Looks pretty good there, but I got
Also,HideOffset=0x4a0
# Equipment + 8c
PrimaryOffset=0x1088
# Offhand Offset DWORD
OffhandOffset=0x109c
Looks pretty good there, but I got
Also,HideOffset=0x4a0
# Equipment + 8c
PrimaryOffset=0x1088
# Offhand Offset DWORD
OffhandOffset=0x109c
I got the same as you did for HideOffset and primary. Did you find the offhand by offset into the equipment struct as well?
This seems pretty straightforward when you have the C structure to go from. I suppose the real trick is being able to figure out what has changed there based on packet capture?
Thanks for posting the updates. I'd be interested to learn more to help out.
This may not be perfect but is mostly working:
Code:## Copyright (C) 2006 - 2013 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 General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # [File Info] PatchDate=9/22/2015 [Port] port=5555 [Memory Offsets] ZoneAddr=0x100641c SpawnHeaderAddr=0x108b9b0 CharInfo=0xff8e48 TargetAddr=0xff8e60 ItemsAddr=0xff5590 WorldAddr=0xff8e18 [WorldInfo Offsets] WorldHourOffset=4 WorldMinuteOffset=5 WorldDayOffset=6 WorldMonthOffset=7 WorldYearOffset=8 [SpawnInfo Offsets] NextOffset=0x4 PrevOffset=0x8 LastnameOffset=0x38 XOffset=0x68 YOffset=0x64 ZOffset=0x6c SpeedOffset=0x7c HeadingOffset=0x80 NameOffset=0xe4 TypeOffset=0x125 SpawnIDOffset=0x148 # DWORD pets has this merc dont MasterID OwnerIDOffset=0x01b0 # dword HideMode HideOffset=0x4a0 # BYTE Level LevelOffset=0x5dc #BYTE Class ClassOffset=0xF80 # dword Race = Class-8 RaceOffset=0xF78 # Equipment + 8c PrimaryOffset=0x1088 # Offhand Offset DWORD OffhandOffset=0x109c [GroundItem Offsets] PrevOffset=0x00 NextOffset=0x04 IdOffset=0x08 DropIdOffset=0x0c XOffset=0x70 YOffset=0x74 ZOffset=0x78 NameOffset=0x1c # Using the new Debug CLI # ======================= # To start the server in debug mode, run the server with the 'debug' argument: # # myseqserver debug # # You will see the menu, which looks like this: # # Debug Menu # ======================= # d) display current offsets # r) reload all offsets from INI file # spo) set a primary offset (index/name) (hex value) # sso) set a secondary offset (index/name) (hex value) # ez) examine raw data using pZone # et) examine raw data using pTarget # ew) examine raw data using pWorld # fz) find zonename using pZone (zonename) # ft) find spawnname using pTarget (spawnname) # fs) find spawnname using pSelf (spawnname) # ps) process a spawn entity using pSelf # pt) process a spawn entity using pTarget # sp) scan process names (process name) # sft) scan for floating point using pTarget (X,Y,Z) # sfa) scan for floating point using Address (X,Y,Z,Address) # sfw) scan for world offsets using game date (mm/dd/yyyy) # sg) scan for ground items # ws) walk the spawnlist (reverse) using pSelf # wt) walk the spawnlist (reverse) using pTarget # vs) walk the spawnlist (forward) using pSelf # vt) walk the spawnlist (forward) using pTarget # x) exit # # > # # # To select a command, type it in and press Enter. Some commands require # arguments, which are indicated in parenthesis. # # If you are having troubling just accessing the EQ process, first try the 'scan process names' command: # > sp # # You can provide an optional process name to attempt to scan for and access, but if you do not provide # any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system # and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1, # this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some # problems on a Win2K system regarding this. # # When new offsets are needed, you can start the server in debug mode and it will use the # old offsets as starting points to locate the new offsets. # # The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar, # and use the "fz" command along with the appropriate shortname for the zone: # > fz Bazaar # # You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and # place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server. # Press 'd' to verify your change was actually loaded. # # Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC # or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC # with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace # any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00". # Use this hidden name as the sole argument to the 'ft' command: # > ft Boss_Hogg00 # # You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and # place it in the INI file above under TargetAddr. Press 'r' to reload the INI file. # # Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have # pTarget done above. Simply select any target in the game and use the 'wt' command: # > wt # # You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for # where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be # a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload # the INI file. # # Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the # target (press F1) and use the 'ft' command along with your characters first name: # > ft Yourfirstname # # You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and # place it in the INI file above under CharInfo. Press 'r' to reload the INI file. # # Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and # look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number. # > sg # Scanning for 'IT' from 0x7d62c4 to 0x9d62c4 # Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF # Pointer match found at 0x9bc648. Full string is ITORTOKEN # # Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to # reload the INI file. # # You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it. # As long as none of the secondary offsets have changed, it should work. If it only works for a short time # and then stops working, repeat the above procedure, but this time make different selections in the match # lists. # # If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server # may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it # is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn # how to help ( http://www.showeq.net/ and look for the MySEQ subforums). # # Notes: # - All string searches are case sensitive! # - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the # next match in the list. # - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost. # - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.
It appears you have XOffset & YOffset switched. NameOffset should be 0xa4This may not be perfect but is mostly working:
Basically, seqpuzzler's post with the changes I made under it should be correct I believe. Don't be afraid to post about any issues though.
Once I had the Primary, I just adjusted the Offhand by the same amount the same direction.I got the same as you did for HideOffset and primary. Did you find the offhand by offset into the equipment struct as well?
Last edited by Hidron; 09-23-2015 at 06:53 PM.
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