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Thread: 6/20/2018 Offsets

  1. #1
    Registered User
    Join Date
    Apr 2017
    Posts
    14

    6/20/2018 Offsets

    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=6/18/2018
    
    
    [Port]
    port=5555
    
    
    [Memory Offsets]
    ZoneAddr=0xe68df0
    SpawnHeaderAddr=0xf093d0
    CharInfo=0xe5b210
    TargetAddr=0xe5b468
    ItemsAddr=0xe57680
    WorldAddr=0xe58ed4
    
    
    [WorldInfo Offsets]
    WorldHourOffset=4
    WorldMinuteOffset=5
    WorldDayOffset=6
    WorldMonthOffset=7
    WorldYearOffset=8
    
    
    [SpawnInfo Offsets]
    NextOffset=0x4
    PrevOffset=0x8
    LastnameOffset=0x38
    XOffset=0x64
    YOffset=0x68
    ZOffset=0x6c
    SpeedOffset=0x7c
    HeadingOffset=0x80
    NameOffset=0xa4
    TypeOffset=0x125
    SpawnIDOffset=0x148
    OwnerIDOffset=0x520
    HideOffset=0x514
    LevelOffset=0x5cc
    ClassOffset=0xf8c
    RaceOffset=0xf84
    PrimaryOffset=0x1094
    OffhandOffset=0x10a8
    
    
    [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.

  2. #2
    Registered User
    Join Date
    May 2018
    Posts
    2

    Re: 6/20/2018 Offsets

    You, my man, are a stone cold HERO! Thanks!
    Last edited by Shaolin; 06-22-2018 at 06:01 AM.

  3. #3
    Registered User
    Join Date
    Jun 2018
    Posts
    18

    Re: 6/20/2018 Offsets

    Star!!!

    Would love to know how you work that shit out.

  4. #4
    Registered User
    Join Date
    Mar 2015
    Posts
    57

    Re: 6/20/2018 Offsets

    Thanks for these derple saved me getting them when I got home. Was afk for a couple of weeks there.

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