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# Copyright (C) 2006 - 2011 All developers at http://sourceforge.net/projects/seq
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# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU...
Type: Posts; User: wxh
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# Copyright (C) 2006 - 2011 All developers at http://sourceforge.net/projects/seq
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU...
Yup, that's exactly what it does, otherwise, I'd still be struggling with trying to beat the debug server into submission re: getting the "real" SpawnHeaderAddr, because you're right about the...
You're searching for hex values, so if the guard is level 55, you'll want to search for 37 hex.
And actually, the e5 in 0xe5c8f0 doesn't point to your character's name...that's just a coincidence....
Well, then it gets trickier. The reason for starting with pointers you already know is to find out what the values you need to search for to get the secondary offsets are. The first five steps...
Okay...there have been a few requests for a writeup on how to find offsets, so I threw something together. I'm sure this can be improved upon, but it works.
Preparation:
To prepare to find...
Here's the new offsets. Note that I just use the same value for SpawnHeaderAddr as for CharInfo.
[File Info]
Patchdate=07/18/2018
[Port]
port=5555
[Memory Offsets]
Well, Derple has kindly posted the new offsets, so this won't help for today, but my strategy with finding the level offset is to target myself, then use "et" to dump memory related to my current...
Part of the trouble is that some of the offsets have moved outside the range that the debug version of the server in the distribution download will scan. I've tweaked mine to scan a wider range, but...
Hmm. Even after modding the debugger's spawn scanner to extend far enough that it should've scanned offset 0xfbebc0, I still don't get a hit for SpawnHeaderAddr there.
Gah, yeah, the extra spaces were because I originally had the 2/21 offsets left on each line as comments so that I could see old vs. new as reference as I found each new one. Sorry about that.
As...
I think I'm getting better at this...
[File Info]
Patchdate=03/14/2018
[Port]
port=5555
[Memory Offsets]
Corgan: I'm currently using the offsets below, and they're working great with the new client that DBG pushed this morning. Now including OwnerIDOffset!
Madoc: Sorry, not sure how the config for...
So...I've got most of the offsets for the 2/21/2018 patch, but I can't seem to get a good value for SpawnHeaderAddr. I also didn't dig into OwnerIDOffset.
Unfortunately, it looks like something...
If you're more of a Windows user, I'd suggest instead just downloading Visual Studio 2010 Express and using that as your development environment.
Download the source from sourceforge, and unzip,...
You've got skittles but no spawn list? That's odd...with Derple's settings above, everything is working fine for me.
The offsets originally posted by Nova22922 in the thread titled "path...
FWIW, these offsets also work for the new client that was pushed on 1/19.
So, I'm using Windows 10 64-bit (not happy about it, but there we are), and I'm able to follow the directions in the comment block at the end of the .ini file to find most of the primary addresses...
SpawnHeaderAddr=0xf290b0
WorldAddr seems to be 0xf25fd8
LevelOffset = 0x3b5
Adding these changes to the above will at least get you skittles and a spawn list, but lots of data on the spawns...
<removing original incomplete post>
Actually, both Fireblade and Scottie are correct. Fireblade's offsets alone don't show ground spawns (at least, not for me), but using 0xaf6708 for ItemsAddr under [Memory Offsets] got them working....
The X, Y, and Z offsets for ground spawns have changed:
[GroundItem Offsets]
PrevOffset=0x00
NextOffset=0x04
IdOffset=0x08
DropIdOffset=0x0c
XOffset=0x70
YOffset=0x74
ZOffset=0x78
Outstanding. Now, if I may make a couple of suggestions for obfuscation on this:
First, the client (key sniffer) should probably establish communication with ShowEQ prior to starting to get keys....
Or, even better, why not just have a client that runs in the background on the EQ machine. It would just watch the memory area where the key is stored, and any time it sees a change, it would fire...