Apr 15 2010, 08:46 PM Post #1 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Changing HUD Colours I'm working on making all the info more presentable and understandable Base Colours CODE 0xBAB22C + 4*ID There are 15 colours. Each colour has 4 bytes (RGBA). To get the desired colour, add 4 times the colour ID you wanna edit You'll see that this "Base Colours" thing is the same address as the "Red Stuff" thing. Base Colour IDs CODE 0 - Health Bar, Red Stuff 1 - Cash/Money, Entered Car Name Text, Green Stuff 2 - Blue Stuff 3 - San Andreas Text (White/Blue) 4 - Armour Bar, White Stuff 5 - Black 6 - Map Lines (Brown/Yellow) 7 - Pink, Purple Stuff 8 - Radio Text (Gray) 9 - Dark Red 10 - Dark Green 11 - Yellow Stuff 12 - Panel Text (Blue/Gray) 13 - Blue Radar Blips 14 - Yellow 15 - Transparent Edit: Seems these aren't just used by HUD elements.. 3D in-game elements use the same addresses in places where colour ID's are used... Obviously excluding car colours. Higher values seem to just read from a memory offset, so since the Base Colour is 0xBAB22C, an ID of 2458 may come to memory address 0xBAD774. As a CLEO Trick, you could create some memory space, get the amount of bytes between the Base Colour Address and the Address of the Memory Space you added and add that amount onto the Base Colour Address, meaning the colour will be read from your memory. This is just theory, though... I've yet to put it into practise! This is like the oldskool DMA method of reading addresses Example SANNY 0006: 0@ = 0xBAB22C // base 0A90: 1@ = 4 * 8 // radio text 005A: 0@ += 1@ 0A8C: write_memory 0@ size 4 value 0xFF994400 virtual_protect 0 // value is the RGBA backwards Result... This post has been edited by Deji: Aug 23 2010, 06:00 PM -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Apr 16 2010, 01:43 PM Post #2 | |
User banned by request due to personal reasons. - SV Posts: 24 From: 0xFFFFFFFF Joined: 14-March 10 | wow, thats quite interresting Ó.ò gonna use the change panel text stuff -------------------- User banned by request due to personal reasons. - SV |
Jul 14 2010, 08:30 PM Post #3 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | There's much more to come! Plane Radar Level RGBA Ever wanted to change the colour of the plane level thingy? Umm... I guess not.. But here it is anyway... CODE 0x58A514 - R 0x58A50D - G 0x58A506 - B 0x58A4FF - A This is the first in the series of related finds since I g2g for now -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 14 2010, 08:36 PM Post #4 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Hehe I'll make it blue for some reason then. Can't let good memory go to waste. -------------------- |
Jul 14 2010, 11:48 PM Post #5 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Aircraft Plane Height RGBA This may be slightly more useful than the last thing. Depends on your needs when it comes to customization These addreses change the Aircraft Height Meter RGBA. CODE 0x58A514 - R 0x58A50D - G 0x58A506 - B 0x58A4FF - A Radar Aircraft Height Marker RGBA The little white line that goes across the little black rectangle, signifying how high you are... Well.. Maybe you don't want it to be white... CODE 0x58A753 - R 0x58A74A - G 0x58A741 - B 0x58A73C - A Radar Plane Height Width The width of the semi-transparent height box when in an aircraft. CODE 0x85862C Radar Y Position I think the Y one was already posted by Seemann a while ago, so thank him for that. CODE 0x866B70 [float] Radar Height This changes the actual height of the radar. Looks pretty weird... CODE 0x866B74 [float] Colour Intensity? This seems to change the way light and colours are made... Most noticably when firing rockets from the hydra while close to the ground. Underneath the missiles there will be a cool glow which will vary depending on what you set for this. The way the values work is still unknown, though. CODE 0x858A48 [float] Odd Aspect Ratio Thing Something to do with aspect ratio or just width/height limit to stuff on screen, but I can't figure out the right values to get it to work without mucking up the menu/HUD position/width/ratio etc. CODE 0x859524 [float] Font Size The size of text on screen. If you increase this value, the text will either become more wide or have more height. It might take some meddling to get it all proportional. However it also changes the position of the radar for some reason. Lower values put the radar further to the left. Again, not much of an idea of what this does. CODE 0x858A10 [float] I hope you got something useful out of this... I'm working on finding more. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 01:44 AM Post #6 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Wanted Star Sizes Simple enough.. Changes the size of the wanted stars. CODE 0x866C60 [float] The value is similar to that global font size changer thing I posted... In that the float is a really low, fiddly value. I'm sure someone more used to this stuff would understand it better Try just turning the value down a little... You can probably get the stars to separate. On the other hand, you could squash them up. Wanted Star Font Want a really useless address? Want to change the wanted stars into ]'s? CODE 0x58DCDB [byte] Indeedy, the wanted stars work like standard text draw Wanted Star Border Changes how thick the border of the wanted stars are... Just like in text draw. CODE 0x58DD41 [byte] 0 = no border 1 = default 2 = thicker border etc. Wanted Star Border RGB Yay! CODE 0x58DD50 - R 0x58DD4E - G 0x58DD4C - B Ooh.. No A? Alpha Of Stuff The alpha transparency of the HUD Fist Icon, Money and Wanted Level. CODE 0x859AAC [byte] -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 02:07 AM Post #7 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Active Wanted Star Y-Pos This changes the position of the yellow stars, not the black (inactive) ones. The default value is 12.0 - Anything higher places these active stars higher than the rest. Anything lower puts them lower than the rest. CODE 0x858CCC [float] I'm sure the idea of finding memory addresses is to post the most helpful ones... but I'm having fun finding these odd, random things that make little difference Wanted Star Colour You've probably been wanting a Wanted Star Colour RGB... Well unfortunately, there's only ID's for this one. There may be a way around this, but I don't know. CODE 0x58DDC9 [byte] Change the ID for a variety of different colours. Default is 6, which is yellow. It's actually quite odd... The ID's seem to confirm with the carcols in many cases, however the R(ed) channel is ignored, I think... So you can only have a combination of Blue and Green, which make yellow, by the way. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 02:46 AM Post #8 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Clock Font This all feels too easy to be good... Some advanced modder will probably come along saying that memory shouldn't be written like this or something But oh well, here's the font for the clock... CODE 0x58EB5B [byte] Clock Border Like wanted star border. 2 is default. CODE 0x58EB70 [byte] Clock Border RGBA CODE 0x58EB83 - R 0x58EB81 - G 0x58EB7F - B 0x58EB7A - A Remember before when I said about setting the alpha of the clock wouldn't work well because of a black background? This is the RGBA to that background! So basically, feel free to create semi-transparent clocks. I'm writing this as I'm going along, so I'm not sure yet... But I think I've figured out the solution to giving each HUD element a different colour... So editing the health bar colour doesn't change loads of other things. Clock and Money Width Changes the text width of the clock and money text. CODE 0x866CAC [float] Clock and Money Height Changes the text height of the clock and money text. CODE 0x858F14 [float] -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 03:18 AM Post #9 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Clock Colour ID Remember just now... When I said about the alternate method of HUD Colour Editing? This is it! I'm to the understanding that the addresses posted in the first post edit the actual RGB of these ID's... Not the RGB of the elements themselves. The reason there are unknown ones that have a colour, but don't seem to change anything is because nothing is set to use that ID. If we were to set each of these ID's to use a certain RGB, we could assign each HUD element to them manually. Thus separating them so that we can, say, change the colour of the green money text without changing the green car names and vice-versa. CODE 0x58EBCA [byte] Very similar to the Wanted Star variation, however it seems the ID's return different colours. E.G ID 5 doesn't make the clock colour yellow in this example. Maybe it's because certain RGB channels are disabled... Maybe not. I've managed to get the clock to turn green, blue and red... So I'm really not sure at the moment. It's also 4AM in the morning, so I think I've been dedicated enough to this job... I'll stop soon. Clock String Format I was very happy to see this although I don't know why... I guess you can customize clocks, though. This string goes by the rules of "printf" (if I remember right) in C, which is the style that CLEO 4's format feature uses. CODE 0x859A6C [text(10)] Default: %02d:%02d Prints like: 14:39 or 09:04 If you were to change the format a little, you can do some fun things. Changed To: %02d-%02i Prints like: 14-39 or 09-04 Changed To: %2i:%02d Prints like: 14:39 or 9:04 Changed To: %2i:%2i Prints like: 14:39 or 9:4 This may also affect styled timers as well. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 03:48 AM Post #10 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Money Colour ID Like the Clock Colour ID except for the cash instead Oh, let me emphasize... This does not change any other colours... Just the clock! CODE 0x58F492 [byte] We aint had a screenshot in a while... Here's some of my HUD modifications so far... Debt Colour ID Just the money colour ID, except this one takes effect when your cash balance is in the minus. CODE 0x58F4D4 [byte] Money String Format Just like clock format. CODE 0x866C94 [text(5)] Default: $%08d The same thing, but when cash is in the negative... CODE 0x866C8C [text(6)] Default: -$%08d More on cash later. Then: Health, Armour and Oxygen meters. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Jul 15 2010, 04:23 AM Post #11 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Nice work Deji but the addresses for Aircraft Plane Height RGBA that you posted were the same as the Plane Radar Level RGBA. I guess you've been staying up wheeeyyy too late. -------------------- |
Jul 15 2010, 05:22 PM Post #12 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | wow, thanks, very helpfull for me. |
Aug 10 2010, 04:25 PM Post #13 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | w00t! (edit) I updated the first post with the information Armour Bar - Enable Border CODE 0x589123 [byte] Disabling this stops the black border from being drawn around the armour bar. Armour Bar - Enable Percentage Text CODE 0x589125 [byte] This will result in a percentage text showing inside the armour bar... It doesn't look too impressive, though... Armour Bar - Enable Blue Thing CODE 0x589127 [byte] This will put a blue line on the end of the white on your armour bar and it moves left along with the white stuff when your armour goes down. Draw Armour Bar CODE sub_728640(float posX, int posY, int width, int height, float, float, char drawPercentage, char drawBorder, unsigned int color, __int16) 0x728640 This is a function to draw the armour/health/lung capacity/stat/loading/status bar. I didn't have time to experiment with it. Edit: A lot of mistakes were realised in this documentation. I'll be redoing it all later -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Aug 21 2010, 12:48 AM Post #14 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Armour Required For Armour Bar CODE 0x5890D3 [dword] Write a pointer, like so: SANNY 0007: 31@ = -1.0 0AC7: 30@ = var 31@ offset 0A8C: write_memory 0x5890D3 size 4 value 30@ virtual_protect 1 31@ is the armour required. In this example, the armour bar will always display (unless you somehow get the armour below -1.0). Usual value is 1.0 @ 0x858624. Armour Width Percentage Multiplier CODE 0x589131 [dword] Again, a pointer to a float. This one limits the amount of armour to display. If you set 50.0 the armour bar will only fill up half way. This affects that "percentage" thing I posted as well. It'll display 50% max. If you set it to 150.0, your armour bar will be 150% full when you have full armour... You'll notice, though, that your armour bar goes down quicker... So this is a multiplier. Armour Height CODE 0x589146 [dword] This pointer defines the height of the armour bar in pixels (did I already post this?). SANNY 0007: 29@ = 9.0 // default 0AC7: 30@ = var 29@ offset 0A8C: write_memory 0x589140 size 4 value 30@ virtual_protect 1 Armour Width CODE 0x58915D [dword] Just like the last.. Pointer to a float of the width in pixels. Armour Y Position CODE 0x58EF3A [dword] Guess what! It's a pointer to a float. Armour X Position Same as above except for the X Position. CODE 0x58EF59 [dword] EDIT: Actually, this is a margin.. The value works from right to left -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Aug 21 2010, 10:50 AM Post #15 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Ohh yeah! Thought I posted this... Armour Color ID CODE 0x5890F4 [byte] Default: 4 See the big list of color ID's at the top of the page! And by the way.. Most of these Armour addresses affect Player 2's armour meter in 2player mode, but the X and Y pos ones don't (I'll leave the reason to your imagination and/or common sense). Can't be assed getting it at the moment, so if anyone wants them, just ask -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Aug 22 2010, 12:42 PM Post #16 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Health Bar Right Margin/XPos (Pointer) CODE 0x58EE85 [dword] Health Bar Y Pos (Pointer) CODE 0x58EE66 [dword] Health Colour ID CODE 0x589329 [byte] -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Oct 1 2010, 12:10 AM Post #17 | |||||||||||||||||||||||||||||||||||||||||||||||||
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Base Colours SANNY Start = 0xBAB22C End = 0xBAB268 Size = dword (RGBA - 1 byte per value) Num = 15 Here.. have a rather messy table
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Oct 10 2010, 09:38 PM Post #18 | |
Devil's Advocate Posts: 413 From: CA US Joined: 26-July 09 | Damn that's a nice table. Awesome finds Deji! -------------------- |
Oct 11 2010, 06:21 AM Post #19 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Moved post here... I need to stop making posts at 7AM... -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Nov 29 2010, 06:38 AM Post #20 | |
Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 | Money Colour ID For all this hard work, I deserve 1,000 members Oh well, I like simply providing resources for drifters as well... Like the Clock Colour ID except for the cash instead Oh, let me emphasize... This does not change any other colours... Just the clock! CODE 0x58F492 [byte] We aint had a screenshot in a while... Here's some of my HUD modifications so far... how can I use it in a script?? to change the color thanks! and what about positions? how to move the health bar? and how to change direction? the health bar in a vertical bar? -------------------- |