Jump to content



Photo
- - - - -

[VC] Memory Address documentation


  • Please log in to reply
No replies to this topic

#1 Issac

Issac

    Leave Out all the rest

  • Members
  • PipPip
  • 240 posts
  •    Wales 

Posted 24 September 2011 - 04:39 PM

A lot of people have been wanting to make VC Tools and new set of scripts. But most of them are stuck at memory address point as they don't know the right offsets. So here I'm documenting a few ones and the ones I extracted using VC MENU editor.

Memory offsets:

teleporter - same for as ped and as any other vehicle:
8276416 > pointer = 72083480, + 52 bytes = 72083532 where is x, y, z of the object as 4 byte float values
72083532 > float x next is y and then z

Texts - they are in UNICODE format:

Outputing text on the left - up display
9670696 > text
8207936 > text
- 2 copies, so the game sees one has changed and if so then updates it to that one..
the text fades out by itself.

center of screen (mission failed etc...)
7917312 > text
- this text also fades out by itself

busted / wasted texts in lower right corner, this text STAYS there until you make the first char ZEROED
7917824 > text

rampage middle screen texts, you can't get these to work "by manual":
7918336 > text
7918592 > text
9670440 > text

for texts you can use gxt color codings

infinite run:
5467949

any car spawning:
4901238 = car code for romero's hearse cheat, change this number and type the romero cheat (thelastride)
to spawn a specific car.. ids are same as in default.ide file

player model changing:
to change your ped model into another change one of cheat model and txd name references near 6877748 (there are duplicates at 6842396)

model name references:
offset len reference
6877748 > 7 - buddy
6877708 > 7 - ?
6877716 > 5 - ken rosenberg
6877724 > 7 - hilary
6877732 > 6 - jezz - lovefist?
6877740 > 6 > phil
6877748 > 7 > sonny
6877760 > 6 > mercedes
6877768 > 6 > dick ???
6877776 > 6 > diaz
6877844 > 6 > player ????????

and you have only these useful for 5 - 6 - 7 length named models..
for other lengths it would need to hack the assembler code..
6877716 > 6842396 > 5 - igken
6877740 > 6842412 > 6 > igphil
6877748 > 6842444 > 7 > igsonny

a note: if you use a model that is used in the IDE file the game will crash.

gxt color codes:
a = gray
b = blue
c = light blue cyan ?
d
e
f
g = pink
h
i = white
j
k
l
m
n
o = orange
p = purple
q = purple & some pink
r = purple & even more pink
s = silver
t = green
u = green
v
w
x = fading blue
y = yellow
z




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users