With the help of reverse engineering, we can locate the train memory addresses.
We need this structs:
https://github.com/CriminalRETeam/gta2_re/blob/master/Source/PublicTransport.hpp
On 11.44, the global struct behind trains, train station and buses is gPublicTransport_181C_66BB50.
So we have ...
Search found 79 matches
- 13 Apr 2026, 03:15
- Forum: Modding forum
- Topic: GTA2 memory addresses
- Replies: 116
- Views: 2122210
- 21 Mar 2026, 16:20
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 7
- Views: 341011
Re: [WIP] GTA2 Reverse Engineering - Summary
February/March 2026 updates:
Some of the achievements we have reached on this period:
- Player can enter and exit non-dummy cars
- The player can drive cars
- Car Physics is working very well: includes handling :o but collisions (with another cars, peds & walls) is not working. This means that ...
Some of the achievements we have reached on this period:
- Player can enter and exit non-dummy cars
- The player can drive cars
- Car Physics is working very well: includes handling :o but collisions (with another cars, peds & walls) is not working. This means that ...
- 18 Mar 2026, 20:51
- Forum: Modding forum
- Topic: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
- Replies: 14
- Views: 13073385
Re: Finally understanding IFs, WHILEs, ANDs, ORs and ELSEs
I ended up testing the ELSE bug, and it seems to be that it latches to whatever the last IF is before it, regardless of the intended IF. A nested IF is ignored if it's gated by a condition that is false, if that gating condition becomes true and the IF nested inside of it is still false, it will ...
- 25 Feb 2026, 23:26
- Forum: Maps
- Topic: Downtown Co-op Campaign mode - [RELEASED]
- Replies: 13
- Views: 275446
Re: Downtown Co-op Campaign mode - [RELEASED]
Another thing I was wondering, that could be incredibly useful to me:
Is there any way to dynamically read, store and write X Y Z Coordinates for use in other places?
Like storing a Players Coordinates,
to use these coordinates in a WARP_FROM_CAR_TO_POINT command or a Spawning object?
A prime ...
- 25 Feb 2026, 21:57
- Forum: Maps
- Topic: Downtown Co-op Campaign mode - [RELEASED]
- Replies: 13
- Views: 275446
Re: Downtown Co-op Campaign mode - [RELEASED]
I replaced my solution already, but thanks for the heads up. I will be wary of for OR operations in WHILE_EXECs.
So far, they all seem to do their jobs.
I wasnt talking about the OR operator but the "greater than" or "less than" operators :D . IIRC, when they are on a IF statement which is ...
- 25 Feb 2026, 20:31
- Forum: Maps
- Topic: Downtown Co-op Campaign mode - [RELEASED]
- Replies: 13
- Views: 275446
Re: Downtown Co-op Campaign mode - [RELEASED]
Wow, great work! I'm glad someone is working on an upgrade for co-op. You can release your mod version, no problem.
I initially wanted to make it support up to 6 players, but first I decided to focus on solving major issues involving 2 players only. Only for 2 players it took too much time and I ...
I initially wanted to make it support up to 6 players, but first I decided to focus on solving major issues involving 2 players only. Only for 2 players it took too much time and I ...
- 25 Feb 2026, 16:12
- Forum: Modding forum
- Topic: What are those black dots on my tiles?
- Replies: 10
- Views: 5854
Re: What are those black dots on my tiles?
My guess is that when you imported the tile, you probably changed the palette which supports the image. The problem is that the game always uses the first color of the palette as the transparent one. Therefore the original devs always reserved the first color of each palette as black, as you can see ...
- 26 Jan 2026, 02:45
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 7
- Views: 341011
Re: [WIP] GTA2 Reverse Engineering - Summary
January 2026 updates:
We got:
- Basic sprite rendering (peds & cars for example, but not includes deltas)
- Keyboard input working in-game: both player ped controls and Hud buttons
- Basic ped walking code implemented. Now our ped walks! :D He walks through walls because it doesnt check map ...
We got:
- Basic sprite rendering (peds & cars for example, but not includes deltas)
- Keyboard input working in-game: both player ped controls and Hud buttons
- Basic ped walking code implemented. Now our ped walks! :D He walks through walls because it doesnt check map ...
- 06 Jan 2026, 02:28
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 7
- Views: 341011
Re: [WIP] GTA2 Reverse Engineering - Summary
Update: in 2025 december, we finally rendered the map. Only partial blocks are missing along with the flat duplicated side of handrails, fences etc. All other slopes (gradient, triangular, diagonal walls etc) are working. It includes lighting!
- 31 Dec 2025, 16:17
- Forum: Maps
- Topic: [WIP] PSX Singleplayer maps
- Replies: 0
- Views: 9895
[WIP] PSX Singleplayer maps
Hi!
I converted some PSX files to PC to make the original maps from Playstation playable on PC. There is only 1 thing remaining to finish which is the brief/messages ID fixes. PSX uses a different GXT in which all ID's ranges from 1 to 999 and there is one GXT for each stage (so they can repeat ...
I converted some PSX files to PC to make the original maps from Playstation playable on PC. There is only 1 thing remaining to finish which is the brief/messages ID fixes. PSX uses a different GXT in which all ID's ranges from 1 to 999 and there is one GXT for each stage (so they can repeat ...
- 26 Nov 2025, 12:23
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 7
- Views: 341011
Re: [WIP] GTA2 Reverse Engineering - Summary
Cool to hear about the progress on this, y'all are doing God's work. [krishna]
One of the things I wonder, is it known yet why firing the flamethrower while entering a car crashes the game?
A type of phone weirdness I saw with experiments I was doing, is that deleting and recreating a red phone ...
- 20 Nov 2025, 19:56
- Forum: Modding forum
- Topic: [WIP] GTA2 Reverse Engineering - Summary
- Replies: 7
- Views: 341011
[WIP] GTA2 Reverse Engineering - Summary
There is a group of at least 4 people (including me) working on GTA2 re, in which the main goal is to reimplement the version 10.5 of the PC version of GTA2 (freeloader version).
Github project link: https://github.com/CriminalRETeam/gta2_re
Info website: https://valps.github.io/gta2-re-hub ...
Github project link: https://github.com/CriminalRETeam/gta2_re
Info website: https://valps.github.io/gta2-re-hub ...
- 11 Aug 2025, 00:28
- Forum: Modding forum
- Topic: Project Open Residential - Restoring ste.mis - [RELEASED]
- Replies: 3
- Views: 72649
Re: Project Open Residential - Restoring ste.mis - [RELEASED]
Thanks Tezur0 for finding bugs on Residential. I released a new version with bugfixes.
# Version 1.0.1
- The redneck yellow phones don't crash the game anymore.
- The scientist mission "Redneck Attack!" now clear the on_mission flags at the very end of cleanup. This means that if you start another ...
# Version 1.0.1
- The redneck yellow phones don't crash the game anymore.
- The scientist mission "Redneck Attack!" now clear the on_mission flags at the very end of cleanup. This means that if you start another ...
- 09 Aug 2025, 01:43
- Forum: Modding forum
- Topic: Developing a new and faster GMP compressor (for PC and PSX)
- Replies: 0
- Views: 100090
Developing a new and faster GMP compressor (for PC and PSX)
Hi!
After successfully convert the PSX maps to PC, I wondered if I can do that backwards, i.e. converting PC maps from DMA map editor into PSX readable maps. To achieve that goal, I needed to create my own GMP compressor, which was what I did.
Source code: https://github.com/Valps/gta2-map ...
After successfully convert the PSX maps to PC, I wondered if I can do that backwards, i.e. converting PC maps from DMA map editor into PSX readable maps. To achieve that goal, I needed to create my own GMP compressor, which was what I did.
Source code: https://github.com/Valps/gta2-map ...
- 19 Jun 2025, 17:14
- Forum: Modding forum
- Topic: Scripting command questions
- Replies: 24
- Views: 180771
Re: Scripting command questions
...but is there anyway to turn off player display names?
I've found the address 0x5EAD76 in 9.6f or 11.44 which stores the boolean value (1 byte) for displaying names. Here is an example of toggling on/off displaying player names dynamically:
COUNTER show_player_name_add = 6204790
COUNTER ...
- 30 May 2025, 20:26
- Forum: Modding forum
- Topic: Official script modifying cause certain missions to crash
- Replies: 11
- Views: 103830
Re: Official script modifying cause certain missions to crash
I've encountered another problem.
For Industrial map size a lot of objects required summary, approximately 2000-5000.
Tried to add 1000 trashcans with random XY-coords. Game can't start, crashes upon level loading.
Reduced amount of bins to 300, the game lasts 1 min 34 sec, then crashes.
The same ...
- 23 May 2025, 03:27
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 148092
Re: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
News!
- Now it contains the flipped versions of the main districts. Four new versions:
1 - Flipped x coordinates (right is left and vice-versa)
2 - Flipped y coordinates (top is bottom and vice-versa)
3 - Rotated 90° clockwise and flipped x coordinates (northeast is southwest and vice-versa)
4 ...
- Now it contains the flipped versions of the main districts. Four new versions:
1 - Flipped x coordinates (right is left and vice-versa)
2 - Flipped y coordinates (top is bottom and vice-versa)
3 - Rotated 90° clockwise and flipped x coordinates (northeast is southwest and vice-versa)
4 ...
- 22 May 2025, 21:55
- Forum: Modding forum
- Topic: GTA2 in full 3D
- Replies: 1
- Views: 42555
Re: GTA2 in full 3D
You managed to disable the rendering optimizations 
GTA 2 in 3D is awesome!
GTA 2 in 3D is awesome!
- 10 Apr 2025, 23:11
- Forum: Maps
- Topic: Downtown Co-op Campaign mode - [RELEASED]
- Replies: 13
- Views: 275446
Re: Downtown Co-op Campaign mode - [RELEASED]
Many thanks to the dude, you can’t imagine how I am grateful to you and I am waiting for other areas for a coop with my wife!
Thanks for playing it! I've released downtown coop a long time ago but I didn't continue to make residential coop because I was waiting for feedback, and making coop ...
- 05 Mar 2025, 14:12
- Forum: Modding forum
- Topic: GMP rotator/flipper - Flip or rotate your map by 90°, 180° or 270°
- Replies: 12
- Views: 148092
Re: GMP rotator - Rotate your map by 90°, 180° or 270°
This could be a problem with traffic lights.
If you change map 90 or 270 degrees, originally horisontal layout made for 4:3 screen ratio will fit closer horisontally, and could cause 2 traffic lights to be seen that were originally not.
Traffic light zones must be at least a screen away ...