
 +
* <code>0xA94B68</code> – array of pointers to RwTexture, corresponding to opcode [[038F]]
  
 +
* <code>0xA444A0</code> – Is HUD enabled by an opcode 0826:
 +
** 0 = disabled
 +
** 1 = enabled
  
==Other Dynamic Memory Addresses (non-static)==
+
* <code>0x969110</code> – [char(30)] Buffer of 30 last typed chars, earlier typed chars are on next bytes.
 +
* <code>0xBAA7A0</code> - [char(150)] Text box(top-left box) ('''NOTE''': Writing a string will show a message box with duration 1-2 seconds)
  
==Pedestrians==
+
===Time/Timers===
===General===
+
* <code>0xB70158</code> – [dword] Timer related to weather and time in ms
In most cases, you can use even the DWord of playeraddress as CPed value.
+
* <code>0xB610E0</code> – [dword] A global timer in ms (read only)
* CPed + 0x14 - Pointer to XYZ position structure (and rotation)
+
* <code>0xB7CB84</code> – [dword] A global timer in ms (while not in menu, read/write)
* DWORD(CPed+0x14) + 0x30 = XPos
+
* <code>0xA5153C</code> – [dword] Mission timer from a number to 0 (4 bytes)
* DWORD(CPed+0x14) + 0x34 = YPos
+
* <code>0xB7015C</code> – [dword] Defines how many ms (1 second... default 1000, set to 1 for a headache, number of ms per sec)
* DWORD(CPed+0x14) + 0x38 = ZPos
+
* <code>0xB7014E</code> – [byte] Current Weekday (1 through 7)
* DWORD(CPed+0x14) + 0x0 to 0x2C is the rotation matrix
+
* <code>0xB79038</code> – [dword] How many days have passed in game
* CPed + 66 (Byte) is the BP/EP/FP/DP status of the player as follows:<br><i>Add these values, and write the sum into +66</i>
+
* <code>0xB70153</code> – [byte] Current Hour
** 1 Makes Ped soft (ie. can move through walls and everything) (NOCLIP in other words)
+
* <code>0xB70152</code> – [byte] Current Minute
** 2 Freezes Ped (ie. ped cannot walk)
+
* <code>0xA49D54</code> – [dword] Timer for driving/flying missions (in ms)
** 4 Bullet-proof
+
* <code>0xA51974</code> – [dword] Timer for boat/bike missions (in ms)
** 8 Flame-proof
+
* <code>0xA5197C</code> – [dword] Timer for taxi driver missions (in ms)
** 16 ?
+
* <code>0xA51980</code> – [dword] Tip Bar timer for taxi driver missions (in seconds)
** 32 ?
+
* <code>0xA519A8</code> – [dword] Timer for paramedic missions (in ms)
** 64 Damage-proof (from collisions etc)
+
* <code>0xA519BC</code> – [dword] Timer for firefighter missions (in ms)
** 128 Explosion-proof
+
* <code>0xA519D8</code> – [dword] Timer for vigilante missions (in ms)
* CPed + 0x530 State (dword)
+
* <code>0xA51A3C</code> – Timer for Bloodring race
** 0 - Leaving a car, falling down from a bike or something like this.
+
 
** 1 - Normal case
+
===DirectX / Rendering===
** 50 - Driving
+
* <code>0xC97C1C</code> – A copy of the window handle that is used to initialize the DirectX device.
** 55 - Wasted
+
* <code>0xC97C20</code> – Pointer to [http://msdn.microsoft.com/en-us/library/bb174300%28v=vs.85%29.aspx IDirect3D9] interface.
** 63 - Busted
+
* <code>0xC97C28</code> – Pointer to [http://msdn.microsoft.com/en-us/library/bb174336%28v=vs.85%29.aspx IDirect3DDevice9] interface.
** 12 - Targeting (hmm problem, if I get into 12, it doesn't change back?)
+
* <code>0xC9C040</code> – Global instance of [http://msdn.microsoft.com/en-us/library/bb172588%28v=vs.85%29.aspx D3DPRESENT_PARAMETERS] structure.
* CPed + 0x534 - Runningstate
+
 
** 0 - while driving,
+
===Stats===
** 1 - standing still
+
* <code>0xB790B4</code> - [dword] Energy
** 4 - start to run
+
* <code>0xB791A4</code> – [dword] Lung capacity
** 6 - running
+
* <code>0xB793D4</code> – [float] Fat
** 7 - running fast <i>(e.g. pressed run-key)</i>
+
* <code>0xB793D8</code> – [float] Stamina
* CPed + 0x540 - Health [float]
+
* <code>0xB793DC</code> – [float] Muscle
* CPed + 0x544 - Max health [float]
+
* <code>0xB793E0</code> – [float] Health
* CPed + 0x548 - Armor [float]
+
* <code>0xB793E4</code> – [float] Sex Appeal
* CPed + 0x558 - Z angle [float]
+
* <code>0xB79480</code> – [float] Respect
* CPed + 0x58C - Last or Current Driven Car.
+
* <code>0xB79494</code> – [float] Pistol
* CPed + 0x5A0 - Start of weapon data. Each slot has 28 bytes. (See structures : WeaponSlot)
+
* <code>0xB79498</code> – [float] Silenced pistol
* CPed + 0x718 - Current weapon slot. (1 byte)
+
* <code>0xB7949C</code> – [float] Desert eagle
* CPed + 0x740 - Current Weapon ID (from default.dat)
+
* <code>0xB794A0</code> – [float] Shotgun
 +
* <code>0xB794A4</code> – [float] Sawn-off shotgun
 +
* <code>0xB794A8</code> – [float] Combat shotgun
 +
* <code>0xB794AC</code> – [float] Machine pistol
 +
* <code>0xB794B0</code> – [float] SMG
 +
* <code>0xB794B4</code> – [float] AK47
 +
* <code>0xB794B8</code> – [float] M4
 +
* <code>0xB794BC</code> - [float] Rifle
 +
 
 +
===Skills===
 +
* <code>0xB790A0</code> – [dword] Driving
 +
* <code>0xB7919C</code> – [dword] Flying
 +
* <code>0xB791B4</code> – [dword] Bike
 +
* <code>0xB791B8</code> – [dword] Cycling
 +
* <code>0xB791C4</code> – [dword] Luck at gambling
 +
* <code>0xB794C4</code> – [float] Gambling
 +
 
 +
===HTML Stats File===
 +
* <code>0x8663A0</code> – File Name ( Default : 'stats.html' )
 +
* <code>0x86636C</code> – File Title ( Default : '<title>Grand Theft Auto San Andreas Stats</title>' )
 +
 
 +
===Cheats===
 +
[byte] Can be either on (1) or off (0).
 +
* <code>0x969130</code> – Weapon Set 1
 +
* <code>0x969131</code> – Weapon Set 2
 +
* <code>0x969132</code> – Weapon Set 3
 +
* <code>0x969133</code> – Health+Armor+250K
 +
* <code>0x969134</code> – Increase Wanted Level 2 Stars
 +
* <code>0x969135</code> – Clear Wanted Level
 +
* <code>0x969136</code> – Sunny Weather
 +
* <code>0x969137</code> – Very Sunny Weather
 +
* <code>0x969138</code> – Overcast Weather
 +
* <code>0x969139</code> – Rainy Weather
 +
* <code>0x96913A</code> – Foggy Weather
 +
* <code>0x96913B</code> – Faster Clock
 +
* <code>0x96913C</code> – Faster Gameplay
 +
* <code>0x96913D</code> – Slower Gameplay
 +
* <code>0x96913E</code> – Peds Attack Each other with Golfclub
 +
* <code>0x96913F</code> – Have Bounty on Head
 +
* <code>0x969140</code> – Everyone is Armed
 +
* <code>0x969141</code> – ''Spawn Rhino ('''Not Tested!''')''
 +
* <code>0x969142</code> – ''Spawn Bloodring Banger ('''Not Tested!''')''
 +
* <code>0x969143</code> – ''Spawn Rancher ('''Not Tested!''')''
 +
* <code>0x969144</code> – ''Spawn Racecar A ('''Not Tested!''')''
 +
* <code>0x969145</code> – ''Spawn Racecar B ('''Not Tested!''')''
 +
* <code>0x969146</code> – ''Spawn Romero ('''Not Tested!''')''
 +
* <code>0x969147</code> – ''Spawn Stretch ('''Not Tested!''')''
 +
 
 +
* <code>0x96914A</code> – Blow up All Cars
 +
* <code>0x96914B</code> – Wheels Only (Invisible Cars)
 +
* <code>0x96914C</code> – Perfect / Insane Handling
 +
* <code>0x96914D</code> – Suicide
 +
* <code>0x96914E</code> – All Green Lights
 +
* <code>0x96914F</code> – Aggressive Drivers
 +
* <code>0x969150</code> – Pink Traffic
 +
* <code>0x969151</code> – Black Traffic
 +
* <code>0x969152</code> – Cars can drive on water
 +
* <code>0x969153</code> – Boats Can Fly
 +
* <code>0x969154</code> – CJ is Fat
 +
* <code>0x969155</code> – Max Muscle
 +
* <code>0x969156</code> – CJ is Skinny
 +
* <code>0x969157</code> – Elvis Everywhere
 +
* <code>0x969158</code> – Peds attack with rockets
 +
* <code>0x969159</code> – Beach Theme
 +
* <code>0x96915A</code> – Gang Members everywhere
 +
* <code>0x96915B</code> – Gangs control the streets
 +
* <code>0x96915C</code> – Ninja Theme
 +
* <code>0x96915D</code> – Slut Magnet
 +
* <code>0x96915E</code> – Traffic is Cheap Cars
 +
* <code>0x96915F</code> – Traffic is Fast Cars
 +
* <code>0x969160</code> – Cars can Fly
 +
* <code>0x969161</code> – Huge Bunny Hop
 +
* <code>0x969162</code> – ''Spawn Hydra ('''Not Tested!''')''
 +
* <code>0x969163</code> – ''Spawn Vortex Hovercraft ('''Not Tested!''')''
 +
* <code>0x969164</code> – Tank Mode / Smash'n Boom
 +
* <code>0x969165</code> – All cars have nitro
 +
* <code>0x969166</code> – Cars Float Away when hit
 +
* <code>0x969167</code> – Always Midnight
 +
* <code>0x969168</code> – Stop Game Clock – Orange Sky
 +
* <code>0x969169</code> – Thunderstorm
 +
* <code>0x96916A</code> – Sandstorm
 +
* <code>0x96916C</code> – Mega Jump
 +
* <code>0x96916D</code> – Infinite Health
 +
* <code>0x96916E</code> – Infinite Oxygen
 +
* <code>0x96916F</code> – Get Parachute
 +
* <code>0x969170</code> – Get Jetpack
 +
* <code>0x969171</code> – Lock Wanted (Setting to 1 will lock current wanted)
 +
* <code>0x969172</code> – Six Star Wanted Level
 +
* <code>0x969173</code> – Mega Punch
 +
* <code>0x969174</code> – Never get Hungry
 +
* <code>0x969175</code> – Peds Riot (Chaos Mode)
 +
* <code>0x969176</code> – Funhouse Theme
 +
* <code>0x969177</code> – Slower Gameplay
 +
* <code>0x969178</code> – Infinite Ammo, No Reload
 +
* <code>0x969179</code> – Full Weapon Aiming while driving
 +
* <code>0x96917A</code> – Decreased Traffic
 +
* <code>0x96917B</code> – Country Theme
 +
* <code>0x96917C</code> – Recruit Anyone (9mm)
 +
* <code>0x96917D</code> – Recruit Anyone (AK47)
 +
* <code>0x96917E</code> – Recruit Anyone (Rockets)
 +
* <code>0x96917F</code> – Max Respect
 +
* <code>0x969180</code> – Max Sex Appeal
 +
* <code>0x969181</code> – Max Stamina
 +
* <code>0x969183</code> – Hitman in All Weapons
 +
* <code>0x969184</code> – ''Spawn Hunter ('''Not Tested!''')''
 +
* <code>0x969185</code> – ''Spawn Quad ('''Not Tested!''')''
 +
* <code>0x969186</code> – ''Spawn Tanker Truck ('''Not Tested!''')''
 +
* <code>0x969187</code> – ''Spawn Dozer ('''Not Tested!''')''
 +
* <code>0x969188</code> – ''Spawn Stunt Plane ('''Not Tested!''')''
 +
* <code>0x969189</code> – ''Spawn Monster ('''Not Tested!''')''
 +
* <code>0x96918B</code> – All Taxis Have Nitro
 +
 
 +
[dword]
 +
* <code>0x96918C</code> – Has ever Cheated or not
 +
* <code>0xBAA472</code> – Has now Cheated or not
 +
* <code>0xB79044</code> – Cheated Count
 +
 
 +
[byte]
 +
* <code>0x96918C</code> – 'Cheated' state:
 +
** 0 = disabled
 +
** 1 = enabled
 +
 
 +
'''Note:'''
 +
If it's set to 1 you'll get a warning message when saving a game. But this byte doesn't get set if you use a cheat enabler.
 +
 
 +
===Display Settings===
 +
* <code>0xBA6784</code> – [dword] Brightness
 +
* <code>0xBA6792</code> – [byte] Legend
 +
* <code>0xBA676C</code> – [byte] Radar Mode
 +
** 0 = maps & blips
 +
** 1 = blips
 +
** 2 = off
 +
* <code>0xBA6769</code> – [byte] Hud Mode
 +
** 0 = off
 +
** 1 = on
 +
* <code>0xBA678C</code> – [byte] Subtitles
 +
* <code>0xBA6830</code> – [byte] Store gallery photos
 +
* <code>0xBA6788</code> – [float] Draw Distance
 +
* <code>0xBA6794</code> – [byte] Frame limiter
 +
* <code>0xBA6793</code> – [byte] Widescreen
 +
* <code>0xA9AE54</code> – [byte] Visual FX Quality
 +
* <code>0xBA680C</code> – [byte] Mip Mapping
 +
* <code>0xBA6814</code> – [byte] Antialiasing values:
 +
** 1 = 0x (off)
 +
** 2 = 1x
 +
** 3 = 2x
 +
** 4 = 3x
 +
* <code>0xBA6820</code> – [byte] Resolution values:
 +
** 11 = 640x480
 +
** 12 = 800x400
 +
** 13 = 800x600
 +
** 15 = 1024x768
 +
:(Depends on the graphic driver/hardware.)
 +
 
 +
===Sound Configuration===
 +
* <code>0xBA6798</code> – [byte] Radio Volume [0 through 64]
 +
* <code>0xBA6797</code> – [byte] SFX Volume [0 through 64]
 +
* <code>0xBA6799</code> – [byte] Radio Equalizer
 +
* <code>0xBA6795</code> – [byte] Radio Auto-tune
 +
* <code>0xBA67F8</code> – [byte] Usertrack/Play mode values:
 +
** 0 = radio
 +
** 1 = random
 +
* <code>0xBA680D</code> – [byte] Usertrack/Automatic Media Scan
 +
* <code>0xBA679A</code> – [byte] Radio Station ID 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 actually 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===
 +
* <code>0xBA6818</code> – [byte] Controller Configuration values:
 +
** 0 = mouse + keys
 +
** 1 = joypad
 +
* <code>0xB6EC1C</code> – [float] Mouse sensitivity
 +
* <code>0xC1CC02</code> – [byte] Steer with mouse
 +
* <code>0xC1CC03</code> – [byte] Fly with mouse
 +
 
 +
*<code>0xB6EC2E</code> – REAL aiming mode offset, not menu:
 +
**0 = joypad
 +
**1 = mouse + keys
  
 
===Structures===
 
===Structures===
  WeaponSlot                // Total 28Bytes
+
  CVector //Total 8 bytes
   DWORD      type          // + 0
+
   FLOAT x; // + 0
   DWORD      state        // + 4 (0 idle, 1 firering, 2 reloading)
+
   FLOAT y; // + 4
   DWORD      AmmoInClip    // + 8
+
   FLOAT z; // + 8
  DWORD      AmmoRemaining // +12
 
  FLOAT      unknown      // +16 Hmm, increases each time you fire your weapon, 0 when weapon not active?
 
  UNKNOWN    0..7 Bytes    // +20...+27
 
  
  WeaponSlot.type
+
  CVector2D //Total 4 bytes
   (Slot0 : No Weapon)                    (Slot2: Handguns)
+
  FLOAT x; // + 0
   0 - Fist                              22 - Pistol
+
  FLOAT y; // + 4
   1 - Brass Knuckles                    23 - Silenced Pistol
+
 
   (Slot1: Melee)                        24 - Desert Eagle
+
eWeaponState //Total 4 Bytes
   2 - Golf Club --not tested            (Slot3: Shotguns)
+
    WEAPONSTATE_READY,
   3 - Nitestick                          25 - Shotgun
+
    WEAPONSTATE_FIRING,
   4 - Knife                              26 - Sawn-Off Shotgun
+
    WEAPONSTATE_RELOADING,
   5 - Baseball Bat                      27 - SPAS-12
+
    WEAPONSTATE_OUT_OF_AMMO,
   6 - Shovel --not tested                (Slot4: Sub-Machineguns)
+
    WEAPONSTATE_MELEE_MADECONTACT
   8 - Katana                            28 - Micro Uzi  
+
 
   7 - Pool Cue --not tested              29 - MP5
+
CWeapon //Total 28 bytes
   9 - Chainsaw                          32 - TEC-9
+
    eWeaponType m_nType; // + 0
-
+
    eWeaponState m_nState; // + 4
 +
    unsigned int m_nAmmoInClip; // + 8
 +
    unsigned int m_nTotalAmmo; // + 12
 +
    unsigned int m_nTimeForNextShot; // + 16
 +
    char field_14; // + 17
 +
    char field_15; // + 18
 +
    char field_16; // + 19
 +
    char field_17; // + 20
 +
    FxSystem_c *m_pFxSystem; // flamethrower, spraycan, extinguisher particle
 +
 
 +
eWeaponType
 +
   (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)
 
   (Slot5: Machineguns)                  (Slot10: Gifts)
   30 - AK47                              14 - Flowers
+
   30 AK47                              14 Flowers
   31 - M4                                (Slot9:Special1)
+
   31 M4                                (Slot9:Special1)
   (Slot6: Rifles)                        42 - Fire Extinguisher
+
   (Slot6: Rifles)                        42 Fire Extinguisher
   33 - Country Rifle                    43 - Camera  
+
   33 Country Rifle                    43 Camera  
   34 - Sniper Rifle                      (Slot11:Special2)
+
   34 Sniper Rifle                      (Slot11:Special2)
   (Slot7: Heavy Weapons)                44 - NV Goggles
+
   (Slot7: Heavy Weapons)                44 NV Goggles
   35 - Rocket Launcher                  45 - IR Goggles
+
   35 Rocket Launcher                  45 IR Goggles
   36 - Heat Seaking RPG                  46 - Parachute
+
   36 Heat Seaking RPG                  46 Parachute
   37 - Flame Thrower                    (Slot12:Detonators?)
+
   37 Flame Thrower                    (Slot12:Detonators)
   38 - Minigun                            40 - Detonator(for remote explosives)
+
   38 Minigun                            40 Detonator(for remote explosives)
 
   (Slot8: Projectiles)
 
   (Slot8: Projectiles)
   16 - Grenade
+
   16 Grenade
   18 - Molotov Cocktail
+
   18 Molotov Cocktail
   39 - Remote Explosives
+
   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
 +
 
 +
eEntityStatus                (Description)
 +
0x02 STATUS_PLAYER = 0            (player is driving, includes attached carriages and trailers)
 +
0x0A STATUS_PLAYER_PLAYBACKFROMBUFFER = 1  (all vehicles in playback from replay)
 +
0x12 STATUS_SIMPLE = 2            (npc controlled vehicles "a car on rails" doesn't use full physics)
 +
0x1A STATUS_PHYSICS = 3          (npc controlled vehicles: missions, police, interacted with player)
 +
0x22 STATUS_ABANDONED = 4        (vehicle without driver; all buildings, peds and objects)
 +
0x2A STATUS_WRECKED = 5          (vehicle has exploded, sunk doesn't count)
 +
32h STATUS_TRAIN_MOVING = 6     (unobserved - default status of carriage but quickly changed to 4)
 +
0x3A STATUS_TRAIN_NOT_MOVING = 7  (ped enters driver's side of passenger carriage)
 +
0x42 STATUS_REMOTE_CONTROLLED = 8 (player has remote control of an RC vehicle)
 +
0x4A STATUS_PLAYER_DISABLED = 9  (player driver exiting, wasted, busted or hijacked)
 +
0x52 STATUS_TRAILER = 10          (trailer of npc vehicle with physics, towed npc vehicle)
 +
5Ah STATUS_SIMPLE_TRAILER = 11  (unobserved - trailer of npc vehicle without physics)
 +
0x62 STATUS_GHOST = 12            (very distant mission vehicle in area without collision loaded)
 +
 
 +
eEntityType
 +
20h ENTITY_TYPE_NOTHING = 0
 +
0x21 ENTITY_TYPE_BUILDING = 1
 +
0x22 ENTITY_TYPE_VEHICLE = 2
 +
0x23 ENTITY_TYPE_PED = 3
 +
0x24 ENTITY_TYPE_OBJECT = 4
 +
25h ENTITY_TYPE_DUMMY = 5
 +
26h ENTITY_TYPE_NOTINPOOLS = 6
 +
 
 +
===Other Dynamic Memory Addresses (non-static)===
 +
 
 +
===Pedestrians===
 +
====General====
 +
* <code>0xB6F5F0</code> – Player pointer (CPed)
 +
* <code>0xB7CD98</code> – Player pointer, direct offset to the ped pool start (CPed)
 +
* <code>0xB74498</code> – CPeds maximum number (normally 140)
 +
* <code>0xB74490</code> – Pointer to ped pool usage information, which contains:
 +
** +0 = Pointer to the first ped in the pool
 +
** +4 = Pointer to a byte map indicating which peds are in use
 +
** +8 = [dword] Maximum number of peds in the pool
 +
** +12 = [dword] Current number of peds in the pool
 +
 
 +
Each ped object is 1988 (<code>0x7C4</code>) bytes.
 +
 
 +
For each ped in the pool:
 +
 
 +
In most cases, you can use even the dword of playeraddress as CPed value
 +
* CPed +<code>0x14</code> = Pointer to XYZ position structure (and rotation)
 +
** (CPed+<code>0x14</code>) +<code>0x0</code> to +<code>0x2C</code> = [dword] Is the rotation matrix
 +
** (CPed+<code>0x14</code>) +<code>0x30</code> = [CVector] Position
 +
* CPed +<code>0x2F</code> = [byte] Location status:
 +
** 0 = outside
 +
** 3 = inside a building
 +
* CPed +<code>0x40</code> - Physical flags structure
 +
** +<code>0x0</code> = Movement physics flags
 +
*** Bit 1 = Unknown 
 +
*** Bit 2 = Apply Gravity
 +
*** Bit 3 = Disable Collision Force
 +
*** Bit 4 = Collidable
 +
*** Bit 5 = Disable Turn Force
 +
*** Bit 6 = Disable Move Force
 +
*** Bit 7 = Infinite Mass
 +
*** Bit 8 = Disable Z
 +
** +<code>0x1</code> = Surface physics flags
 +
*** 1 = Submerged In Water
 +
*** 2 = On Solid Surface
 +
*** 4 = Broken
 +
*** 8 = Unknown
 +
*** 16 = Unknown
 +
*** 32 = Don't Apply Speed
 +
*** 64 = Unknown
 +
*** 128 = Unknown
 +
** +<code>0x2</code> = Special physics flags
 +
*** 1 = Soft (in other words noclip)
 +
*** 2 = Freeze
 +
*** 4 = Bullet-Proof
 +
*** 8 = Fire-Proof
 +
*** 16 = Collision-Proof (prevent fall damage)
 +
*** 32 = Melee-Proof
 +
*** 64 = Melee-Proof, Bullet-Proof, Collision-Proof
 +
*** 128 = Explosion-Proof
 +
** +<code>0x3</code> = Collision physics flag
 +
*** 1 = Unknown
 +
*** 2 = Attached To Entity
 +
*** 4 = Unknown
 +
*** 8 = Touching Water
 +
*** 16 = Can Be Collided with
 +
*** 32 = Destroyed
 +
*** 64 = Unknown
 +
*** 128 = Unknown
 +
* CPed +<code>0xBC</code> = [dword] Array of pointers[6]
 +
* CPed +<code>0xD8</code> = [float] How much damage ped taken
 +
* CPed +<code>0x15C</code> = [byte] Some anim states:
 +
** 0 = landing from jump
 +
** 61 = punching
 +
** 102 = stopped
 +
** 154 = sprint
 +
** 205 = run
 +
* CPed +<code>0x46C</code> = [byte] Player check:
 +
** 0 = In air/water
 +
** 1 = In car
 +
** 2 = Entering interior
 +
** 3 = On foot
 +
** 8 = Swimming
 +
* CPed +<code>0x46D</code> = [byte] Jump state:
 +
** 32 = landed/idle
 +
** 34 = in air
 +
** 36 = landing
 +
* CPed +<code>0x46F</code> = [byte] Crouch state:
 +
** 128 = stand
 +
** 132 = crouched
 +
* CPed +<code>0x470</code> = [byte] Ped properties
 +
** 0 = None
 +
** 3 = Invisible
 +
** 12 = Head immunity
 +
** 20 = Drowning in water
 +
* CPed +<code>0x474</code> = [byte] Other ped properties
 +
** 0 = None
 +
** 2 = Invisible
 +
** 9 = Don't create pickup after death
 +
* CPed +<code>0x47C</code> = Pointer to anim struct
 +
** +<code>0xE0</code> = [dword] Pointer to nearest [[#Vehicle|vehicle]](If ped in car you need to come closer)
 +
** +<code>0x120</code> = [dword] Pointer to nearest [[#Vehicle|vehicle]](Long range)
 +
* CPed +<code>0x4DF</code> = [byte] Current anim play-state:
 +
** 0 = nothing
 +
** 61 = starting/stopping
 +
** 62 = looping
 +
* CPed +<code>0x504</code> = [word] Muzzle flash intensity:
 +
** 0 to 10000 = on
 +
** 65536 = off
 +
* CPed +<code>0x530</code> = [dword] State:
 +
** 0 = leaving a car, falling down from a bike or something like this
 +
** 1 = normal case
 +
** 50 = driving
 +
** 55 = wasted
 +
** 63 = busted
 +
* CPed +<code>0x534</code> = [byte] Runningstate:
 +
** 0 = while driving
 +
** 1 = standing still
 +
** 4 = start to run
 +
** 6 = running
 +
** 7 = running fast (sprinting) by pressing sprint key
 +
* CPed +<code>0x540</code> = [float] Health
 +
* CPed +<code>0x544</code> = [float] Max health
 +
* CPed +<code>0x548</code> = [float] Armor
 +
* CPed +<code>0x558</code> = [float] Current rotation (Z angle)
 +
* CPed +<code>0x55C</code> = [float] Target rotation (Z angle)
 +
* CPed +<code>0x560</code> = [float] Rotation speed (Z angle)
 +
* CPed +<code>0x568</code> = [dword] Current Car you are in contact with
 +
* CPed +<code>0x584</code> = [dword] Current Entity you are in contact with
 +
* CPed +<code>0x58C</code> = [dword] Last or Current Driven Car (CarPointer)
 +
* CPed +<code>0x598</code> = [byte] Player lock (set to 1 to lock player controls, can't move)
 +
* CPed +<code>0x5A0</code> = Start of CWeapon[13] struct
 +
* CPed +<code>0x718</code> = [byte] Current weapon slot (1 byte)
 +
* CPed +<code>0x740</code> = Current Weapon ID (from [[default.dat]])
 +
* CPed +<code>0x760</code> = [dword] Weapon you were damaged with
 +
* CPed +<code>0x764</code> = [dword] Pointer to the ped that damaged you
 +
* CPed +<code>0x79C</code> = [dword] Targetted [[#Pedestrians|CPed]]
 +
 
 +
===Vehicle===
 +
* <code>0xB6F980</code> – Is the direct pointer to the pool start (CVehicle)
 +
* <code>0xBA18FC</code> – Current vehicle pointer:
 +
** 0 = on-foot
 +
** >0 = in-car
 +
* <code>0x969084</code> – First vehicle you got into
 +
'''Note:'''
 +
To get the next vehicle, so the second one, you need to add +<code>0x4</code> as many times you want. They are 0 if you haven't entered a first/second/third/etc car yet.
 +
* <code>0xB74494</code> – Pointer to vehicle pool usage information, which contains:
 +
** +0 = Pointer to the first vehicle in the pool
 +
** +4 = Pointer to a byte map indicating which vehicles are in use
 +
** +8 = [dword] Maximum number of vehicles in the pool
 +
** +12 = [dword] Current number of vehicles in the pool
 +
 
 +
Each vehicle object is 2584 (<code>0xA18</code>) bytes. It starts at <code>0xC502AA0</code>.
 +
 
 +
For each vehicle in the pool:
 +
 
 +
* +<code>0x14</code> = [byte] Contains a pointer to the rotation/position matrix (84 bytes):
 +
** +<code>0x0</code> = [CVector] World Space Right direction Vector (X-Axis)
 +
** +<code>0x10</code> = [CVector] World Space Forward direction Vector (Y-Axis)
 +
** +<code>0x20</code> = [CVector] World Space Upwards direction Vector (Z-Axis)
 +
** +<code>0x30</code> = [CVector] World Space Position
 +
* +<code>0x22</code> = [word] Vehicle ID from vehicles.ide
 +
* +<code>0x36</code> = [byte] Entity type
 +
** 2 = Player as driver
 +
** 18 = Quiet driver
 +
** 26 = Suspicious driver (when slightly or heavily collided, unlike cops who are never quiet)
 +
** 34 = No driver
 +
** 42 = Destroyed
 +
** 74 = Player as driver is exiting or being wasted, busted or hijacked
 +
* +<code>0x40</code> - Physical flags structure
 +
** +<code>0x0</code> = Movement physics flags
 +
*** Bit 1 = Unknown
 +
*** Bit 2 = Apply Gravity
 +
*** Bit 3 = Disable Collision Force
 +
*** Bit 4 = Collidable
 +
*** Bit 5 = Disable Turn Force
 +
*** Bit 6 = Disable Move Force
 +
*** Bit 7 = Infinite Mass
 +
*** Bit 8 = Disable Z
 +
** +<code>0x1</code> = Surface physics flags
 +
*** 1 = Submerged In Water
 +
*** 2 = On Solid Surface
 +
*** 4 = Broken
 +
*** 8 = Unknown
 +
*** 16 = Unknown
 +
*** 32 = Don't Apply Speed
 +
*** 64 = Unknown
 +
*** 128 = Unknown
 +
** +<code>0x2</code> = Special physics flags
 +
*** 1 = n/a(game prevent this)
 +
*** 2 = Collision-proof
 +
*** 4 = Bullet-proof
 +
*** 8 = Fire-proof
 +
*** 16 = Damage-proof (from collisions etc)
 +
*** 32 = Melee-proof
 +
*** 64 = n/a
 +
*** 128 = Explosion-proof
 +
** +<code>0x3</code> = Collision physics flag
 +
*** 1 = Unknown
 +
*** 2 = Attached To Entity
 +
*** 4 = Unknown
 +
*** 8 = Touching Water
 +
*** 16 = Can Be Collided with
 +
*** 32 = Destroyed
 +
*** 64 = Unknown
 +
*** 128 = Unknown
 +
* +<code>0x44</code> = [CVector] Speed angles
 +
* +<code>0x50</code> = [CVector] Spin angles
 +
 
 +
'''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:)
 +
* +<code>0x8C</code> = [float] Mass (kg) from handling.cfg
 +
* +<code>0x90</code> = [float] Turn Mass from handling.cfg
 +
* +<code>0x94</code> = [float] Grip Divider:
 +
** 1.0 = 1 x gGrip
 +
** 10.1 = 10 x gGrip
 +
** 100.0 = g / 100Grip
 +
* +<code>0x98</code> = [float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
 +
* +<code>0xA0</code> = [float] Normalized Grip Level
 +
* +<code>0xA4</code> = [CVector] Center of Mass
 +
* +<code>0xD8</code> = [float] Increases when collision occurs
 +
* +<code>0x428</code> = [byte] Engine State (whether the engine is running or stalled):
 +
** 0 = stalled
 +
** 16 = ok
 +
* +<code>0x42D</code> = [byte] Siren on/off
 +
* +<code>0x434</code> = [byte] Body Color (as in [[carcols.dat]], black being the 0)
 +
* +<code>0x435</code> = [byte] Stripe Color (as in [[carcols.dat]], black being the 0)
 +
* +<code>0x436</code> = [byte] Body Color #2
 +
* +<code>0x437</code> = [byte] Stripe Color #2
 +
* +<code>0x438</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x43C</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x440</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x444</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x448</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x44C</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x450</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x454</code> = [dword] modding data as in garage info (Not working?)
 +
* +<code>0x458</code> = [float] Car Wheel Size from vehicle.ide
 +
* +<code>0x45C</code> = [dword] Time left for car alarm to sound in ms
 +
* +<code>0x460</code> = [dword] Pointer to driver
 +
* +<code>0x464</code> = [dword] Pointer to passenger 1 (Front-right seat)
 +
* +<code>0x468</code> = [dword] Pointer to passenger 2 (Rear-left seat)
 +
* +<code>0x46C</code> = [dword] Pointer to passenger 3 (Rear-right seat)
 +
* +<code>0x470</code> = [dword] Pointer to passenger 4 (Used for buses)
 +
* +<code>0x474</code> = [dword] Pointer to passenger 5 (Used for buses)
 +
* +<code>0x478</code> = [dword] Pointer to passenger 6 (Used for buses)
 +
* +<code>0x47C</code> = [dword] Pointer to passenger 7 (Used for buses)
 +
* +<code>0x480</code> = [dword] Pointer to passenger 8 (Used for buses)
 +
* +<code>0x484</code> = [dword] Pointer to passenger 9 (Used for buses)
 +
* +<code>0x494</code> = [float] Steer angle 1
 +
* +<code>0x498</code> = [float] Steer angle 2
 +
* +<code>0x49C</code> = [float] Gas pedal
 +
* +<code>0x4A0</code> = [float] Brake pedal
 +
* +<code>0x4A8</code> = [byte] Places a car-bomb:
 +
** 0 = No bomb.
 +
** 1 = Car has a time bomb, but it's not armed.
 +
** 2 = Car has an on-ignition bomb, but it's not armed.
 +
** 3 = Set remotely, perhaps (?).
 +
** 4 = Time bomb is armed.
 +
** 5 = On-ignition bomb is armed.
  
==Cars==
+
'''Note:''' You can set the above values to 0 or 1 to give the car a bomb. Some other flags get set when you arm the bomb. So if you set this value to 4 or 5, or actually arm the bomb through normal gameplay, it does not help if you try to change this value back.
* +14 contains a pointer to a Structure (84Bytes).<br>This structure + 0x30 = XPos<br>This structure + 0x34 = YPos<br>This structure + 0x38 = ZPos
 
* +66 Byte, Specials: 1..111.. EP/NA/NA/DP/FP/BP/NA/NA
 
* +68 Float, X (East-West) speed
 
* +72 Float, Y (North-South) speed
 
* +76 Float, Z (up-down) speed
 
* +80 Float, X (NS) Spin
 
* +84 Float, Y (EW) Spin
 
* +88 Float, Z (NW) Spin
 
  
*0x7838D1, The current gear your car is in (ty Racer_S)
+
* +<code>0x4AB</code> = [BYTE] The number of peds (usually cops) trying to hide behind this car.
  
Please Note:
+
* +<code>0x8A4</code> = [float] Nitro Count
The Spin angles are not correct, that has been descussed many of times...
+
** 1.0 Nitro filled (in case of number of NOS is equal to 0 it'll mean Empty)
 +
** -1.0 Nitro discharged
 +
* +<code>0x48A</code> = [BYTE] Number of available NOS in the vehicle
 +
** 1~10 Have Available NOS
 +
** 0 No Have Available NOS
  
Here is an example from Jacob of how to get the rotation correctly...
+
* +<code>0x4B0</code> = [float] Body dirt level:
 +
** 0.0 = fully clean
 +
** 15.0 = maximum dirt visible
 +
* +<code>0x4C0</code> = [float] Health/Car Damage Left:
 +
** <250.0 = on fire
 +
** 1000.0 = undamaged
 +
* +<code>0x4F8</code> = [dword] Car Door Locked State:
 +
** 1 = open
 +
** 2 = locked
 +
* +<code>0x514</code> = [dword] Alternate siren (honking):
 +
** 0 = off
 +
** 1 = on
 +
'''Note:''' Automatically gets reset back to 0. To prevent this just NOP <code>0x6E0A3B</code> (6 bytes).
 +
* +<code>0x584</code> = [dword] Headlights switch:
 +
** 0 = off
 +
** 1 = on
 +
'''Note:''' Same case as above, gets automatically reset – NOP <code>0x6E1EDE</code> (6 bytes).
 +
* +<code>0x590</code> = [byte] Car type:
 +
** 0 = car/plane
 +
** 5 = boat
 +
** 6 = train
 +
** 9 = bike
 +
* +<code>0x5A4</code> = [float] Train speed:
 +
** -0.1 = is forward
 +
** 0.1 = is reverse
 +
* +<code>0x5A5</code> = [byte] Car Tire (Left-Front) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
** 2 = Used by planes when landing gear is up
 +
* +<code>0x5A6</code> = [byte] Car Tire (Left-Rear) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
** 2 = Used by planes when landing gear is up
 +
* +<code>0x5A7</code> = [byte] Car Tire (Right-Front) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
** 2 = Used by planes when landing gear is up
 +
* +<code>0x5A8</code> = [byte] Car Tire (Right-Rear) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
** 2 = Used by planes when landing gear is up
 +
* +<code>0x65C</code> = [byte] Bike Tire (Front) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
* +<code>0x65D</code> = [byte] Bike Tire (Rear) Status:
 +
** 0 = ok
 +
** 1 = flat
 +
* +<code>0x65E</code> = [byte] Bicycle Tire (Front) Status:
 +
** 0 = ok
 +
** 1 = shot
 +
* +<code>0x65F</code> = [byte] Bicycle Tire (Rear) Status:
 +
** 0 = ok
 +
** 1 = shot
  
QUOTE
+
'''Note:'''
Use every fourth float (starting with the 0th) in the vehicle object's rotation matrix until you've reached the 36th. This will give you a total of 9 floats, XA XB XC YA YB YC ZA ZB ZC - the rotation on all the axises you'll need.  
+
You cannot actually shoot the wheels of bmx. If you set the value 1 at above two offsets, it rides as if the wheels were shot. They probably not work.
  
* +140 Float, Mass (kg) from handling.cfg
+
* +<code>0x6C8</code> = [byte] Is the bike identifier.
* +144 Float, Turn Mass from handling.cfg
+
'''Note:'''
* +148 Float, Grip Divider (0.1=10xgGrip / 1=1xgGrip / 100=g/100Grip)
+
Gets set to 1 if this vehicle is a bike (or bmx).
* +152 Float, Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
+
* +<code>0x720</code> = [float] Front-Left suspension height
* +160 Float, Normalized Grip Level
+
* +<code>0x724</code> = [float] Rear-Left suspension height
* +164 Float, CoM X
+
* +<code>0x728</code> = [float] Front-Rear suspension height
* +168 Float, CoM Y
+
* +<code>0x72C</code> = [float] Rear-Rear suspension height
* +172 Float, CoM Z
 
* +1076 Byte, Body Color (as in carcolors.dat, black being the 0)
 
* +1077 Byte, Stripe Color (as in carcolors.dat, black being the 0)
 
* +1080 DWord, modding data as in garage info
 
* +1084 DWord, modding data as in garage info
 
* +1088 DWord, modding data as in garage info
 
* +1092 DWord, modding data as in garage info
 
* +1096 DWord, modding data as in garage info
 
* +1100 DWord, modding data as in garage info
 
* +1104 DWord, modding data as in garage info
 
* +1108 DWord, modding data as in garage info
 
* +1112 Float, Car Wheel Size from vehicle.ide
 
* +1116 DWord, Siren Time Left ms
 
* +1120 DWord, Pointer to driver
 
* +1124 DWord, Pointer to passenger
 
* +1172 Float, Steer angle 1
 
* +1176 Float, Steer angle 2
 
* +1180 Float, Gas pedal
 
* +1184 Float, Break pedal
 
* +1216 Float, Health / Car Damage Left (1000: undamaged)
 
* +1272 Dword, Car Door Locked State (1:open 2:locked)
 
* +1444 Byte, Car Wheels Shot: (.1.1.1..=NA/RF/NA/LB/NA/LF/NA/NA) RF:RightFrontWheel 1:shot, 0:OK
 
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 uncontrollable:
 
* +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
 
  
[EDIT by Saracoglu]
+
* +<code>0x7BC</code> = [float] Burn Timer (in ms) (for bikes)
 +
'''Note:''' There is also a copy of the suspension values at -<code>0x10</code>, but these are 'smoother'. They range from 0 to 1 (1 = fully extended/airborne, 0 = fully compressed).
 +
* +<code>0x7E4</code> = [float] Front-Left suspension height
 +
* +<code>0x7E8</code> = [float] Rear-Left suspension height
 +
* +<code>0x7EC</code> = [float] Front-Right suspension height
 +
* +<code>0x7F0</code> = [float] Rear-Right suspension height
  
The locations of the detachable objects are different for cars and bikes.
+
* +<code>0x86C</code> = [word] Current load of vehicle, works for vehicles such as dumper, packer, dozer, forklift and so on.
This is merely because bike object is actually smaller than the car object.
+
* +<code>0x870</code> = [word] Last load value of vehicle. Used to detect whether vehicle should have sound of raising/lowering a load. After detecting it gets value of car struct +<code>0x86C</code> below.
The car object is used for all vehicles (including heli) but the bikes.
+
 
 +
* +<code>0x8E4</code> = [float] Burn Timer (in ms) (for cars)
 +
 
 +
Let's say, the Car Position of this given car starts at <code>0xC5F5DB4</code>:
 +
* +<code>0x0</code> = [CVector] Level to the ground
 +
* +<code>0x10</code> = [CVector] Where am I looking
 +
* +<code>0x20</code> = [CVector] Dyn flight data
 +
* +<code>0x30</code> = [CVector] CarPos
 +
 
 +
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:
 +
* +<code>0x724</code> = [CVector] Detachables1
 +
* +<code>0x750</code> = [CVector] Detachables2
 +
* +<code>0x77C</code> = [CVector] Detachables3
 +
* +<code>0x7A8</code> = [CVector] Detachables4
 +
 
 +
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:
 
Offsets for Detachables:
* + 1828 CarDetachPosAdr(0)
+
* +<code>0x5FC</code> = [CVector] BikeDetachPosAdr(0)
* + 1872 CarDetachPosAdr(1)
+
* +<code>0x660</code> = [CVector] BikeDetachPosAdr(1)
* + 1916 CarDetachPosAdr(2)
+
* +<code>0x68C</code> = [CVector] BikeDetachPosAdr(2)
* + 1960 CarDetachPosAdr(3)
+
* +<code>0x6B8</code> = [CVector] BikeDetachPosAdr(3)
 +
* +<code>0x6E4</code> = [CVector] BikeDetachPosAdr(4)
  
* + 1532 BikeDetachPosAdr(0)
+
* +<code>0x724</code> = [CVector] CarDetachPosAdr(0)
* + 1632 BikeDetachPosAdr(1)
+
* +<code>0x750</code> = [CVector] CarDetachPosAdr(1)
* + 1676 BikeDetachPosAdr(2)
+
* +<code>0x77C</code> = [CVector] CarDetachPosAdr(2)
* + 1720 BikeDetachPosAdr(3)
+
* +<code>0x7A8</code> = [CVector] CarDetachPosAdr(3)
* + 1764 BikeDetachPosAdr(4)
 
  
 
The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:
 
The trailer of the tanker is handled the same way as the vehicles. Its pointer gets set at offset:
* + 0x4C8
+
* +<code>0x4C8</code>
to the car object start. When warping vehicles that has trailer, we need to warp this 'vehicle' as well.
+
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.
 
The same pointer is used also when you are towing other vehicles as well.
  
[/EDIT]
+
===Wanted===
 +
<code>0xB7CD9C</code> – Wanted pool start (CWanted). Each slot has 668 bytes of data.
 +
 
 +
* +<code>0x0</code> = Is the counter for how pissed the cops are:
 +
** above 50 = 1 star
 +
** above 180 = 2 stars
 +
** above 550 = 3 stars
 +
** above 1200 = 4 stars
 +
** above 2400 = 5 stars
 +
** above 4600 = 6 stars
 +
* +<code>0x4</code> = like above, but 'before parole (timed wanted level decrease?)'
 +
* +<code>0x8</code> = [dword] time value, the last time the wanted level decreased
 +
* +<code>0xC</code> = [dword] time value, the last time the wanted level changed
 +
* +<code>0x10</code> = [dword] 'time of parole'
 +
* +<code>0x14</code> = [float] multiplier of wanted level contribution of crimes (set using [[03C7]]?)
 +
* +<code>0x18</code> = [byte] Current amount of cops 'in pursuit'
 +
* +<code>0x19</code> = [byte] Maximum number of foot cops simultaneously shooting at you ('in pursuit')
 +
* +<code>0x1A</code> = [byte] Maximum number of cop cars in pursuit
 +
* +<code>0x1B</code> = [byte] Amount of cops currently 'beating the suspect'
 +
* +<code>0x1C</code> = [word] Chance a road block appears, range unknown (though 127 seems to have a special meaning)
 +
* +<code>0x1E</code> = [bool] Is the player ignored by police? (set by script)
 +
* +<code>0x1F</code> = [bool] Is the player ignored by police? (set by garages)
 +
* +<code>0x20</code> = [bool] Is the player ignored by everyone?
 +
* +<code>0x21</code> = [bool] Should the streamer load the SWAT models?
 +
* +<code>0x22</code> = [bool] Should the streamer load the FBI models?
 +
* +<code>0x23</code> = [bool] Should the streamer load the army models?
 +
* +<code>0x24</code> = [dword] Current chase time
 +
* +<code>0x28</code> = [dword] 'Current chase time counter'
 +
* +<code>0x2C</code> = [word] Current wanted level (1-6)
 +
* +<code>0x2F</code> = [word] Wanted level before 'parole'
 +
* need to do more
 +
 
 +
'''Note:'''
 +
Helicopters will still shoot if you change flag <code>0x19</code> to 0.
 +
 
 +
===Player Data===
 +
* <code>0xB7CD98</code> - CPlayerData
 +
** +<code>0x0</code> = [dword] Pointer to [[#Pedestrians|CPed]]
 +
** +<code>0x4</code> = CPlayerData pool start
 +
*** +<code>0x0</code> = [dword] Pointer to [[#Wanted|CWanted]]
 +
*** +<code>0x4</code> = [dword] Pointer to ped clothes description
 +
*** +<code>0x8</code> = [dword] Pointer to cop that arresting you
 +
*** +<code>0xC</code> = [CVector2D] Fight movement
 +
*** +<code>0x14</code> = [float] Move blend ratio
 +
*** +<code>0x18</code> = [float] Time can run
 +
*** +<code>0x1C</code> = [float] Move speed
 +
*** +<code>0x20</code> = [byte] Selected weapon slot
 +
*** +<code>0x21</code> = [byte] Car danger counter
 +
*** +<code>0x24</code> = [dword] Stand still timer
 +
*** +<code>0x28</code> = [dword] Hit animation delay
 +
*** +<code>0x2C</code> = [float] Attack button counter
 +
*** +<code>0x30</code> = [dword] Pointer to car danger
 +
*** +<code>0x34</code> = [dword] Player flags
 +
**** Bit 0 = Stopped Moving
 +
**** Bit 1 = Adrenaline
 +
**** Bit 2 = Have Target Selected
 +
**** Bit 3 = Free Aiming
 +
**** Bit 4 = Can Be Damaged
 +
**** Bit 5 = All Melee Attack Pts Blocked
 +
**** Bit 6 = Just Been Snacking
 +
**** Bit 7 = Require Handle Breath
 +
**** Bit 8 = Group Stuff Disabled
 +
**** Bit 9 = Group Always Follow
 +
**** Bit 10 = Group Never Follow
 +
**** Bit 11 = In Vehicle Dont Allow Weapon Change
 +
**** Bit 12 = Render Weapon
 +
*** +<code>0x38</code> = [dword] Player group
 +
*** +<code>0x3C</code> = [dword] Adrenaline end time
 +
*** +<code>0x40</code> = [byte] Drunkeness
 +
*** +<code>0x41</code> = [byte] Fade drunkeness
 +
*** +<code>0x42</code> = [byte] Drug level
 +
*** +<code>0x43</code> = [byte] Script limit to gangs size
 +
*** +<code>0x44</code> = [float] Breath
 +
*** +<code>0x48</code> = [dword] Pointer to melee weapon animation
 +
*** +<code>0x4C</code> = [dword] Pointer to melee weapon animation extra
 +
*** +<code>0x50</code> = [float] FPS move heading
 +
*** +<code>0x54</code> = [float] Look pitch
 +
*** +<code>0x58</code> = [float] Skateboard speed (?)
 +
*** +<code>0x5C</code> = [float] Skateboard lean (?)
 +
*** +<code>0x60</code> = [dword] Pointer to special atomic
 +
*** +<code>0x64</code> = [float] Gun spin speed
 +
*** +<code>0x68</code> = [float] Gun spin angle
 +
*** +<code>0x6C</code> = [dword] Last time firing
 +
*** +<code>0x70</code> = [dword] Target bone
 +
*** +<code>0x74</code> = [CVector] Target bone offset
 +
*** +<code>0x80</code> = [dword] Bus fares collected
 +
*** +<code>0x84</code> = [bool] Player sprint disabled
 +
*** +<code>0x85</code> = [bool] Don't allow weapon change
 +
*** +<code>0x86</code> = [byte] Force interior lighting
 +
*** +<code>0x88</code> = [word] Pad down pressed in ms
 +
*** +<code>0x8A</code> = [word] Pad up pressed in ms
 +
*** +<code>0x8C</code> = [byte] Wetness
 +
*** +<code>0x8D</code> = [bool] Player gang active
 +
*** +<code>0x8E</code> = [byte] Water cover in percent
 +
*** +<code>0x90</code> = [float] Water height
 +
*** +<code>0x94</code> = [dword] Fire HS missile pressed time
 +
*** +<code>0x98</code> = [dword] Pointer to last HS missile target
 +
*** +<code>0x9C</code> = [dword] Model index of last building shot
 +
*** +<code>0xA0</code> = [dword] Last HS missile los time
 +
*** +<code>0xA0</code> = [byte] Last HS missile los
 +
*** +<code>0xA4</code> = [dword] Pointer to current prostitute ped
 +
*** +<code>0xA8</code> = [dword] Pointer to last prostitute ped shagged
 +
** +<code>0xB0</code> = [dword] Pointer to remote vehicle
 +
** +<code>0xB4</code> = [dword] Pointer to spectating vehicle
 +
** +<code>0xB8</code> = [dword] Money
 +
** +<code>0xBC</code> = [dword] Displayed money
 +
** +<code>0xC0</code> = [dword] Collectables picked up
 +
** +<code>0xC4</code> = [dword] Total number collectables
 +
** +<code>0xC8</code> = [dword] Last bump player vehicle timer
 +
** +<code>0xCC</code> = [dword] Taxi timer
 +
** +<code>0xD0</code> = [dword] Vehicle time counter
 +
** +<code>0xD4</code> = [bool] Taxi timer score
 +
** +<code>0xD5</code> = [bool] Trying to exit vehicle
 +
** +<code>0xD8</code> = [dword] Pointer to last target vehicle
 +
** +<code>0xDC</code> = [byte] Player state
 +
** +<code>0xDD</code> = [bool] After remote vehicle explosion
 +
** +<code>0xDE</code> = [bool] Create remote vehicle explosion
 +
** +<code>0xDF</code> = [bool] Fade after remote vehicle explosion
 +
** +<code>0xE0</code> = [dword] Time of remote vehicle explosion
 +
** +<code>0xE4</code> = [dword] Last time energy lost
 +
** +<code>0xE8</code> = [dword] Last time armour lost
 +
** +<code>0xEC</code> = [dword] Last time big gun fired (?)
 +
** +<code>0xF0</code> = [dword] Times upside down in a row
 +
** +<code>0xF4</code> = [dword] Times stuck in a row
 +
** +<code>0xF8</code> = [dword] Car two wheel counter
 +
** +<code>0xFC</code> = [float] Car two wheel distance
 +
** +<code>0x100</code> = [dword] Car less three wheel counter
 +
** +<code>0x104</code> = [dword] Bike rear wheel counter
 +
** +<code>0x108</code> = [float] Bike rear wheel distance
 +
** +<code>0x10C</code> = [dword] Bike front wheel counter
 +
** +<code>0x110</code> = [float] Bike front wheel distance
 +
** +<code>0x114</code> = [dword] Temp buffer counter
 +
** +<code>0x118</code> = [dword] Best car two wheels time in ms
 +
** +<code>0x11C</code> = [dword] Best car two wheels distance in m
 +
** +<code>0x120</code> = [dword] Best bike wheelie time in ms
 +
** +<code>0x124</code> = [dword] Best bike wheelie distance in m
 +
** +<code>0x128</code> = [dword] Best bike stoppie time in ms
 +
** +<code>0x12C</code> = [dword] Best bike stoppie distance in m
 +
** +<code>0x130</code> = [word] Car density for current zone
 +
** +<code>0x134</code> = [float] Road density around player
 +
** +<code>0x138</code> = [dword] Time of last car explosion caused
 +
** +<code>0x13C</code> = [dword] Explosion multiplier
 +
** +<code>0x140</code> = [dword] Havoc caused
 +
** +<code>0x144</code> = [word] Number of hours didn't eat
 +
** +<code>0x148</code> = [float] Current chase value
 +
** +<code>0x14C</code> = [bool] Does not get tired (Infinite run in other words)
 +
** +<code>0x14D</code> = [bool] Fast reload
 +
** +<code>0x14E</code> = [bool] Fire proof
 +
** +<code>0x14F</code> = [byte] Max health
 +
** +<code>0x150</code> = [byte] Max armour
 +
** +<code>0x151</code> = [bool] Get of jail free & keep weapons
 +
** +<code>0x152</code> = [bool] Free health care & keep weapons
 +
** +<code>0x153</code> = [bool] Can do drive-by
 +
** +<code>0x154</code> = [byte] Busted audio status
 +
** +<code>0x156</code> = [word] Last busted message number
 +
** +<code>0x158</code> = [dword] Crosshair activated
 +
** +<code>0x15C</code> = [CVector2D] Crosshair target
 +
** +<code>0x164</code> = [char(32)]Skin name
 +
** +<code>0x184</code> = [dword] Pointer to skin RwTexture
 +
** +<code>0x188</code> = [bool] Parachute referenced
 +
** +<code>0x18C</code> = [dword] Require parachute timer
 +
 
 +
===Camera===
 +
* <code>0xB6F028</code> – Camera Block Start (CCamera)
 +
* <code>0x52B730</code> – Start of camera 'MOVer' subroutine:
 +
** <code>0xC3</code> = lock camera (retn)
 +
* <code>0xB6F0DC</code> – [dword] Current View:
 +
** 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?
 +
* <code>0xB6F0E0</code> – [float] Car View Distance (arm length)
 +
* <code>0xB6F0E8</code> – [float] True View Distance (true arm length)
 +
 
 +
===Ignored===
 +
<code>0xB7CD9C</code> – Ignored pointer (CIgnored).
 +
 
 +
* +<code>0x1E</code> = [byte/boolean] Is player ignored by cops
 +
* +<code>0x298</code> = [byte/boolean] Is player ignored by everyone
 +
 
 +
===Pools===
 +
See the [[Data Pools]] functions in the [[Function Memory Addresses (SA)]] section.
 +
 
 +
<code>0x550F10</code> – AllocatePools function.
 +
 
 +
* <code>0xB74484</code> – PtrNode Single
 +
* <code>0xB74488</code> – PtrNode Double
 +
* <code>0xB7448C</code> – EntryInfoNode
 +
* <code>0xB74490</code> – Peds
 +
* <code>0xB74494</code> – Vehicles
 +
* <code>0xB74498</code> – Buildings
 +
* <code>0xB7449C</code> – Objects
 +
* <code>0xB744A0</code> – Dummys
 +
* <code>0xB744A4</code> – ColModel
 +
* <code>0xB744A8</code> – Task
 +
* <code>0xB744AC</code> – Event
 +
* <code>0xB744B0</code> – PointRoute
 +
* <code>0xB744B4</code> – PatrolRoute
 +
* <code>0xB744B8</code> – NodeRoute
 +
* <code>0xB744CC</code> – TaskAllocator
 +
* <code>0xB744C0</code> – PedIntelligence
 +
* <code>0xB744C4</code> – PedAttractors
 +
 
 +
===Handling===
 +
<code>0xC2B9DC</code> – Handling Block Start. Each slot has 224 bytes of data.
 +
 
 +
* +<code>0x0</code> = [dword] Index/Identifier
 +
* +<code>0x4</code> = fMass
 +
* +<code>0x8</code> = 1.0 / fMass
 +
* +<code>0xC</code> = fTurnMass
 +
* +<code>0x10</code> = fDragMult
 +
* +<code>0x14</code> = [CVector] CentreOfMass
 +
* +<code>0x20</code> = [byte] nPercentSubmerged
 +
* +<code>0x24</code> = fMass * 8.0000001e-1 / nPercentSubmerged
 +
* +<code>0x28</code> = fTractionMultiplier
 +
* +<code>0x74</code> = [byte] TransmissionData.nDriveType
 +
* +<code>0x75</code> = [byte] TransmissionData.nEngineType
 +
* +<code>0x76</code> = [byte] TransmissionData.nNumberOfGears
 +
* +<code>0x7C</code> = TransmissionData.fEngineAcceleration (Multiplied by 3.9999999e-4)
 +
* +<code>0x80</code> = TransmissionData.fEngineInertia
 +
* +<code>0x84</code> = TransmissionData.fMaxVelocity (Multiplied by 5.5555599e-3)
 +
* +<code>0x94</code> = fBrakeDeceleration (Multiplied by 3.9999999e-4)
 +
* +<code>0x98</code> = fBrakeBias
 +
* +<code>0x9C</code> = [byte] bABS
 +
* +<code>0xA0</code> = fSteeringLock
 +
* +<code>0xA4</code> = fTractionLoss
 +
* +<code>0xA8</code> = fTractionBias
 +
* +<code>0xAC</code> = fSuspensionForceLevel
 +
* +<code>0xB0</code> = fSuspensionDampingLevel
 +
* +<code>0xB4</code> = fSuspensionHighSpdComDamp
 +
* +<code>0xB8</code> = Suspension upper limit
 +
* +<code>0xBC</code>= Suspension lower limit
 +
* +<code>0xC0</code> = Suspension bias between front and rear
 +
* +<code>0xC4</code> = Suspension anti-dive multiplier
 +
* +<code>0xC8</code> = [float] fCollisionDamageMultiplier { memory fCollisionDamageMultiplier = fCollisionDamageMultiplier * ( 1.0 / fMass) * 2000.0 }
 +
* +<code>0xCC</code> = [hex] modelFlags
 +
* +<code>0xD0</code> = [hex] handlingFlags
 +
* +<code>0xD4</code> = fSeatOffsetDistance
 +
* +<code>0xD8</code> = [dword] nMonetaryValue
 +
* +<code>0xDC</code> = [byte] Front lights
 +
* +<code>0xDD</code> = [byte] Rear lights
 +
* +<code>0xDE</code> = [byte] Vehicle anim group
 +
 
 +
===Controls===
 +
<code>0xB73458</code> – Start of controls block.
 +
 
 +
* +<code>0x20</code> = [word] Accelerate:
 +
** 0 = off
 +
** 255 = on
 +
* +<code>0x22</code> = [word] Brake
 +
 
 +
===Rockets===
 +
The rocket pool contains info on launched rockets (for example, Hydra rockets).
 +
 
 +
<code>0xC891A8</code> – Rocket pool start. Each slot has 36 bytes of data. There are 32 elements in the pool.
 +
 
 +
* +<code>0x0</code> = [dword] Rocket type:
 +
** 16 = none
 +
** 17 = tear gas
 +
** 19 = normal
 +
** 20 = heatseeking
 +
** 39 = remote explosives
 +
** 58 = flare
 +
* +<code>0x4</code> = [dword] Pointer to launching entity
 +
* +<code>0x8</code> = [dword] Pointer to target vehicle (when heatseeking), 0 otherwise
 +
* +<code>0x10</code> = [byte] Does rocket exist?
 +
** 0 = exploded/does not exist
 +
** 1 = travelling
 +
* +<code>0x14</code> = [CVector] Position
 +
 
 +
===Bullets===
 +
 +
<code>0xC88740</code> – Bullet pool start.
 +
 
 +
* +<code>0xC</code> = [byte] Bullet exists
 +
** 0 = Does not exist
 +
** 1 = Exists
 +
* +<code>0x10</code> = [CVector] Position
 +
 
 +
'''Note:''' It works only for Sniper Rifle
 +
 
 +
===Race Checkpoints===
 +
The checkpoints block that are used in the "illegal street racing" mini-games.
 +
 
 +
<code>0xC7F158</code> – Checkpoint block start. Each block is 38 bytes, but theres always only two at a time.
 +
 
 +
* +<code>0x0</code> = [byte] Type of checkpoint
 +
* +<code>0x2</code> = [byte] RGBA color value
 +
* +<code>0x4</code> = [CVector] Position
 +
* +<code>0x10</code> to +<code>0x18</code> = [float] Rotation Matrix (direction from this checkpoint to the next, all floats)
 +
* +<code>0x20</code> = [float] Checkpoint radius
 +
 
 +
===Garages and Parking===
 +
'''Note, that the memory location of garages can vary depending on the scm script you use.'''
 +
 
 +
There are [[Garage#San_Andreas_2|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:
 +
* <code>0x96C048</code> (start of first garage)
 +
* +<code>0xD4</code> (offset for second garage – offset this much again for third garage, again for fourth, etc.)
 +
* <code>0x96C120</code> (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:
 +
* +<code>0x0</code> = [CVector] Coord of the Garage Lower Left corner
 +
* +<code>0xC</code> = [CVector2D] Value of direction vector 1
 +
* +<code>0x14</code> = [CVector2D] Value of direction vector 2
 +
* +<code>0x1C</code> = [float] Top Z Coord. of the garage
 +
* +<code>0x20</code> = [float] Normalized Width of the garage
 +
* +<code>0x24</code> = [float] Normalized Depth of the garage
 +
* +<code>0x28</code> = [float] Left Border (X) corrdinate
 +
* +<code>0x2C</code> = [float] Right Border (X) corrdinate
 +
* +<code>0x30</code> = [float] Front Border (Y) corrdinate
 +
* +<code>0x34</code> = [float] Back Border (Y) corrdinate
 +
* +<code>0x38</code> = [float] Garage Door Position
 +
* +<code>0x3C</code> = [dword] unknown (Timer)
 +
* +<code>0x40</code> = [dword] unknown (not saved)
 +
* +<code>0x44</code> = [chars] Garage Name (7 bytes + nul)
 +
* +<code>0x4C</code> = [byte] Garage Type
 +
* +<code>0x4D</code> = [byte] Garage Door State values:
 +
** 0 = closed
 +
** 1 = open
 +
** 2 = closing
 +
** 3 = opening
 +
* +<code>0x4E</code> = [byte] Door Flags
 +
** <code>0x01</code> = used mod shop (?)
 +
** <code>0x02</code> = inactive door
 +
** <code>0x04</code> = used Pay'n'Spray (?)
 +
** <code>0x08</code> = small door (reflective?)
 +
** <code>0x10</code> = up and in door
 +
** <code>0x20</code> = camera follows player
 +
** <code>0x40</code> = door is closed flag
 +
** <code>0x80</code> = girlfriend PnS
 +
* +<code>0x4F</code> = [byte] Original Type
 +
 
 +
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.
  
==Garages and Parking==
+
Note: Direction Vectors marked above may be Quaternions.
[EDIT by saracoglu]
 
  
For the garage editor coders:
+
Here are the static Addresses of the Garage Blocks, and to which garage they belong:
 +
* <code>0x96C048</code> – Commerce Region, Loading Bay Garage (Life's a Beach)
 +
* <code>0x96C120</code> – LSPD Police Impound Garage
 +
* <code>0x96C1F8</code> – Mission Garage near El Corona (Los Desperados)
 +
* <code>0x96C2D0</code> – Eight Ball Autos near El Corona
 +
* <code>0x96C3A8</code> – Mission Garage near El Corona (Cesar Vialpando)
 +
* <code>0x96C480</code> – Player Garage: El Corona
 +
* <code>0x96C558</code> – LS Burglary Garage near Playe del Seville
 +
* <code>0x96C630</code> – LowRider Tuning Garage in Willowfield
 +
* <code>0x96C708</code> – Pay 'n' Spray in Idlewood
 +
* <code>0x96C7E0</code> – Player Garage: Johnson House
 +
* <code>0x96C8B8</code> – Pay 'n' Spray in Temple
 +
* <code>0x96C990</code> – Transfender in Temple
 +
* <code>0x96CA68</code> – Pay 'n' Spray in Santa Maria Beach
 +
* <code>0x96CB40</code> – Player Garage: Santa Maria Beach
 +
* <code>0x96CC18</code> – Player Garage: Mulholland
 +
* <code>0x96CCF0</code> – Wheel Archangels in Ocean Flats
 +
* <code>0x96CDC8</code> – Mission Garage in Ocean Flats (T-Bone Mendez)
 +
* <code>0x96CEA0</code> – Player Garage: Hashbury
 +
* <code>0x96CF78</code> – Transfender near Wang Cars in Doherty
 +
* <code>0x96D050</code> – Pay 'n' Spray near Wang Cars in Doherty
 +
* <code>0x96D128</code> – SF Burglary Garage, Loading Bay near Doherty
 +
* <code>0x96D200</code> – Player Garage: Doherty
 +
* <code>0x96D2D8</code> – Mission Garage in Doherty Garage
 +
* <code>0x96D3B0</code> – Woozie's Mission Garage in Chinatown (Ran Fa Li)
 +
* <code>0x96D488</code> – Michelle's Pay 'n' Spray in Downtown
 +
* <code>0x96D560</code> – Player Garage: Calton Heights
 +
* <code>0x96D638</code> – SFPD Police Impound Garage
 +
* <code>0x96D710</code> – Pay 'n' Spray in Juniper Hollow
 +
* <code>0x96D7E8</code> – Player Garage: Paradiso
 +
* <code>0x96D8C0</code> – LVPD Police Impound Garage
 +
* <code>0x96D998</code> – Airport Plane Garage in Las Venturas
 +
* <code>0x96DA70</code> – LV Burglary Garage near Camel's Toe
 +
* <code>0x96DB48</code> – Pay 'n' Spray near Royal Casino
 +
* <code>0x96DC20</code> – Transfender in come-a-lot
 +
* <code>0x96DCF8</code> – Player Garage: Rockshore West
 +
* <code>0x96DDD0</code> – Welding Wedding Bomb-workshop in Emerald Isle
 +
* <code>0x96DEA8</code> – Pay 'n' Spray in Redsands East
 +
* <code>0x96DF80</code> – Player Garage: Redsands West
 +
* <code>0x96E058</code> – Player Garage: Prickle Pine
 +
* <code>0x96E130</code> – Player Garage: Whitewood Estates
 +
* <code>0x96E208</code> – Pay 'n' Spray in El Quebrados
 +
* <code>0x96E2E0</code> – Pay 'n' Spray in Fort Carson
 +
* <code>0x96E3B8</code> – Player Garage: Fort Carson
 +
* <code>0x96E490</code> – Player Garage: Verdant Meadows
 +
* <code>0x96E568</code> – Mission Garage in El Castillo del Diablo (Interdiction)
 +
* <code>0x96E640</code> – Airport Garage in Verdant Meadows
 +
* <code>0x96E718</code> – Mission Garage in Angel Pine (Puncture Wounds)
 +
* <code>0x96E7F0</code> – Pay 'n' Spray in Dillimore
 +
* <code>0x96E8C8</code> – Player Garage: Palomino Creek
 +
* <code>0x96E9A0</code> – Player Garage: Dillimore
  
There are 50 Garages in the game. Each garage position, details, usage information, location in game,
+
Static Mem. Locations for garages:
location of door, width, depth and height, direction it looks, coordinates of lower left corner, and
+
* <code>0x96ABD8</code> – Johnson House Car 1
upper right corner, if it is usable by the player, which property (safe house) it belongs, number of
+
* <code>0x96AC18</code> – Johnson House Car 2
cars that can be parked into, the door state (closed, opening, open and closing) is found in the
+
* <code>0x96AC58</code> – Johnson House Car 3
garage object of 212 bytes. The memory location where the garages start in the exe I use is:
+
* <code>0x96AC98</code> – Johnson House Car 4
0x96C048 (I am using non-patched original v1.0 german exe with english language option selected, and
+
* <code>0x96ACD8</code> – Santa Maria Beach Car 1
original scm file.) The next garage is at 0xD4 offset, so on 0x96C120
+
* <code>0x96AD18</code> – Santa Maria Beach Car 2
 +
* <code>0x96AD58</code> – Santa Maria Beach Car 3
 +
* <code>0x96AD98</code> – Santa Maria Beach Car 4
 +
* <code>0x96ADD8</code> – Rockshore West Car 1
 +
* <code>0x96AE18</code> – Rockshore West Car 2
 +
* <code>0x96AE58</code> – Rockshore West Car 3
 +
* <code>0x96AE98</code> – Rockshore West Car 4
 +
* <code>0x96AED8</code> – Fort Carson Car 1
 +
* <code>0x96AF18</code> – Fort Carson Car 2
 +
* <code>0x96AF58</code> – Fort Carson Car 3
 +
* <code>0x96AF98</code> – Fort Carson Car 4
 +
* <code>0x96AFD8</code> – Verdant Meadows Car 1
 +
* <code>0x96B018</code> – Verdant Meadows Car 2
 +
* <code>0x96B058</code> – Verdant Meadows Car 3
 +
* <code>0x96B098</code> – Verdant Meadows Car 4
 +
* <code>0x96B0D8</code> – Dillimore Car 1
 +
* <code>0x96B118</code> – Dillimore Car 2
 +
* <code>0x96B158</code> – Dillimore Car 3
 +
* <code>0x96B198</code> – Dillimore Car 4
 +
* <code>0x96B1D8</code> – Prickle Pine Car 1
 +
* <code>0x96B218</code> – Prickle Pine Car 2
 +
* <code>0x96B258</code> – Prickle Pine Car 3
 +
* <code>0x96B298</code> – Prickle Pine Car 3
 +
* <code>0x96B2D8</code> – Whitewood Estates Car 1
 +
* <code>0x96B318</code> – Whitewood Estates Car 2
 +
* <code>0x96B358</code> – Whitewood Estates Car 3
 +
* <code>0x96B398</code> – Whitewood Estates Car 4
 +
* <code>0x96B3D8</code> – Palomino Creek Car 1
 +
* <code>0x96B418</code> – Palomino Creek Car 2
 +
* <code>0x96B458</code> – Palomino Creek Car 3
 +
* <code>0x96B498</code> – Palomino Creek Car 4
 +
* <code>0x96B4D8</code> – Redlands West Car 1
 +
* <code>0x96B518</code> – Redlands West Car 2
 +
* <code>0x96B558</code> – Redlands West Car 3
 +
* <code>0x96B598</code> – Redlands West Car 4
 +
* <code>0x96B5D8</code> – El Corona Car 1
 +
* <code>0x96B618</code> – El Corona Car 2
 +
* <code>0x96B658</code> – El Corona Car 3
 +
* <code>0x96B698</code> – El Corona Car 4
 +
* <code>0x96B6D8</code> – MulHolland Car 1
 +
* <code>0x96B718</code> – MulHolland Car 2
 +
* <code>0x96B758</code> – MulHolland Car 3
 +
* <code>0x96B798</code> – MulHolland Car 4
 +
* <code>0x96B7D8</code> – LSPD Impound Car 1
 +
* <code>0x96B818</code> – LSPD Impound Car 2
 +
* <code>0x96B858</code> – LSPD Impound Car 3
 +
* <code>0x96B898</code> – LSPD Impound unused
 +
* <code>0x96B8D8</code> – SFPD Impound Car 1
 +
* <code>0x96B918</code> – SFPD Impound Car 2
 +
* <code>0x96B958</code> – SFPD Impound Car 3
 +
* <code>0x96B998</code> – SFPD Impound unused
 +
* <code>0x96B9D8</code> – LVPD Impound Car 1
 +
* <code>0x96BA18</code> – LVPD Impound Car 2
 +
* <code>0x96BA58</code> – LVPD Impound Car 3
 +
* <code>0x96BA98</code> – LVPD Impound usued
 +
* <code>0x96BAD8</code> – Calton Heights Car 1
 +
* <code>0x96BB18</code> – Calton Heights Car 2
 +
* <code>0x96BB58</code> – Calton Heights Car 3
 +
* <code>0x96BB98</code> – Calton Heights Car 4
 +
* <code>0x96BBD8</code> – Paradiso Car 1
 +
* <code>0x96BC18</code> – Paradiso Car 2
 +
* <code>0x96BC58</code> – Paradiso Car 3
 +
* <code>0x96BC98</code> – Paradiso Car 4
 +
* <code>0x96BCD8</code> – Doherty Car 1
 +
* <code>0x96BD18</code> – Doherty Car 2
 +
* <code>0x96BD58</code> – Doherty Car 3
 +
* <code>0x96BD98</code> – Doherty Car 4
 +
* <code>0x96BDD8</code> – Hashbury Car 1
 +
* <code>0x96BE18</code> – Hashbury Car 2
 +
* <code>0x96BE58</code> – Hashbury Car 3
 +
* <code>0x96BE98</code> – Hashbury Car 4
 +
* <code>0x96BED8</code> – Verdant Meadows Airport Car 1
 +
* <code>0x96BF18</code> – Verdant Meadows Airport Car 2
 +
* <code>0x96BF58</code> – Verdant Meadows Airport Car 3
 +
* <code>0x96BF98</code> – Verdant Meadows Airport Car 4
  
Here is the offsets that I was able to figure out by now:
+
Offsets:
* 0 Float, X Coord of the Garage Lower Left corner
+
* +<code>0x0</code> = [CVector] Coord
* 4 Float, Y Coord of the Garage Lower Left corner
+
* +<code>0xE</code> = [word] BPDPEPFP coding
*  8 Float, Z Coord of the Garage Lower Left corner
+
* +<code>0x10</code> = [word] Car ID
* 12 Float, X Value of direction vector 1
+
* +<code>0x2F</code> = [byte] Body Color ordinal
* 16 Float, Y Value of direction vector 1
+
* +<code>0x30</code> = [byte] Stripe Color ordinal
* 20 Float, X Value of direction vector 2
+
* +<code>0x3C</code> = [float] Car Angle
* 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: 0:closed 1:open 2:opening 3:closing
 
  
The direction vector 3 is completely left out, I think because the garages are always even to the ground.
+
===Interface===
I think that is also why the Z values of the direction vectors are also left-out.
+
* <code>0xBAB22C</code> – [byte] Health bar/red text/enemy marker/anything red color (RGBA, 4 bytes)
 +
* <code>0xBAB230</code> – [byte] Money font color/vehicle entry name/green text/anything green color (RGBA, 4 bytes)
 +
* <code>0xBAB238</code> – [byte] White text color (RGBA, 4 bytes)
 +
* <code>0xBAB240</code> – [byte] Main menu title border (RGBA, 4 bytes)
 +
* <code>0xBAB244</code> – [byte] Wanted level color (RGBA, 4 bytes)
 +
* <code>0xBAB24C</code> – [byte] Radio station text color (RGBA, 4 bytes)
 +
* <code>0xBAB258</code> – [byte] Yellow blip/text color (RGBA, 4 bytes)
  
Here are the static Adresses of the Garage Blocks, and to which garage they belong:
+
===Menu===
 +
The following addresses have been found:
  
* 0x96C048  Commerce Region, Loading Bay Garage
+
<code>0xBA6748</code> – Base address.
* 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
 
[/EDIT]
 
  
==Menu==
+
* +<code>0x15D</code> = [byte] Current Menu ID
Squiddy found these addresses
+
* +<code>0x78D</code> = [byte] Show menu item hover
 +
* +<code>0x54</code> = [dword] Selected menu item
  
* Base address 0xBA6748
+
* +<code>0xE9</code> = [byte] Main menu switch (startup menu/menu when playing)
* + 0x15D - BYTE Current Menu ID
+
* +<code>0x84</code> = [dword] Language
* + 0x78D - BYTE Show menu item hover
+
* +<code>0x15F</code> = [byte] Selected savegame
* + 0x54 - DWORD Selected menu item
+
* +<code>0x24</code> = [dword] Radar mode
  
* + 0xE9 - BYTE Main menu switch (startup menu/menu when playing)
+
* +<code>0x64</code> = [float] Map zoom
* + 0x84 - DWORD language
+
* +<code>0x68</code> = [float] Map x position
* + 0x15F - BYTE selected savegame
+
* +<code>0x6C</code> = [float] Map y position
* + 0x24 - DWORD radar mode
 
  
* + 0x64 - FLOAT map zoom
+
* +<code>0x5C</code> = [byte] Player in menu?
* + 0x68 - FLOAT map x position
 
* + 0x6C - FLOAT map y position
 
  
* + 0x5C - BYTE Player in menu?
+
===Menu IDs===
 +
Known Menu IDs (get ID at <code>0xBA68A5</code>):
 +
* 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|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
  
= Weather Codes=
+
=== SCM related ===
 +
* <code>0xA49960</code> – Start of the SCM block (<code>0xA49960</code> + (4 * varnumber) is that particular variable)
 +
* <code>0xA7A6A0</code> – Start of the mission block (69000 bytes)
 +
* <code>0x464080</code> – GetOpcodeParameters()
 +
* <code>0xA447F4</code> – Command count
 +
* <code>0x469F00</code> – CRunningScript_ProcessOneCommand
 +
* <code>0x464080</code> – CRunningScript_CollectParameters
 +
* <code>0x4859D0</code> – CRunningScript_UpdateCompareFlag
 +
* <code>0x469390</code> – Game_Script_Thread struct
 +
* <code>0xA43C78</code> – Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems
 +
* <code>0x8A6168</code> – "Master" jumptable, each dword points to one of 27 different functions, each one handling approx 100 opcodes
 +
* <code>0x466C50</code> – Opcodes 0000 – 0063. Array of dword, each pointing to the function for that opcode
 +
* <code>0x468364</code> – Opcodes 0064 – 00C4. Array of dword, each pointing to the function for that opcode
 +
* <code>0x469E4C</code> – Opcodes 00D6 – 0129. Array of byte, each byte is an index for the array of dword at <code>0x469DD4</code>, which points to the opcode function
 +
* <code>0x47D1B4</code> – Opcodes 0137 – 018F. Array of byte, each byte is an index for the array of dword at <code>0x47D0F4</code>, which points to the opcode function
 +
* <code>0x47DFE0</code> – Opcodes 0190 – 01F3. Array of byte, each byte is an index for the array of dword at <code>0x47DF58</code>, which points to the opcode function
 +
* <code>0x47F304</code> – Opcodes 01F4 – 0256. Array of byte, each byte is an index for the array of dword at <code>0x47F24C</code>, which points to the opcode function
 +
* <code>0x47FA04</code> – Opcodes 0292 – 02B8. Array of byte, each byte is an index for the array of dword at <code>0x47F9BC</code>, which points to the opcode function
 +
* <code>0x480FD8</code> – Opcodes 02BE – 031D. Array of byte, each byte is an index for the array of dword at <code>0x480F10</code>, which points to the opcode function
 +
* <code>0x4836B8</code> – Opcodes 0320 – 0382. Array of byte, each byte is an index for the array of dword at <code>0x483600</code>, which points to the opcode function
 +
(No time to finish now, will finish later)
  
0xC8131C - weather (dword)
+
====Threads====
 +
<code>0xA8B430</code> – Start of the threads pool. There are two queues: the active threads and inactive ones.<br>
 +
<code>0xA8B42C</code> – Pointer to the first active SCM thread.<br>
 +
<code>0xA8B428</code> – Pointer to the first inactive SCM thread.
  
*Weather Values:
+
Each thread has size of 224 (<code>0xE0</code>) bytes.
* 0 to 7 - different versions of blue skies/clouds
 
* 08 - storming
 
* 09 - cloudy and foggy
 
* 10 - clear blue sky (falls into 0-7 category)
 
* 11 - scorching hot (las santos heat waves)
 
* 12 to 15 - very dull, colorless, hazy
 
* 16 - dull, cloudy, rainy
 
* 17 to 18 - scorching hot
 
* 19 - sandstorm
 
* 20 - foggy/greenish
 
* 21 - very dark, gradiented skyline, purple
 
* 22 - very dark, gradiented skyline, green
 
* 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)
+
* +<code>0x0</code> = [void*] Pointer to the next thread in a queue
 +
* +<code>0x4</code> = [void*] Pointer to the previous thread in a queue
 +
* +<code>0x8</code> = [char] Thread name given by the opcode [[03A4]], char 8
 +
* +<code>0x10</code> = [dword] Thread base IP (used in the missions and [[External_Script|external scripts]] to calculate a global address of a local jump offset)
 +
* +<code>0x14</code> = [dword] Current IP
 +
* +<code>0x18</code> = [dword] Return stack (stores the current IP when a gosub executed, dword 8)
 +
* +<code>0x38</code> = [word] Last item index of the return stack
 +
* +<code>0x3C</code> = [dword] Local variables array, dword 32
 +
* +<code>0xBC</code> = [dword] Automatically incrementing timers, dword 2
 +
* +<code>0xC4</code> = [boolean] Thread active flag
 +
* +<code>0xC5</code> = [boolean] IF result
 +
* +<code>0xC6</code> = [boolean] Mission flag
 +
* +<code>0xC7</code> = [boolean] External script flag
 +
* +<code>0xC8</code> = [boolean] Unknown flag (in menu?). Used in [[03E5]]
 +
* +<code>0xC9</code> = [boolean] Unknown flag (ID of an assigned script?)
 +
* +<code>0xCC</code> = [dword] Wakeup time (set by [[0001]])
 +
* +<code>0xD0</code> = [word] IF number (set by [[00D6]])
 +
* +<code>0xD2</code> = [boolean] Not flag (if a condition to check is negative – any opcodes higher than <code>0x7FFF</code>)
 +
* +<code>0xD3</code> = [boolean] Wasted or busted check enabled flag (set by [[0111]]); '''only for missions'''
 +
* +<code>0xD4</code> = [boolean] Player is wasted or busted flag; '''only for missions'''
 +
* +<code>0xD8</code> = [dword] Skip scene IP (used by opcodes [[0707]], [[0701]])
 +
* +<code>0xDC</code> = [boolean] Mission flag
  
Thanks to Jacob for these values
+
====External Scripts Info====
 +
<code>0xA47B60</code> – Start of the external scripts info pool. There are 82 elements with 32 bytes of size each
 +
* +<code>0x0</code> = [dword] Script IP
 +
* +<code>0x4</code> = [word] Status (can be obtained by [[0926]])
 +
* +<code>0x6</code> = [word] Index in SCM (a number as defined in the scm header)
 +
* +<code>0x8</code> = [char] Name, char 20
 +
* +<code>0x1C</code> = [dword] Size
  
= Dependencies=
+
<code>0xA485A0</code> – [dword] Size of the largest external script<br>
* ''Modelingman'' car ptr = player ptr when on foot
+
<code>0xA485A4</code> – [dword] Total scripts count
* CPed block size = 0x7C4 bytes.
 
* CVehicle block size = 0x0A18 bytes.
 
  
= SCM related =
+
====Restart Locations====
*0xA49960 = start of scm block<br>
+
Also see: opcodes [[016C]] and [[016D]] / [[GTA_SA_Saves#Block_8:_Restart_Locations|save file block 8]]
*0x464080 = GetOpcodeParameters()<br>
+
<br>
*0xA43C78 = Where the routine above stores opcode parameters values. Max 16 paramters for an opcode it seems.<br>
+
An unmodded game has 7 restart locations for "busted" and 8 for "wasted". The memory structure suggests a limit of 10 for both of these.
 +
* <code>0xA43268</code>: dword -- number of busted structures
 +
* <code>0xA4326C</code>: dword -- number of wasted structures
 +
* <code>0xA43270</code>: float[10] -- town numbers for busted structures (1 LS / 2 Country+SF / 3 Desert+LV)
 +
* <code>0xA43298</code>: float[10] -- angles for busted structures
 +
* <code>0xA432C0</code>: float[10] -- town numbers for wasted structures (1 LS / 2 Country+SF / 3 Desert+LV)
 +
* <code>0xA432E8</code>: float[10] -- angles for wasted structures
 +
* <code>0xA43310</code>: float -- unused float, only set up to (0.005 * 0.0625 = 0.0003125), 1/0.0003125 = 3200.0
 +
* <code>0xA43318</code>: float[3][10] -- x,y,z – respawn coords for wasted structures
 +
* <code>0xA43390</code>: float[3][10] -- x,y,z – respawn coords for busted structures
 +
* <code>0xA43408</code>: byte[12] -- unknown; matching 12 unknown bytes of [[GTA_SA_Saves#Block_8:_Restart_Locations|save block 8]], <code>0x01</code> after Busted structures
 +
* <code>0xA43414</code>: byte[12] -- unknown; matching 12 unknown bytes of [[GTA_SA_Saves#Block_8:_Restart_Locations|save block 8]], <code>0x0F</code> after Busted structures
 +
* <code>0xA43420</code>: [end]
 +
Notes:
 +
* Town nos. and angles have the busted structures first but coords have the wasted structures first.
 +
* I'm not sure about the end of this structure, but I couldn't recognize anything from the according save block 8 after <code>0xA43420</code>.
  
==Structures ==
+
====Misc====
''CPed class. Not fully documented.''
+
<code>0xA4892C</code> – Start of the pool stored the flipped vehicles handles. There are 6 elements in there, with each of them:
struct _CPed {            // 0x7C4 bytes total.  
+
* +<code>0x0</code> = [dword] Vehicle handle to check if it flipped. Stored by opcode [[0190]].
+
* +<code>0x4</code> = [dword] Time in ms passed from the moment a vehicle flipped. Used by opcode [[018F]]
    DWORD      this;      // +0x000
 
    D3DMATRIX  Matrix;    // +0x014
 
    BYTE      areaStatus; // +0x02F  (0 = exterior. 3 = interior.)
 
    BYTE      Status;    // +0x042  (BP/EP/FP/DP)
 
    DWORD      StateFlags; // +0x46C
 
    DWORD      Action;    // +0x530
 
    BYTE      RunState;  // +0x534
 
    FLOAT      Health;    // +0x540
 
    FLOAT      MaxHealth;  // +0x544
 
    FLOAT      Armor;      // +0x548
 
    FLOAT      Rotation1;  // +0x558
 
    FLOAT      Rotation2;  // +0x55C
 
    DWORD      CVehicle;  // +0x58C
 
    void      WeapData;  // +0x5A0  (pool of slotted CWeapon structs, 28 bytes each)
 
    BYTE      CurWeapon;  // +0x718
 
    DWORD      Target;    // +0x788
 
 
};
 
  
 +
<code>0xA90850</code> – 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 items on the list is 75. Each item has the following structure:
 +
* +<code>0x0</code> = [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
 +
* +<code>0x4</code> = [dword] entity handle (an index in the proper pool)
  
''CWeapon class. Fully documented.''
+
== Weather Codes==
struct _CWeapon {          // 0x01C bytes total.  
+
<code>0xC81318</code> – [word] Weather lock (by AlienX).<br>
+
<code>0xC8131C</code> – [word] Upcoming weather.<br>
    BYTE    WeaponID;    // +0x000  (see weapon.dat)
+
<code>0xC81320</code> – [word] Current weather.<br>
    DWORD    State;        // +0x004  (0 = idle. 1 = firing. 2 = reloading.)
+
<br>
    DWORD    ClipAmmo;    // +0x008
+
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.
    DWORD    AmmoLeft;    // +0x00C
+
<br>
    BYTE    GoogleMode;  // +0x014 (0 = 0ff. 255 = On.)
 
 
 
};
 
  
== Advanced Options ==
+
Weather Values:
''Values are DWORDS unless stated otherwise.''
 
*'''Display Settings'''
 
**0xBA6784 - Brightness [long]
 
**0xBA6792 - Legend
 
**0xBA676C - Radar Mode
 
**0xBA6769 - Hud Mode
 
**0xBA678C - Subtitles
 
**0xBA6830 - Store gallery photos
 
**0xBA6788 - Draw Distance [long]
 
**0xBA6794 - Frame limiter
 
**0xBA6793 - Widescreen
 
**0xA9AE54 - Visual FX Quality
 
**0xBA680C - Mip Mapping
 
**0xBA6814 - Antialiasing [1 = off, 2 = 1, 3 = 2, 4 = 3]
 
**0xBA6820 - Resolution [640x480=11, 800x400 = 12, 800x600=13, 1024x1068=15]
 
  
*'''Sound Configuration'''
+
* 0 = EXTRASUNNY_LA
**0xBA6798 - Radio Volume [0 through 64]
+
* 1 = SUNNY_LA
**0xBA6797 - SFX Volume [0 through 64]
+
* 2 = EXTRASUNNY_SMOG_LA
**0xBA6799 - Radio Equalizer
+
* 3 = SUNNY_SMOG_LA
**0xBA6795 - Radio Auto-tune
+
* 4 = CLOUDY_LA
**0xBA67F8 - Usertrack/Play mode [0 = radio, 1 = random]
+
* 5 = SUNNY_SF
**0xBA680D - Usertrack/Automatic Media Scan
+
* 6 = EXTRASUNNY_SF
**0xBA679A - Radio Station [0 through 11, 12 = usertrack player]
+
* 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?
  
*'''Controller Configuration'''
+
<br> The following are not mentioned in that file, but can be used anyway:
**0xBA6818 - Controller Configuration [0 = mouse+keys, 1 = joypad]
 
**0xB6EC1C - Mouse sensivity [float]
 
**0xC1CC02 - Steer with mouse [byte boolean]
 
**0xC1CC03 - Invert mouse vertically [byte boolean]
 
  
== Statistics-related ==
+
* 23 to 26 = variations of pale orange
''Values are FLOATS unless stated otherwise.''
+
* 27 to 29 = variations of fresh blue
*'''CPed stats'''
+
* 30 to 32 = variations of dark, cloudy, teal
**0xB793D4 Fat
+
* 33 = dark, cloudy, brown
**0xB793D8 Stamina
+
* 34 = blue/purple, regular
**0xB793DC Muscle
+
* 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
  
*'''CWeapon stats'''
+
'''Warning: Setting these values to anything higher will result in things like black screen, flickering, really red, etc.'''
**0xB79496 Pistol
 
**0xB79498 Silenced pistol
 
**0xB7949C Desert eagle
 
**0xB794A0 Shotgun
 
**0xB794A4 Sawn-off shotgun
 
**0xB794A8 Combat shotgun
 
**0xB794AC Machine pistol
 
**0xB794B0 SMG
 
**0xB794B4 AK47
 
**0xB794B8 M4 stat
 
  
=Links to dynamicly updated=
+
== Dependencies==
* [http://www.gtaconnection.net/files/modelingman/safunctions.txt Modelingman]
+
* Car ptr = player ptr when on foot.
* for more search latest posts at [http://www.gtaforums.com/index.php?showtopic=194199 gtaforums]
+
'''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 = <code>0x7C4</code> bytes.
 +
* CVehicle block size = <code>0x0A18</code> bytes.
  
{{Memory-stub}}
+
== External links ==
 +
* {{GTAF|194199|GTASA Memory Addresses}}
 +
{{N|SA}}
 
[[Category:Memory Addresses]]
 
[[Category:Memory Addresses]]

Latest revision as of 17:26, 29 January 2024

40px-Ambox rewrite orange.svg.png This article may need to be rewritten.
Please help improve this article. The discussion page may contain suggestions.

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

Note: None of the memory addresses below will work for GTA: San Andreas v2.0 or 3.0(steam). All addresses in v2.0 and above have been changed or moved. Thus inaccessible.

Base Memory addresses

No category yet

  • 0xB7CE50 – [dword] Money
  • 0xBAA420 – Wanted Level
  • 0x8CDEE4 – [dword] Max wanted level
  • 0x8D5104 – [byte] Current blur level
  • 0x8CB7A5 – [byte] Current Radiostation-ID
  • 0xB700F0 – [dword] Current Car ID (from vehicles.ide) – not for bikes
  • 0xB7CB49 – [byte] Game freezes like when in menu:
    • 0 = normal
    • 1 = everything stops
  • 0xB7CB49 – [byte] Menu show:
    • 0 = leave
    • 1 = show
  • 0x863984 – [float] Gravity (default value: 1.0f/125.0f = 0.008f)
  • 0xB7CB64 – [float] Game speed in percent
  • 0xB7CEE4 – [byte/boolean] Is infinite run
  • 0xB7CEE6 – [byte/boolean] Is player fireproof
  • 0x96C009 – [byte/boolean] Is paynspray free
  • 0xA444A4 – [byte/boolean] Is radar greyed out
  • 0x8D2530 – [float] Pedestrian density multiplier
  • 0x8A5B20 – [float] Vehicle density multiplier
  • 0xB6F065 – [byte/boolean] Widescreen (the view that is displayed during cutscenes, not the display option)
  • 0xA4A948 – Lowrider Challenge score
  • 0xA4EC20 – Dancing minigame score
  • 0xB790B8 – [byte] Photographs taken number (4 bytes)
  • 0xA9AD74 – [byte] Tags number (4 bytes)
  • 0xB791E4 – [byte] Horseshoes number (4 bytes)
  • 0xB791EC – [byte] Oysters number (4 bytes)

Note: For those number above if you change it to maximum amount they appear to pop a message and gives a bonus like weapons in cj savehouses.

  • 0x716642 – [float] Change solid clouds
  • 0x716655 – [float] Disable solid clouds

Note: Both values default to 200. If you change one of them to 100,000 you get very few clouds, a much nicer effect. If you change both of them to 100,000 you never get the clouds.

  • 0xB79078 – [byte] People dropped off in taxi (number used for the stats, 4 bytes)
  • 0xA49C30 – [byte] People dropped off in taxi (number used for giving your reward, 4 bytes)
  • 0xB79040 – [byte] Safehouse visits number (4 bytes)
  • 0xA49EFC – [dword] Denise Progress
  • 0xA49F00 – [dword] Michelle Progress
  • 0xA49F04 – [dword] Helena Progress
  • 0xA49F08 – [dword] Barbara Progress
  • 0xA49F0C – [dword] Katie Progress
  • 0xA49F10 – [dword] Millie Progress

Note: These above six addresses are within the scm block, and valid only for original scm. setting a value to 100 (ie. 100 pct) gives you all gifts of that GF (ie. car keys, wardrobe etc.).

  • 0xB79108 – Number of girls dated
  • 0xB79100 – Current number of girlfriends
  • 0xB79104 – Number of disastrous dates
  • 0xB79110 – Number of successful dates
  • 0xB79060 – Unique jumps found number
  • 0xB79064 – Unique jumps done number
  • 0xBA6774 – Map target:
    • 0 = disabled
    • 1 = enabled
  • 0x86329C – List of valid command names
  • 0xC17054 – A pointer to the main game window handle (typically 0xC8CF88 since the pointer is static).
  • 0xBA3798 – Beginning of ZoneInfo structure
  • 0xBA1DF0 – Beginning of ZonePop structure
  • 0xA94B68 – array of pointers to RwTexture, corresponding to opcode 038F
  • 0xA444A0 – Is HUD enabled by an opcode 0826:
    • 0 = disabled
    • 1 = enabled
  • 0x969110 – [char(30)] Buffer of 30 last typed chars, earlier typed chars are on next bytes.
  • 0xBAA7A0 - [char(150)] Text box(top-left box) (NOTE: Writing a string will show a message box with duration 1-2 seconds)

Time/Timers

  • 0xB70158 – [dword] Timer related to weather and time in ms
  • 0xB610E0 – [dword] A global timer in ms (read only)
  • 0xB7CB84 – [dword] A global timer in ms (while not in menu, read/write)
  • 0xA5153C – [dword] Mission timer from a number to 0 (4 bytes)
  • 0xB7015C – [dword] Defines how many ms (1 second... default 1000, set to 1 for a headache, number of ms per sec)
  • 0xB7014E – [byte] Current Weekday (1 through 7)
  • 0xB79038 – [dword] How many days have passed in game
  • 0xB70153 – [byte] Current Hour
  • 0xB70152 – [byte] Current Minute
  • 0xA49D54 – [dword] Timer for driving/flying missions (in ms)
  • 0xA51974 – [dword] Timer for boat/bike missions (in ms)
  • 0xA5197C – [dword] Timer for taxi driver missions (in ms)
  • 0xA51980 – [dword] Tip Bar timer for taxi driver missions (in seconds)
  • 0xA519A8 – [dword] Timer for paramedic missions (in ms)
  • 0xA519BC – [dword] Timer for firefighter missions (in ms)
  • 0xA519D8 – [dword] Timer for vigilante missions (in ms)
  • 0xA51A3C – Timer for Bloodring race

DirectX / Rendering

  • 0xC97C1C – A copy of the window handle that is used to initialize the DirectX device.
  • 0xC97C20 – Pointer to IDirect3D9 interface.
  • 0xC97C28 – Pointer to IDirect3DDevice9 interface.
  • 0xC9C040 – Global instance of D3DPRESENT_PARAMETERS structure.

Stats

  • 0xB790B4 - [dword] Energy
  • 0xB791A4 – [dword] Lung capacity
  • 0xB793D4 – [float] Fat
  • 0xB793D8 – [float] Stamina
  • 0xB793DC – [float] Muscle
  • 0xB793E0 – [float] Health
  • 0xB793E4 – [float] Sex Appeal
  • 0xB79480 – [float] Respect
  • 0xB79494 – [float] Pistol
  • 0xB79498 – [float] Silenced pistol
  • 0xB7949C – [float] Desert eagle
  • 0xB794A0 – [float] Shotgun
  • 0xB794A4 – [float] Sawn-off shotgun
  • 0xB794A8 – [float] Combat shotgun
  • 0xB794AC – [float] Machine pistol
  • 0xB794B0 – [float] SMG
  • 0xB794B4 – [float] AK47
  • 0xB794B8 – [float] M4
  • 0xB794BC - [float] Rifle

Skills

  • 0xB790A0 – [dword] Driving
  • 0xB7919C – [dword] Flying
  • 0xB791B4 – [dword] Bike
  • 0xB791B8 – [dword] Cycling
  • 0xB791C4 – [dword] Luck at gambling
  • 0xB794C4 – [float] Gambling

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 Each other with Golfclub
  • 0x96913F – Have Bounty on Head
  • 0x969140 – Everyone is Armed
  • 0x969141Spawn Rhino (Not Tested!)
  • 0x969142Spawn Bloodring Banger (Not Tested!)
  • 0x969143Spawn Rancher (Not Tested!)
  • 0x969144Spawn Racecar A (Not Tested!)
  • 0x969145Spawn Racecar B (Not Tested!)
  • 0x969146Spawn Romero (Not Tested!)
  • 0x969147Spawn Stretch (Not Tested!)
  • 0x96914A – Blow up All Cars
  • 0x96914B – Wheels Only (Invisible Cars)
  • 0x96914C – Perfect / Insane Handling
  • 0x96914D – Suicide
  • 0x96914E – All Green Lights
  • 0x96914F – Aggressive Drivers
  • 0x969150 – Pink Traffic
  • 0x969151 – Black Traffic
  • 0x969152 – Cars can drive on water
  • 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
  • 0x969162Spawn Hydra (Not Tested!)
  • 0x969163Spawn 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 – Lock Wanted (Setting to 1 will lock current 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 – Country Theme
  • 0x96917C – Recruit Anyone (9mm)
  • 0x96917D – Recruit Anyone (AK47)
  • 0x96917E – Recruit Anyone (Rockets)
  • 0x96917F – Max Respect
  • 0x969180 – Max Sex Appeal
  • 0x969181 – Max Stamina
  • 0x969183 – Hitman in All Weapons
  • 0x969184Spawn Hunter (Not Tested!)
  • 0x969185Spawn Quad (Not Tested!)
  • 0x969186Spawn Tanker Truck (Not Tested!)
  • 0x969187Spawn Dozer (Not Tested!)
  • 0x969188Spawn Stunt Plane (Not Tested!)
  • 0x969189Spawn Monster (Not Tested!)
  • 0x96918B – All Taxis Have Nitro

[dword]

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

[byte]

  • 0x96918C – 'Cheated' state:
    • 0 = disabled
    • 1 = enabled

Note: If it's set to 1 you'll get a warning message when saving a game. But this byte doesn't get set if you use a cheat enabler.

Display Settings

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

Sound Configuration

  • 0xBA6798 – [byte] Radio Volume [0 through 64]
  • 0xBA6797 – [byte] SFX Volume [0 through 64]
  • 0xBA6799 – [byte] Radio Equalizer
  • 0xBA6795 – [byte] Radio Auto-tune
  • 0xBA67F8 – [byte] Usertrack/Play mode values:
    • 0 = radio
    • 1 = random
  • 0xBA680D – [byte] Usertrack/Automatic Media Scan
  • 0xBA679A – [byte] Radio Station ID 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 actually 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 – [byte] Controller Configuration values:
    • 0 = mouse + keys
    • 1 = joypad
  • 0xB6EC1C – [float] Mouse sensitivity
  • 0xC1CC02 – [byte] Steer with mouse
  • 0xC1CC03 – [byte] Fly with mouse
  • 0xB6EC2E – REAL aiming mode offset, not menu:
    • 0 = joypad
    • 1 = mouse + keys

Structures

CVector //Total 8 bytes
 FLOAT x; // + 0
 FLOAT y; // + 4
 FLOAT z; // + 8
CVector2D //Total 4 bytes
 FLOAT x; // + 0
 FLOAT y; // + 4
eWeaponState //Total 4 Bytes
   WEAPONSTATE_READY,
   WEAPONSTATE_FIRING,
   WEAPONSTATE_RELOADING,
   WEAPONSTATE_OUT_OF_AMMO,
   WEAPONSTATE_MELEE_MADECONTACT
CWeapon //Total 28 bytes
   eWeaponType m_nType; // + 0
   eWeaponState m_nState; // + 4
   unsigned int m_nAmmoInClip; // + 8
   unsigned int m_nTotalAmmo; // + 12
   unsigned int m_nTimeForNextShot; // + 16
   char field_14; // + 17
   char field_15; // + 18
   char field_16; // + 19
   char field_17; // + 20
   FxSystem_c *m_pFxSystem; // flamethrower, spraycan, extinguisher particle
eWeaponType
  (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
eEntityStatus                (Description)
0x02	STATUS_PLAYER = 0            (player is driving, includes attached carriages and trailers)
0x0A	STATUS_PLAYER_PLAYBACKFROMBUFFER = 1  (all vehicles in playback from replay)
0x12	STATUS_SIMPLE = 2            (npc controlled vehicles "a car on rails" doesn't use full physics)
0x1A	STATUS_PHYSICS = 3           (npc controlled vehicles: missions, police, interacted with player)
0x22	STATUS_ABANDONED = 4         (vehicle without driver; all buildings, peds and objects)
0x2A	STATUS_WRECKED = 5           (vehicle has exploded, sunk doesn't count)
32h	STATUS_TRAIN_MOVING = 6	     (unobserved - default status of carriage but quickly changed to 4)
0x3A	STATUS_TRAIN_NOT_MOVING = 7  (ped enters driver's side of passenger carriage)
0x42	STATUS_REMOTE_CONTROLLED = 8 (player has remote control of an RC vehicle)
0x4A	STATUS_PLAYER_DISABLED = 9   (player driver exiting, wasted, busted or hijacked)
0x52	STATUS_TRAILER = 10          (trailer of npc vehicle with physics, towed npc vehicle)
5Ah	STATUS_SIMPLE_TRAILER = 11   (unobserved - trailer of npc vehicle without physics)
0x62	STATUS_GHOST = 12            (very distant mission vehicle in area without collision loaded)
eEntityType
20h	ENTITY_TYPE_NOTHING = 0
0x21	ENTITY_TYPE_BUILDING = 1
0x22	ENTITY_TYPE_VEHICLE = 2
0x23	ENTITY_TYPE_PED = 3
0x24	ENTITY_TYPE_OBJECT = 4
25h	ENTITY_TYPE_DUMMY = 5
26h	ENTITY_TYPE_NOTINPOOLS = 6

Other Dynamic Memory Addresses (non-static)

Pedestrians

General

  • 0xB6F5F0 – Player pointer (CPed)
  • 0xB7CD98 – Player pointer, direct offset to the ped pool start (CPed)
  • 0xB74498 – CPeds maximum number (normally 140)
  • 0xB74490 – Pointer to ped pool usage information, which contains:
    • +0 = Pointer to the first ped in the pool
    • +4 = Pointer to a byte map indicating which peds are in use
    • +8 = [dword] Maximum number of peds in the pool
    • +12 = [dword] Current number of peds in the pool

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 = [dword] Is the rotation matrix
    • (CPed+0x14) +0x30 = [CVector] Position
  • CPed +0x2F = [byte] Location status:
    • 0 = outside
    • 3 = inside a building
  • CPed +0x40 - Physical flags structure
    • +0x0 = Movement physics flags
      • Bit 1 = Unknown
      • Bit 2 = Apply Gravity
      • Bit 3 = Disable Collision Force
      • Bit 4 = Collidable
      • Bit 5 = Disable Turn Force
      • Bit 6 = Disable Move Force
      • Bit 7 = Infinite Mass
      • Bit 8 = Disable Z
    • +0x1 = Surface physics flags
      • 1 = Submerged In Water
      • 2 = On Solid Surface
      • 4 = Broken
      • 8 = Unknown
      • 16 = Unknown
      • 32 = Don't Apply Speed
      • 64 = Unknown
      • 128 = Unknown
    • +0x2 = Special physics flags
      • 1 = Soft (in other words noclip)
      • 2 = Freeze
      • 4 = Bullet-Proof
      • 8 = Fire-Proof
      • 16 = Collision-Proof (prevent fall damage)
      • 32 = Melee-Proof
      • 64 = Melee-Proof, Bullet-Proof, Collision-Proof
      • 128 = Explosion-Proof
    • +0x3 = Collision physics flag
      • 1 = Unknown
      • 2 = Attached To Entity
      • 4 = Unknown
      • 8 = Touching Water
      • 16 = Can Be Collided with
      • 32 = Destroyed
      • 64 = Unknown
      • 128 = Unknown
  • CPed +0xBC = [dword] Array of pointers[6]
  • CPed +0xD8 = [float] How much damage ped taken
  • CPed +0x15C = [byte] Some anim states:
    • 0 = landing from jump
    • 61 = punching
    • 102 = stopped
    • 154 = sprint
    • 205 = run
  • CPed +0x46C = [byte] Player check:
    • 0 = In air/water
    • 1 = In car
    • 2 = Entering interior
    • 3 = On foot
    • 8 = Swimming
  • CPed +0x46D = [byte] Jump state:
    • 32 = landed/idle
    • 34 = in air
    • 36 = landing
  • CPed +0x46F = [byte] Crouch state:
    • 128 = stand
    • 132 = crouched
  • CPed +0x470 = [byte] Ped properties
    • 0 = None
    • 3 = Invisible
    • 12 = Head immunity
    • 20 = Drowning in water
  • CPed +0x474 = [byte] Other ped properties
    • 0 = None
    • 2 = Invisible
    • 9 = Don't create pickup after death
  • CPed +0x47C = Pointer to anim struct
    • +0xE0 = [dword] Pointer to nearest vehicle(If ped in car you need to come closer)
    • +0x120 = [dword] Pointer to nearest vehicle(Long range)
  • CPed +0x4DF = [byte] Current anim play-state:
    • 0 = nothing
    • 61 = starting/stopping
    • 62 = looping
  • CPed +0x504 = [word] Muzzle flash intensity:
    • 0 to 10000 = on
    • 65536 = off
  • CPed +0x530 = [dword] State:
    • 0 = leaving a car, falling down from a bike or something like this
    • 1 = normal case
    • 50 = driving
    • 55 = wasted
    • 63 = busted
  • CPed +0x534 = [byte] Runningstate:
    • 0 = while driving
    • 1 = standing still
    • 4 = start to run
    • 6 = running
    • 7 = running fast (sprinting) by pressing sprint key
  • CPed +0x540 = [float] Health
  • CPed +0x544 = [float] Max health
  • CPed +0x548 = [float] Armor
  • CPed +0x558 = [float] Current rotation (Z angle)
  • CPed +0x55C = [float] Target rotation (Z angle)
  • CPed +0x560 = [float] Rotation speed (Z angle)
  • CPed +0x568 = [dword] Current Car you are in contact with
  • CPed +0x584 = [dword] Current Entity you are in contact with
  • CPed +0x58C = [dword] Last or Current Driven Car (CarPointer)
  • CPed +0x598 = [byte] Player lock (set to 1 to lock player controls, can't move)
  • CPed +0x5A0 = Start of CWeapon[13] struct
  • CPed +0x718 = [byte] Current weapon slot (1 byte)
  • CPed +0x740 = Current Weapon ID (from default.dat)
  • CPed +0x760 = [dword] Weapon you were damaged with
  • CPed +0x764 = [dword] Pointer to the ped that damaged you
  • CPed +0x79C = [dword] Targetted CPed

Vehicle

  • 0xB6F980 – Is the direct pointer to the pool start (CVehicle)
  • 0xBA18FC – Current vehicle pointer:
    • 0 = on-foot
    • >0 = in-car
  • 0x969084 – First vehicle you got into

Note: To get the next vehicle, so the second one, you need to add +0x4 as many times you want. They are 0 if you haven't entered a first/second/third/etc car yet.

  • 0xB74494 – Pointer to vehicle pool usage information, which contains:
    • +0 = Pointer to the first vehicle in the pool
    • +4 = Pointer to a byte map indicating which vehicles are in use
    • +8 = [dword] Maximum number of vehicles in the pool
    • +12 = [dword] Current number of vehicles in the pool

Each vehicle object is 2584 (0xA18) bytes. It starts at 0xC502AA0.

For each vehicle in the pool:

  • +0x14 = [byte] Contains a pointer to the rotation/position matrix (84 bytes):
    • +0x0 = [CVector] World Space Right direction Vector (X-Axis)
    • +0x10 = [CVector] World Space Forward direction Vector (Y-Axis)
    • +0x20 = [CVector] World Space Upwards direction Vector (Z-Axis)
    • +0x30 = [CVector] World Space Position
  • +0x22 = [word] Vehicle ID from vehicles.ide
  • +0x36 = [byte] Entity type
    • 2 = Player as driver
    • 18 = Quiet driver
    • 26 = Suspicious driver (when slightly or heavily collided, unlike cops who are never quiet)
    • 34 = No driver
    • 42 = Destroyed
    • 74 = Player as driver is exiting or being wasted, busted or hijacked
  • +0x40 - Physical flags structure
    • +0x0 = Movement physics flags
      • Bit 1 = Unknown
      • Bit 2 = Apply Gravity
      • Bit 3 = Disable Collision Force
      • Bit 4 = Collidable
      • Bit 5 = Disable Turn Force
      • Bit 6 = Disable Move Force
      • Bit 7 = Infinite Mass
      • Bit 8 = Disable Z
    • +0x1 = Surface physics flags
      • 1 = Submerged In Water
      • 2 = On Solid Surface
      • 4 = Broken
      • 8 = Unknown
      • 16 = Unknown
      • 32 = Don't Apply Speed
      • 64 = Unknown
      • 128 = Unknown
    • +0x2 = Special physics flags
      • 1 = n/a(game prevent this)
      • 2 = Collision-proof
      • 4 = Bullet-proof
      • 8 = Fire-proof
      • 16 = Damage-proof (from collisions etc)
      • 32 = Melee-proof
      • 64 = n/a
      • 128 = Explosion-proof
    • +0x3 = Collision physics flag
      • 1 = Unknown
      • 2 = Attached To Entity
      • 4 = Unknown
      • 8 = Touching Water
      • 16 = Can Be Collided with
      • 32 = Destroyed
      • 64 = Unknown
      • 128 = Unknown
  • +0x44 = [CVector] Speed angles
  • +0x50 = [CVector] Spin angles

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:)

  • +0x8C = [float] Mass (kg) from handling.cfg
  • +0x90 = [float] Turn Mass from handling.cfg
  • +0x94 = [float] Grip Divider:
    • 1.0 = 1 x gGrip
    • 10.1 = 10 x gGrip
    • 100.0 = g / 100Grip
  • +0x98 = [float] Mass-to-Grip Multiplier. Ie. G Force when flying/during suspension/driving (acceleration towards ground)
  • +0xA0 = [float] Normalized Grip Level
  • +0xA4 = [CVector] Center of Mass
  • +0xD8 = [float] Increases when collision occurs
  • +0x428 = [byte] Engine State (whether the engine is running or stalled):
    • 0 = stalled
    • 16 = ok
  • +0x42D = [byte] Siren on/off
  • +0x434 = [byte] Body Color (as in carcols.dat, black being the 0)
  • +0x435 = [byte] Stripe Color (as in carcols.dat, black being the 0)
  • +0x436 = [byte] Body Color #2
  • +0x437 = [byte] Stripe Color #2
  • +0x438 = [dword] modding data as in garage info (Not working?)
  • +0x43C = [dword] modding data as in garage info (Not working?)
  • +0x440 = [dword] modding data as in garage info (Not working?)
  • +0x444 = [dword] modding data as in garage info (Not working?)
  • +0x448 = [dword] modding data as in garage info (Not working?)
  • +0x44C = [dword] modding data as in garage info (Not working?)
  • +0x450 = [dword] modding data as in garage info (Not working?)
  • +0x454 = [dword] modding data as in garage info (Not working?)
  • +0x458 = [float] Car Wheel Size from vehicle.ide
  • +0x45C = [dword] Time left for car alarm to sound in ms
  • +0x460 = [dword] Pointer to driver
  • +0x464 = [dword] Pointer to passenger 1 (Front-right seat)
  • +0x468 = [dword] Pointer to passenger 2 (Rear-left seat)
  • +0x46C = [dword] Pointer to passenger 3 (Rear-right seat)
  • +0x470 = [dword] Pointer to passenger 4 (Used for buses)
  • +0x474 = [dword] Pointer to passenger 5 (Used for buses)
  • +0x478 = [dword] Pointer to passenger 6 (Used for buses)
  • +0x47C = [dword] Pointer to passenger 7 (Used for buses)
  • +0x480 = [dword] Pointer to passenger 8 (Used for buses)
  • +0x484 = [dword] Pointer to passenger 9 (Used for buses)
  • +0x494 = [float] Steer angle 1
  • +0x498 = [float] Steer angle 2
  • +0x49C = [float] Gas pedal
  • +0x4A0 = [float] Brake pedal
  • +0x4A8 = [byte] Places a car-bomb:
    • 0 = No bomb.
    • 1 = Car has a time bomb, but it's not armed.
    • 2 = Car has an on-ignition bomb, but it's not armed.
    • 3 = Set remotely, perhaps (?).
    • 4 = Time bomb is armed.
    • 5 = On-ignition bomb is armed.

Note: You can set the above values to 0 or 1 to give the car a bomb. Some other flags get set when you arm the bomb. So if you set this value to 4 or 5, or actually arm the bomb through normal gameplay, it does not help if you try to change this value back.

  • +0x4AB = [BYTE] The number of peds (usually cops) trying to hide behind this car.
  • +0x8A4 = [float] Nitro Count
    • 1.0 Nitro filled (in case of number of NOS is equal to 0 it'll mean Empty)
    • -1.0 Nitro discharged
  • +0x48A = [BYTE] Number of available NOS in the vehicle
    • 1~10 Have Available NOS
    • 0 No Have Available NOS
  • +0x4B0 = [float] Body dirt level:
    • 0.0 = fully clean
    • 15.0 = maximum dirt visible
  • +0x4C0 = [float] Health/Car Damage Left:
    • <250.0 = on fire
    • 1000.0 = undamaged
  • +0x4F8 = [dword] Car Door Locked State:
    • 1 = open
    • 2 = locked
  • +0x514 = [dword] Alternate siren (honking):
    • 0 = off
    • 1 = on

Note: Automatically gets reset back to 0. To prevent this just NOP 0x6E0A3B (6 bytes).

  • +0x584 = [dword] Headlights switch:
    • 0 = off
    • 1 = on

Note: Same case as above, gets automatically reset – NOP 0x6E1EDE (6 bytes).

  • +0x590 = [byte] Car type:
    • 0 = car/plane
    • 5 = boat
    • 6 = train
    • 9 = bike
  • +0x5A4 = [float] Train speed:
    • -0.1 = is forward
    • 0.1 = is reverse
  • +0x5A5 = [byte] Car Tire (Left-Front) Status:
    • 0 = ok
    • 1 = flat
    • 2 = Used by planes when landing gear is up
  • +0x5A6 = [byte] Car Tire (Left-Rear) Status:
    • 0 = ok
    • 1 = flat
    • 2 = Used by planes when landing gear is up
  • +0x5A7 = [byte] Car Tire (Right-Front) Status:
    • 0 = ok
    • 1 = flat
    • 2 = Used by planes when landing gear is up
  • +0x5A8 = [byte] Car Tire (Right-Rear) Status:
    • 0 = ok
    • 1 = flat
    • 2 = Used by planes when landing gear is up
  • +0x65C = [byte] Bike Tire (Front) Status:
    • 0 = ok
    • 1 = flat
  • +0x65D = [byte] Bike Tire (Rear) Status:
    • 0 = ok
    • 1 = flat
  • +0x65E = [byte] Bicycle Tire (Front) Status:
    • 0 = ok
    • 1 = shot
  • +0x65F = [byte] Bicycle Tire (Rear) Status:
    • 0 = ok
    • 1 = shot

Note: You cannot actually shoot the wheels of bmx. If you set the value 1 at above two offsets, it rides as if the wheels were shot. They probably not work.

  • +0x6C8 = [byte] Is the bike identifier.

Note: Gets set to 1 if this vehicle is a bike (or bmx).

  • +0x720 = [float] Front-Left suspension height
  • +0x724 = [float] Rear-Left suspension height
  • +0x728 = [float] Front-Rear suspension height
  • +0x72C = [float] Rear-Rear suspension height
  • +0x7BC = [float] Burn Timer (in ms) (for bikes)

Note: There is also a copy of the suspension values at -0x10, but these are 'smoother'. They range from 0 to 1 (1 = fully extended/airborne, 0 = fully compressed).

  • +0x7E4 = [float] Front-Left suspension height
  • +0x7E8 = [float] Rear-Left suspension height
  • +0x7EC = [float] Front-Right suspension height
  • +0x7F0 = [float] Rear-Right suspension height
  • +0x86C = [word] Current load of vehicle, works for vehicles such as dumper, packer, dozer, forklift and so on.
  • +0x870 = [word] Last load value of vehicle. Used to detect whether vehicle should have sound of raising/lowering a load. After detecting it gets value of car struct +0x86C below.
  • +0x8E4 = [float] Burn Timer (in ms) (for cars)

Let's say, the Car Position of this given car starts at 0xC5F5DB4:

  • +0x0 = [CVector] Level to the ground
  • +0x10 = [CVector] Where am I looking
  • +0x20 = [CVector] Dyn flight data
  • +0x30 = [CVector] CarPos

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:

  • +0x724 = [CVector] Detachables1
  • +0x750 = [CVector] Detachables2
  • +0x77C = [CVector] Detachables3
  • +0x7A8 = [CVector] Detachables4

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:

  • +0x5FC = [CVector] BikeDetachPosAdr(0)
  • +0x660 = [CVector] BikeDetachPosAdr(1)
  • +0x68C = [CVector] BikeDetachPosAdr(2)
  • +0x6B8 = [CVector] BikeDetachPosAdr(3)
  • +0x6E4 = [CVector] BikeDetachPosAdr(4)
  • +0x724 = [CVector] CarDetachPosAdr(0)
  • +0x750 = [CVector] CarDetachPosAdr(1)
  • +0x77C = [CVector] CarDetachPosAdr(2)
  • +0x7A8 = [CVector] 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.

Wanted

0xB7CD9C – Wanted pool start (CWanted). Each slot has 668 bytes of data.

  • +0x0 = Is the counter for how pissed the cops are:
    • above 50 = 1 star
    • above 180 = 2 stars
    • above 550 = 3 stars
    • above 1200 = 4 stars
    • above 2400 = 5 stars
    • above 4600 = 6 stars
  • +0x4 = like above, but 'before parole (timed wanted level decrease?)'
  • +0x8 = [dword] time value, the last time the wanted level decreased
  • +0xC = [dword] time value, the last time the wanted level changed
  • +0x10 = [dword] 'time of parole'
  • +0x14 = [float] multiplier of wanted level contribution of crimes (set using 03C7?)
  • +0x18 = [byte] Current amount of cops 'in pursuit'
  • +0x19 = [byte] Maximum number of foot cops simultaneously shooting at you ('in pursuit')
  • +0x1A = [byte] Maximum number of cop cars in pursuit
  • +0x1B = [byte] Amount of cops currently 'beating the suspect'
  • +0x1C = [word] Chance a road block appears, range unknown (though 127 seems to have a special meaning)
  • +0x1E = [bool] Is the player ignored by police? (set by script)
  • +0x1F = [bool] Is the player ignored by police? (set by garages)
  • +0x20 = [bool] Is the player ignored by everyone?
  • +0x21 = [bool] Should the streamer load the SWAT models?
  • +0x22 = [bool] Should the streamer load the FBI models?
  • +0x23 = [bool] Should the streamer load the army models?
  • +0x24 = [dword] Current chase time
  • +0x28 = [dword] 'Current chase time counter'
  • +0x2C = [word] Current wanted level (1-6)
  • +0x2F = [word] Wanted level before 'parole'
  • need to do more

Note: Helicopters will still shoot if you change flag 0x19 to 0.

Player Data

  • 0xB7CD98 - CPlayerData
    • +0x0 = [dword] Pointer to CPed
    • +0x4 = CPlayerData pool start
      • +0x0 = [dword] Pointer to CWanted
      • +0x4 = [dword] Pointer to ped clothes description
      • +0x8 = [dword] Pointer to cop that arresting you
      • +0xC = [CVector2D] Fight movement
      • +0x14 = [float] Move blend ratio
      • +0x18 = [float] Time can run
      • +0x1C = [float] Move speed
      • +0x20 = [byte] Selected weapon slot
      • +0x21 = [byte] Car danger counter
      • +0x24 = [dword] Stand still timer
      • +0x28 = [dword] Hit animation delay
      • +0x2C = [float] Attack button counter
      • +0x30 = [dword] Pointer to car danger
      • +0x34 = [dword] Player flags
        • Bit 0 = Stopped Moving
        • Bit 1 = Adrenaline
        • Bit 2 = Have Target Selected
        • Bit 3 = Free Aiming
        • Bit 4 = Can Be Damaged
        • Bit 5 = All Melee Attack Pts Blocked
        • Bit 6 = Just Been Snacking
        • Bit 7 = Require Handle Breath
        • Bit 8 = Group Stuff Disabled
        • Bit 9 = Group Always Follow
        • Bit 10 = Group Never Follow
        • Bit 11 = In Vehicle Dont Allow Weapon Change
        • Bit 12 = Render Weapon
      • +0x38 = [dword] Player group
      • +0x3C = [dword] Adrenaline end time
      • +0x40 = [byte] Drunkeness
      • +0x41 = [byte] Fade drunkeness
      • +0x42 = [byte] Drug level
      • +0x43 = [byte] Script limit to gangs size
      • +0x44 = [float] Breath
      • +0x48 = [dword] Pointer to melee weapon animation
      • +0x4C = [dword] Pointer to melee weapon animation extra
      • +0x50 = [float] FPS move heading
      • +0x54 = [float] Look pitch
      • +0x58 = [float] Skateboard speed (?)
      • +0x5C = [float] Skateboard lean (?)
      • +0x60 = [dword] Pointer to special atomic
      • +0x64 = [float] Gun spin speed
      • +0x68 = [float] Gun spin angle
      • +0x6C = [dword] Last time firing
      • +0x70 = [dword] Target bone
      • +0x74 = [CVector] Target bone offset
      • +0x80 = [dword] Bus fares collected
      • +0x84 = [bool] Player sprint disabled
      • +0x85 = [bool] Don't allow weapon change
      • +0x86 = [byte] Force interior lighting
      • +0x88 = [word] Pad down pressed in ms
      • +0x8A = [word] Pad up pressed in ms
      • +0x8C = [byte] Wetness
      • +0x8D = [bool] Player gang active
      • +0x8E = [byte] Water cover in percent
      • +0x90 = [float] Water height
      • +0x94 = [dword] Fire HS missile pressed time
      • +0x98 = [dword] Pointer to last HS missile target
      • +0x9C = [dword] Model index of last building shot
      • +0xA0 = [dword] Last HS missile los time
      • +0xA0 = [byte] Last HS missile los
      • +0xA4 = [dword] Pointer to current prostitute ped
      • +0xA8 = [dword] Pointer to last prostitute ped shagged
    • +0xB0 = [dword] Pointer to remote vehicle
    • +0xB4 = [dword] Pointer to spectating vehicle
    • +0xB8 = [dword] Money
    • +0xBC = [dword] Displayed money
    • +0xC0 = [dword] Collectables picked up
    • +0xC4 = [dword] Total number collectables
    • +0xC8 = [dword] Last bump player vehicle timer
    • +0xCC = [dword] Taxi timer
    • +0xD0 = [dword] Vehicle time counter
    • +0xD4 = [bool] Taxi timer score
    • +0xD5 = [bool] Trying to exit vehicle
    • +0xD8 = [dword] Pointer to last target vehicle
    • +0xDC = [byte] Player state
    • +0xDD = [bool] After remote vehicle explosion
    • +0xDE = [bool] Create remote vehicle explosion
    • +0xDF = [bool] Fade after remote vehicle explosion
    • +0xE0 = [dword] Time of remote vehicle explosion
    • +0xE4 = [dword] Last time energy lost
    • +0xE8 = [dword] Last time armour lost
    • +0xEC = [dword] Last time big gun fired (?)
    • +0xF0 = [dword] Times upside down in a row
    • +0xF4 = [dword] Times stuck in a row
    • +0xF8 = [dword] Car two wheel counter
    • +0xFC = [float] Car two wheel distance
    • +0x100 = [dword] Car less three wheel counter
    • +0x104 = [dword] Bike rear wheel counter
    • +0x108 = [float] Bike rear wheel distance
    • +0x10C = [dword] Bike front wheel counter
    • +0x110 = [float] Bike front wheel distance
    • +0x114 = [dword] Temp buffer counter
    • +0x118 = [dword] Best car two wheels time in ms
    • +0x11C = [dword] Best car two wheels distance in m
    • +0x120 = [dword] Best bike wheelie time in ms
    • +0x124 = [dword] Best bike wheelie distance in m
    • +0x128 = [dword] Best bike stoppie time in ms
    • +0x12C = [dword] Best bike stoppie distance in m
    • +0x130 = [word] Car density for current zone
    • +0x134 = [float] Road density around player
    • +0x138 = [dword] Time of last car explosion caused
    • +0x13C = [dword] Explosion multiplier
    • +0x140 = [dword] Havoc caused
    • +0x144 = [word] Number of hours didn't eat
    • +0x148 = [float] Current chase value
    • +0x14C = [bool] Does not get tired (Infinite run in other words)
    • +0x14D = [bool] Fast reload
    • +0x14E = [bool] Fire proof
    • +0x14F = [byte] Max health
    • +0x150 = [byte] Max armour
    • +0x151 = [bool] Get of jail free & keep weapons
    • +0x152 = [bool] Free health care & keep weapons
    • +0x153 = [bool] Can do drive-by
    • +0x154 = [byte] Busted audio status
    • +0x156 = [word] Last busted message number
    • +0x158 = [dword] Crosshair activated
    • +0x15C = [CVector2D] Crosshair target
    • +0x164 = [char(32)]Skin name
    • +0x184 = [dword] Pointer to skin RwTexture
    • +0x188 = [bool] Parachute referenced
    • +0x18C = [dword] Require parachute timer

Camera

  • 0xB6F028 – Camera Block Start (CCamera)
  • 0x52B730 – Start of camera 'MOVer' subroutine:
    • 0xC3 = lock camera (retn)
  • 0xB6F0DC – [dword] Current View:
    • 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 – [float] Car View Distance (arm length)
  • 0xB6F0E8 – [float] True View Distance (true arm length)

Ignored

0xB7CD9C – Ignored pointer (CIgnored).

  • +0x1E = [byte/boolean] Is player ignored by cops
  • +0x298 = [byte/boolean] Is player ignored by everyone

Pools

See the Data Pools functions in the Function Memory Addresses (SA) section.

0x550F10 – AllocatePools function.

  • 0xB74484 – PtrNode Single
  • 0xB74488 – PtrNode Double
  • 0xB7448C – EntryInfoNode
  • 0xB74490 – Peds
  • 0xB74494 – Vehicles
  • 0xB74498 – Buildings
  • 0xB7449C – Objects
  • 0xB744A0 – Dummys
  • 0xB744A4 – ColModel
  • 0xB744A8 – Task
  • 0xB744AC – Event
  • 0xB744B0 – PointRoute
  • 0xB744B4 – PatrolRoute
  • 0xB744B8 – NodeRoute
  • 0xB744CC – TaskAllocator
  • 0xB744C0 – PedIntelligence
  • 0xB744C4 – PedAttractors

Handling

0xC2B9DC – Handling Block Start. Each slot has 224 bytes of data.

  • +0x0 = [dword] Index/Identifier
  • +0x4 = fMass
  • +0x8 = 1.0 / fMass
  • +0xC = fTurnMass
  • +0x10 = fDragMult
  • +0x14 = [CVector] CentreOfMass
  • +0x20 = [byte] nPercentSubmerged
  • +0x24 = fMass * 8.0000001e-1 / nPercentSubmerged
  • +0x28 = fTractionMultiplier
  • +0x74 = [byte] TransmissionData.nDriveType
  • +0x75 = [byte] TransmissionData.nEngineType
  • +0x76 = [byte] TransmissionData.nNumberOfGears
  • +0x7C = TransmissionData.fEngineAcceleration (Multiplied by 3.9999999e-4)
  • +0x80 = TransmissionData.fEngineInertia
  • +0x84 = TransmissionData.fMaxVelocity (Multiplied by 5.5555599e-3)
  • +0x94 = fBrakeDeceleration (Multiplied by 3.9999999e-4)
  • +0x98 = fBrakeBias
  • +0x9C = [byte] bABS
  • +0xA0 = fSteeringLock
  • +0xA4 = fTractionLoss
  • +0xA8 = fTractionBias
  • +0xAC = fSuspensionForceLevel
  • +0xB0 = fSuspensionDampingLevel
  • +0xB4 = fSuspensionHighSpdComDamp
  • +0xB8 = Suspension upper limit
  • +0xBC= Suspension lower limit
  • +0xC0 = Suspension bias between front and rear
  • +0xC4 = Suspension anti-dive multiplier
  • +0xC8 = [float] fCollisionDamageMultiplier { memory fCollisionDamageMultiplier = fCollisionDamageMultiplier * ( 1.0 / fMass) * 2000.0 }
  • +0xCC = [hex] modelFlags
  • +0xD0 = [hex] handlingFlags
  • +0xD4 = fSeatOffsetDistance
  • +0xD8 = [dword] nMonetaryValue
  • +0xDC = [byte] Front lights
  • +0xDD = [byte] Rear lights
  • +0xDE = [byte] Vehicle anim group

Controls

0xB73458 – Start of controls block.

  • +0x20 = [word] Accelerate:
    • 0 = off
    • 255 = on
  • +0x22 = [word] Brake

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.

  • +0x0 = [dword] Rocket type:
    • 16 = none
    • 17 = tear gas
    • 19 = normal
    • 20 = heatseeking
    • 39 = remote explosives
    • 58 = flare
  • +0x4 = [dword] Pointer to launching entity
  • +0x8 = [dword] Pointer to target vehicle (when heatseeking), 0 otherwise
  • +0x10 = [byte] Does rocket exist?
    • 0 = exploded/does not exist
    • 1 = travelling
  • +0x14 = [CVector] Position

Bullets

0xC88740 – Bullet pool start.

  • +0xC = [byte] Bullet exists
    • 0 = Does not exist
    • 1 = Exists
  • +0x10 = [CVector] Position

Note: It works only for Sniper Rifle

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.

  • +0x0 = [byte] Type of checkpoint
  • +0x2 = [byte] RGBA color value
  • +0x4 = [CVector] Position
  • +0x10 to +0x18 = [float] Rotation Matrix (direction from this checkpoint to the next, all floats)
  • +0x20 = [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:

  • +0x0 = [CVector] Coord of the Garage Lower Left corner
  • +0xC = [CVector2D] Value of direction vector 1
  • +0x14 = [CVector2D] Value of direction vector 2
  • +0x1C = [float] Top Z Coord. of the garage
  • +0x20 = [float] Normalized Width of the garage
  • +0x24 = [float] Normalized Depth of the garage
  • +0x28 = [float] Left Border (X) corrdinate
  • +0x2C = [float] Right Border (X) corrdinate
  • +0x30 = [float] Front Border (Y) corrdinate
  • +0x34 = [float] Back Border (Y) corrdinate
  • +0x38 = [float] Garage Door Position
  • +0x3C = [dword] unknown (Timer)
  • +0x40 = [dword] unknown (not saved)
  • +0x44 = [chars] Garage Name (7 bytes + nul)
  • +0x4C = [byte] Garage Type
  • +0x4D = [byte] Garage Door State values:
    • 0 = closed
    • 1 = open
    • 2 = closing
    • 3 = opening
  • +0x4E = [byte] Door Flags
    • 0x01 = used mod shop (?)
    • 0x02 = inactive door
    • 0x04 = used Pay'n'Spray (?)
    • 0x08 = small door (reflective?)
    • 0x10 = up and in door
    • 0x20 = camera follows player
    • 0x40 = door is closed flag
    • 0x80 = girlfriend PnS
  • +0x4F = [byte] Original Type

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.

Note: Direction Vectors marked above may be Quaternions.

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

  • 0x96C048 – Commerce Region, Loading Bay Garage (Life's a Beach)
  • 0x96C120 – LSPD Police Impound Garage
  • 0x96C1F8 – Mission Garage near El Corona (Los Desperados)
  • 0x96C2D0 – Eight Ball Autos near El Corona
  • 0x96C3A8 – Mission Garage near El Corona (Cesar Vialpando)
  • 0x96C480 – Player Garage: El Corona
  • 0x96C558 – LS Burglary 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 – Mission Garage in Ocean Flats (T-Bone Mendez)
  • 0x96CEA0 – Player Garage: Hashbury
  • 0x96CF78 – Transfender near Wang Cars in Doherty
  • 0x96D050 – Pay 'n' Spray near Wang Cars in Doherty
  • 0x96D128 – SF Burglary Garage, Loading Bay near Doherty
  • 0x96D200 – Player Garage: Doherty
  • 0x96D2D8 – Mission Garage in Doherty Garage
  • 0x96D3B0 – Woozie's Mission Garage in Chinatown (Ran Fa Li)
  • 0x96D488 – Michelle's Pay 'n' Spray in Downtown
  • 0x96D560 – Player Garage: Calton Heights
  • 0x96D638 – SFPD Police Impound Garage
  • 0x96D710 – Pay 'n' Spray in Juniper Hollow
  • 0x96D7E8 – Player Garage: Paradiso
  • 0x96D8C0 – LVPD Police Impound Garage
  • 0x96D998 – Airport Plane Garage in Las Venturas
  • 0x96DA70 – LV Burglary 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: Redsands 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: Verdant Meadows
  • 0x96E568 – Mission Garage in El Castillo del Diablo (Interdiction)
  • 0x96E640 – Airport Garage in Verdant Meadows
  • 0x96E718 – Mission Garage in Angel Pine (Puncture Wounds)
  • 0x96E7F0 – Pay 'n' Spray in Dillimore
  • 0x96E8C8 – Player Garage: Palomino Creek
  • 0x96E9A0 – Player Garage: Dillimore

Static Mem. Locations for garages:

  • 0x96ABD8 – Johnson House Car 1
  • 0x96AC18 – Johnson House Car 2
  • 0x96AC58 – Johnson House Car 3
  • 0x96AC98 – Johnson House Car 4
  • 0x96ACD8 – Santa Maria Beach Car 1
  • 0x96AD18 – Santa Maria Beach Car 2
  • 0x96AD58 – Santa Maria Beach Car 3
  • 0x96AD98 – Santa Maria Beach Car 4
  • 0x96ADD8 – Rockshore West Car 1
  • 0x96AE18 – Rockshore West Car 2
  • 0x96AE58 – Rockshore West Car 3
  • 0x96AE98 – Rockshore West Car 4
  • 0x96AED8 – Fort Carson Car 1
  • 0x96AF18 – Fort Carson Car 2
  • 0x96AF58 – Fort Carson Car 3
  • 0x96AF98 – Fort Carson Car 4
  • 0x96AFD8 – Verdant Meadows Car 1
  • 0x96B018 – Verdant Meadows Car 2
  • 0x96B058 – Verdant Meadows Car 3
  • 0x96B098 – Verdant Meadows Car 4
  • 0x96B0D8 – Dillimore Car 1
  • 0x96B118 – Dillimore Car 2
  • 0x96B158 – Dillimore Car 3
  • 0x96B198 – Dillimore Car 4
  • 0x96B1D8 – Prickle Pine Car 1
  • 0x96B218 – Prickle Pine Car 2
  • 0x96B258 – Prickle Pine Car 3
  • 0x96B298 – Prickle Pine Car 3
  • 0x96B2D8 – Whitewood Estates Car 1
  • 0x96B318 – Whitewood Estates Car 2
  • 0x96B358 – Whitewood Estates Car 3
  • 0x96B398 – Whitewood Estates Car 4
  • 0x96B3D8 – Palomino Creek Car 1
  • 0x96B418 – Palomino Creek Car 2
  • 0x96B458 – Palomino Creek Car 3
  • 0x96B498 – Palomino Creek Car 4
  • 0x96B4D8 – Redlands West Car 1
  • 0x96B518 – Redlands West Car 2
  • 0x96B558 – Redlands West Car 3
  • 0x96B598 – Redlands West Car 4
  • 0x96B5D8 – El Corona Car 1
  • 0x96B618 – El Corona Car 2
  • 0x96B658 – El Corona Car 3
  • 0x96B698 – El Corona Car 4
  • 0x96B6D8 – MulHolland Car 1
  • 0x96B718 – MulHolland Car 2
  • 0x96B758 – MulHolland Car 3
  • 0x96B798 – MulHolland Car 4
  • 0x96B7D8 – LSPD Impound Car 1
  • 0x96B818 – LSPD Impound Car 2
  • 0x96B858 – LSPD Impound Car 3
  • 0x96B898 – LSPD Impound unused
  • 0x96B8D8 – SFPD Impound Car 1
  • 0x96B918 – SFPD Impound Car 2
  • 0x96B958 – SFPD Impound Car 3
  • 0x96B998 – SFPD Impound unused
  • 0x96B9D8 – LVPD Impound Car 1
  • 0x96BA18 – LVPD Impound Car 2
  • 0x96BA58 – LVPD Impound Car 3
  • 0x96BA98 – LVPD Impound usued
  • 0x96BAD8 – Calton Heights Car 1
  • 0x96BB18 – Calton Heights Car 2
  • 0x96BB58 – Calton Heights Car 3
  • 0x96BB98 – Calton Heights Car 4
  • 0x96BBD8 – Paradiso Car 1
  • 0x96BC18 – Paradiso Car 2
  • 0x96BC58 – Paradiso Car 3
  • 0x96BC98 – Paradiso Car 4
  • 0x96BCD8 – Doherty Car 1
  • 0x96BD18 – Doherty Car 2
  • 0x96BD58 – Doherty Car 3
  • 0x96BD98 – Doherty Car 4
  • 0x96BDD8 – Hashbury Car 1
  • 0x96BE18 – Hashbury Car 2
  • 0x96BE58 – Hashbury Car 3
  • 0x96BE98 – Hashbury Car 4
  • 0x96BED8 – Verdant Meadows Airport Car 1
  • 0x96BF18 – Verdant Meadows Airport Car 2
  • 0x96BF58 – Verdant Meadows Airport Car 3
  • 0x96BF98 – Verdant Meadows Airport Car 4

Offsets:

  • +0x0 = [CVector] Coord
  • +0xE = [word] BPDPEPFP coding
  • +0x10 = [word] Car ID
  • +0x2F = [byte] Body Color ordinal
  • +0x30 = [byte] Stripe Color ordinal
  • +0x3C = [float] Car Angle

Interface

  • 0xBAB22C – [byte] Health bar/red text/enemy marker/anything red color (RGBA, 4 bytes)
  • 0xBAB230 – [byte] Money font color/vehicle entry name/green text/anything green color (RGBA, 4 bytes)
  • 0xBAB238 – [byte] White text color (RGBA, 4 bytes)
  • 0xBAB240 – [byte] Main menu title border (RGBA, 4 bytes)
  • 0xBAB244 – [byte] Wanted level color (RGBA, 4 bytes)
  • 0xBAB24C – [byte] Radio station text color (RGBA, 4 bytes)
  • 0xBAB258 – [byte] Yellow blip/text color (RGBA, 4 bytes)

Menu

The following addresses have been found:

0xBA6748 – Base address.

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

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()
  • 0xA447F4 – Command count
  • 0x469F00 – CRunningScript_ProcessOneCommand
  • 0x464080 – CRunningScript_CollectParameters
  • 0x4859D0 – CRunningScript_UpdateCompareFlag
  • 0x469390 – Game_Script_Thread struct
  • 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.

  • +0x0 = [void*] Pointer to the next thread in a queue
  • +0x4 = [void*] Pointer to the previous thread in a queue
  • +0x8 = [char] Thread name given by the opcode 03A4, char 8
  • +0x10 = [dword] Thread base IP (used in the missions and external scripts to calculate a global address of a local jump offset)
  • +0x14 = [dword] Current IP
  • +0x18 = [dword] Return stack (stores the current IP when a gosub executed, dword 8)
  • +0x38 = [word] Last item index of the return stack
  • +0x3C = [dword] Local variables array, dword 32
  • +0xBC = [dword] Automatically incrementing timers, dword 2
  • +0xC4 = [boolean] Thread active flag
  • +0xC5 = [boolean] IF result
  • +0xC6 = [boolean] Mission flag
  • +0xC7 = [boolean] External script flag
  • +0xC8 = [boolean] Unknown flag (in menu?). Used in 03E5
  • +0xC9 = [boolean] Unknown flag (ID of an assigned script?)
  • +0xCC = [dword] Wakeup time (set by 0001)
  • +0xD0 = [word] IF number (set by 00D6)
  • +0xD2 = [boolean] Not flag (if a condition to check is negative – any opcodes higher than 0x7FFF)
  • +0xD3 = [boolean] Wasted or busted check enabled flag (set by 0111); only for missions
  • +0xD4 = [boolean] Player is wasted or busted flag; only for missions
  • +0xD8 = [dword] Skip scene IP (used by opcodes 0707, 0701)
  • +0xDC = [boolean] Mission flag

External Scripts Info

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

  • +0x0 = [dword] Script IP
  • +0x4 = [word] Status (can be obtained by 0926)
  • +0x6 = [word] Index in SCM (a number as defined in the scm header)
  • +0x8 = [char] Name, char 20
  • +0x1C = [dword] Size

0xA485A0 – [dword] Size of the largest external script
0xA485A4 – [dword] Total scripts count

Restart Locations

Also see: opcodes 016C and 016D / save file block 8
An unmodded game has 7 restart locations for "busted" and 8 for "wasted". The memory structure suggests a limit of 10 for both of these.

  • 0xA43268: dword -- number of busted structures
  • 0xA4326C: dword -- number of wasted structures
  • 0xA43270: float[10] -- town numbers for busted structures (1 LS / 2 Country+SF / 3 Desert+LV)
  • 0xA43298: float[10] -- angles for busted structures
  • 0xA432C0: float[10] -- town numbers for wasted structures (1 LS / 2 Country+SF / 3 Desert+LV)
  • 0xA432E8: float[10] -- angles for wasted structures
  • 0xA43310: float -- unused float, only set up to (0.005 * 0.0625 = 0.0003125), 1/0.0003125 = 3200.0
  • 0xA43318: float[3][10] -- x,y,z – respawn coords for wasted structures
  • 0xA43390: float[3][10] -- x,y,z – respawn coords for busted structures
  • 0xA43408: byte[12] -- unknown; matching 12 unknown bytes of save block 8, 0x01 after Busted structures
  • 0xA43414: byte[12] -- unknown; matching 12 unknown bytes of save block 8, 0x0F after Busted structures
  • 0xA43420: [end]

Notes:

  • Town nos. and angles have the busted structures first but coords have the wasted structures first.
  • I'm not sure about the end of this structure, but I couldn't recognize anything from the according save block 8 after 0xA43420.

Misc

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

  • +0x0 = [dword] Vehicle handle to check if it flipped. Stored by opcode 0190.
  • +0x4 = [dword] Time in ms passed from the moment a vehicle flipped. Used by opcode 018F

0xA90850 – 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 items on the list is 75. Each item has the following structure:

  • +0x0 = [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
  • +0x4 = [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, but can be used anyway:

  • 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