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Memory addresses uncovered


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OK,

here are the memory addresses where TAW is storing current speed, altitude and RPM.

speed-007D8820

RPM-00830670

alt-00830670

Those could be useful if we ever try to mod dat file. There are some ways to do that. Possibly there are more addresses to come.

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Jolly07,

Now that we know what we are looking for here is the list with more. That maybe are all memory addresses for TAW, but not sure. Based on my early toying with this topic I encountered this list in disassembled TAW code and I am quite convinced that those are memory addresses. All what I have uncovered before using the other method checks out here. So on this fact I suggest that they are all MA.

IMHO there is a quite something we can do with patching and altering some of the ASM code, but surely we need either learn more about ASM syntax or get someone who can show us some tricks of this trade.

aAirbrake_0 ; "AIRBRAKE" DGROUP:0066C09F byte_7D889F

aGear ; "GEAR" DGROUP:0066C0A9 byte_7D889E

aHudmode ; "hudmode" DGROUP:0066C0B3 byte_66BFF6

aHudcol0 ; "HUDCOL0" DGROUP:0066C0C7 byte_66BFE2

aHudcol1 ; "HUDCOL1" DGROUP:0066C0D1 unk_66BFE4

aHudcol2 ; "HUDCOL2" DGROUP:0066C0DB unk_66BFE6

aHudcol3 ; "HUDCOL3" DGROUP:0066C0E5 unk_66BFE8

aHudcol4 ; "HUDCOL4" DGROUP:0066C0EF unk_66BFEA

aHudcol5 ; "HUDCOL5" DGROUP:0066C0F9 unk_66BFEC

aHudcol6 ; "HUDCOL6" DGROUP:0066C103 unk_66BFEE

aHudcol7 ; "HUDCOL7" DGROUP:0066C10D unk_66BFF0

aLaddermode ; "LADDERMODE" DGROUP:0066C117 unk_66C090

aFlash ; "FLASH" DGROUP:0066C121 dword_6CB108+2

aMaxflash ; "MAXFLASH" DGROUP:0066C12B word_6CB10C

aAltitude_2 ; "ALTITUDE" DGROUP:0066C135 dword_830670

aAltmode ; "ALTMODE" DGROUP:0066C13F byte_8306A5

aWeaprange ; "WEAPRANGE" DGROUP:0066C149 byte_7D88A0

aMachspeed ; "MACHSPEED" DGROUP:0066C153 dword_7D87F8

aAirspeed_0 ; "AIRSPEED" DGROUP:0066C15D byte_7D8820

aGlevel ; "GLEVEL" DGROUP:0066C167 dbl_7D87F0

aWeapname ; "WEAPNAME" DGROUP:0066C171 byte_66C02C

aWeapnum ; "WEAPNUM" DGROUP:0066C17B byte_66C05E

aRpm ; "RPM" DGROUP:0066C18F dword_83069A

aInternal ; "INTERNAL" DGROUP:0066C199 byte_7A4419

aShowtarget ; "SHOWTARGET" DGROUP:0066C1A3 byte_8306A7

aTargetname ; "TARGETNAME" DGROUP:0066C1AD unk_830658

aTargetalt ; "TARGETALT" DGROUP:0066C1B7 dword_830674

aTargetclose ; "TARGETCLOSE" DGROUP:0066C1C1 dword_8305C8

aTargetdist ; "TARGETDIST" DGROUP:0066C1CB dbl_8305A0

aTargetspd ; "TARGETSPD" DGROUP:0066C1D5 dbl_830598

aTargetlock ; "TARGETLOCK" DGROUP:0066C1DF byte_894ACA

aEmcon ; "EMCON" DGROUP:0066C1E9 byte_89815A

aAutoemcon ; "AUTOEMCON" DGROUP:0066C1F3 byte_89815C

aAutocycle ; "AUTOCYCLE" DGROUP:0066C1FD byte_89815D

aLantirnmode ; "LANTIRNMODE" DGROUP:0066C207 byte_676437

aModename ; "MODENAME" DGROUP:0066C211 unk_7D8824

aHudtext ; "HUDTEXT" DGROUP:0066C21B unk_7D8838

aCuetext ; "CUETEXT" DGROUP:0066C225 unk_7D884C

aShowcue ; "SHOWCUE" DGROUP:0066C22F byte_7D88A5

aWaydist ; "WAYDIST" DGROUP:0066C239 dbl_8305A8

aWaytime ; "WAYTIME" DGROUP:0066C243 dword_830644

aWayspeed ; "WAYSPEED" DGROUP:0066C24D dword_8305C0

aWayalt ; "WAYALT" DGROUP:0066C257 dword_8305C4

aWaytask ; "WAYTASK" DGROUP:0066C261 dword_830654

aWaynum ; "WAYNUM" DGROUP:0066C26B dword_830696+2

aAltstring ; "ALTSTRING" DGROUP:0066C275 unk_83067C

aSpeedstring ; "SPEEDSTRING" DGROUP:0066C27F byte_830630

aFrequency ; "FREQUENCY" DGROUP:0066C289 byte_89815F

aCurrenttti ; "CURRENTTTI" DGROUP:0066C293 unk_898156

aPullup ; "PULLUP" DGROUP:0066C29D byte_7D88A6

aWeaparm ; "WEAPARM" DGROUP:0066C2A7 byte_7D88A7

aDeclutter ; "DECLUTTER" DGROUP:0066C2B1 byte_8306A1

aVsistring ; "VSISTRING" DGROUP:0066C2BB unk_66BFFA

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Polak,

I see that all those above are variables. isn't there any way to uncover the constants?

one thing I always wanted to modify was the rate of fire of the gun.

for such a great sim, the gun should perform realistically.

I'd like it to shoot at 6,500 RPM just like in real life, whilst having a max reserve of say 5,000.. in easy mode.

in medium, say the game default, 1,760. and in hard, realistically 510.

also, I'd like to take out that "fire 5 bullets at a time" thing.

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Polak,

I see that all those above are variables. isn't there any way to uncover the constants?

one thing I always wanted to modify was the rate of fire of the gun.

for such a great sim, the gun should perform realistically.

I'd like it to shoot at 6,500 RPM just like in real life, whilst having a max reserve of say 5,000.. in easy mode.

in medium, say the game default, 1,760. and in hard, realistically 510.

also, I'd like to take out that "fire 5 bullets at a time" thing.

I know that increase of the fire rate of the gun is in our wishlist, but so far I have failed to establish what address is holding info about the shells remaining. At the moment I do not understand really why this is not found. If successful we could be able perhaps to modify the fire rate.

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I know that increase of the fire rate of the gun is in our wishlist, but so far I have failed to establish what address is holding info about the shells remaining. At the moment I do not understand really why this is not found. If successful we could be able perhaps to modify the fire rate.

I have an idea.. long shot though.. and of course, I still have to study ASM/MC more.

we know that the firing rate goes crazy when the user activates time skipping.

we could try to make the cannon think time skipping is activated all the time..

but as I said, I don't know how to track such things..

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  • 4 months later...

JUST FOR FUN, i tried to made a trainer for taw...

all i did was change things for as long as the game was running...

using cheat engine you can find the memory addresses wanted and modify the value they store

i hope i learn someday how to make a trainer so i won't have to find the exact memory address every time i want to cheat hehe

(any help?)

well just to say it...

it was infinite: fuel, weapons(just the ones you have at the start, something like landing), chaf and flare

i did not search for firing rate but it would be easier because you have the exact value,

fuel took me an hour, the top value is 187 but you only see the green bar

just with that you wont get hurt.... unless you only have guns and even in this case you can max the speed to fight or flee hehe

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  • 2 months later...
JUST FOR FUN, i tried to made a trainer for taw...

all i did was change things for as long as the game was running...

using cheat engine you can find the memory addresses wanted and modify the value they store

i hope i learn someday how to make a trainer so i won't have to find the exact memory address every time i want to cheat hehe

(any help?)

well just to say it...

it was infinite: fuel, weapons(just the ones you have at the start, something like landing), chaf and flare

i did not search for firing rate but it would be easier because you have the exact value,

fuel took me an hour, the top value is 187 but you only see the green bar

just with that you wont get hurt.... unless you only have guns and even in this case you can max the speed to fight or flee hehe

hi guys! i managed to create a trainer that workes everytime with the taw 2008 1.52 current ver mod giving you never decreassing ammo, never decreassing chaffs and flares (the razor 1911 trainer for f22 red sea operations still decreassed chaffs and flares when the enemy shot missiles at you, cause the plane would automatically would release the chaffs and flares..), and freezing of fuel (=infinite)..! the functions are all finished, i just have to create a nice package to release it! just give me another day or two..

b2t though: thats a very interesting list, and im very anxtious to see what i can find out! :) im gonna check up the rate of fire as soon as iget my trainer v1 released with fuel..

to get this correct though, was the "disassembled TAW code" from the running f22.dat , or from the static f22.dat in the f22 folder?

EDIT:: just came to check up on the very first 3 adresses: speed, rpm, and alt, and realised that the last two cant be the same adress..! speed and alt are correct, but unfortunately rpm isnt..

Eagle out, ill post back soon!

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  • 2 weeks later...
I'd like to take out that "fire 5 bullets at a time" thing.

This could be resolved:

The game code has 2 operations that reduce ammo from the guns everytime you fire:

(rough interpretation of the code:)

operation 1:

decrease ammo by 1

operation 2:

if (difficulty = hard); decrease ammo by 4

by patching over the operation 2, the game would only remove 1 bullet from the ammo.

Any demand for a fix/patch or not really?

PS: not sure what to do about the RPM of the gun yet..

possibly forcing RIPPLE - fire mode, or fooling around with that kind of thing might get us a step further..

getting the bullets to move in time warp and getting the plane to fire that fast, leaving everything else normal might be abit more trickier, wheras not impossible...

Oh well, if any1 knowes, or if Polak reads this: where did the long list of variables for F22 come from?

this variable seems interesting for our needs:

aRpm ; "RPM" DGROUP:0066C18F dword_83069A

Eagle out

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