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MySEQ Test Server 03/07/2014

Mar 6th, 2014
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  1. #
  2. # Copyright (C) 2006, 2007 All developers at http://sourceforge.net/projects/seq
  3. #
  4. # This program is free software; you can redistribute it and/or
  5. # modify it under the terms of the GNU General Public License
  6. # as published by the Free Software Foundation; either version 2
  7. # of the License, or (at your option) any later version.
  8. #
  9. # This program is distributed in the hope that it will be useful,
  10. # but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. # GNU General Public License for more details.
  13. #
  14. # You should have received a copy of the GNU General Public License
  15. # along with this program; if not, write to the Free Software
  16. # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  17. #
  18.  
  19. [File Info]
  20. Patchdate=03/07/2014
  21.  
  22. [Port]
  23. port=5555
  24.  
  25. [Memory Offsets]
  26. ZoneAddr=0xf3634c
  27. SpawnHeaderAddr=0xfbb5b0
  28. #pinstLocalPlayer_x
  29. CharInfo=0xf28ec0
  30. TargetAddr=0xf28ec0
  31. ItemsAddr=0xf255ec
  32. WorldAddr=0xf28e78
  33.  
  34. [WorldInfo Offsets]
  35. WorldHourOffset=4
  36. WorldMinuteOffset=5
  37. WorldDayOffset=6
  38. WorldMonthOffset=7
  39. WorldYearOffset=8
  40.  
  41. [SpawnInfo Offsets]
  42. NextOffset=0x4
  43. PrevOffset=0x8
  44. LastnameOffset=0x38
  45. XOffset=0x64
  46. YOffset=0x68
  47. ZOffset=0x6c
  48. SpeedOffset=0x7c
  49. HeadingOffset=0x80
  50. NameOffset=0xa4
  51. TypeOffset=0x125
  52. SpawnIDOffset=0x148
  53. #OwnerIDOffset DWORD pets has this merc dont
  54. OwnerIDOffset=0x504
  55. #HideOffset is a dword
  56. HideOffset=0x190
  57. #LevelOffset is a dword
  58. LevelOffset=0x41c
  59. #RaceOffset dword
  60. RaceOffset=0xecc
  61. #ClassOffset byte
  62. ClassOffset=0xed0
  63. #PrimaryOffset DWORD the id of the item
  64. PrimaryOffset=0xfd8
  65. #OffhandOffset DWORD
  66. OffhandOffset=0xfec
  67.  
  68. [GroundItem Offsets]
  69. PrevOffset=0x00
  70. NextOffset=0x04
  71. IdOffset=0x08
  72. DropIdOffset=0x0c
  73. XOffset=0x70
  74. YOffset=0x74
  75. ZOffset=0x78
  76. NameOffset=0x1c
  77.  
  78. # Using the new Debug CLI
  79. # =======================
  80. # To start the server in debug mode, run the server with the 'debug' argument:
  81. #
  82. # myseqserver debug
  83. #
  84. # You will see the menu, which looks like this:
  85. #
  86. # Debug Menu
  87. # =======================
  88. # d) display current offsets
  89. # r) reload all offsets from INI file
  90. # spo) set a primary offset (index/name) (hex value)
  91. # sso) set a secondary offset (index/name) (hex value)
  92. # ez) examine raw data using pZone
  93. # et) examine raw data using pTarget
  94. # ew) examine raw data using pWorld
  95. # fz) find zonename using pZone (zonename)
  96. # ft) find spawnname using pTarget (spawnname)
  97. # fs) find spawnname using pSelf (spawnname)
  98. # ps) process a spawn entity using pSelf
  99. # pt) process a spawn entity using pTarget
  100. # sp) scan process names (process name)
  101. # sft) scan for floating point using pTarget (X,Y,Z)
  102. # sfa) scan for floating point using Address (X,Y,Z,Address)
  103. # sfw) scan for world offsets using game date (mm/dd/yyyy)
  104. # sg) scan for ground items
  105. # ws) walk the spawnlist (reverse) using pSelf
  106. # wt) walk the spawnlist (reverse) using pTarget
  107. # vs) walk the spawnlist (forward) using pSelf
  108. # vt) walk the spawnlist (forward) using pTarget
  109. # x) exit
  110. #
  111. # >
  112. #
  113. #
  114. # To select a command, type it in and press Enter. Some commands require
  115. # arguments, which are indicated in parenthesis.
  116. #
  117. # If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
  118. # > sp
  119. #
  120. # You can provide an optional process name to attempt to scan for and access, but if you do not provide
  121. # any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
  122. # and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
  123. # this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
  124. # problems on a Win2K system regarding this.
  125. #
  126. # When new offsets are needed, you can start the server in debug mode and it will use the
  127. # old offsets as starting points to locate the new offsets.
  128. #
  129. # The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
  130. # and use the "fz" command along with the appropriate shortname for the zone:
  131. # > fz Bazaar
  132. #
  133. # You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
  134. # place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
  135. # Press 'd' to verify your change was actually loaded.
  136. #
  137. # Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
  138. # or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
  139. # with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
  140. # any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
  141. # Use this hidden name as the sole argument to the 'ft' command:
  142. # > ft Boss_Hogg00
  143. #
  144. # You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
  145. # place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
  146. #
  147. # Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
  148. # pTarget done above. Simply select any target in the game and use the 'wt' command:
  149. # > wt
  150. #
  151. # You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
  152. # where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
  153. # a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
  154. # the INI file.
  155. #
  156. # Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
  157. # target (press F1) and use the 'ft' command along with your characters first name:
  158. # > ft Yourfirstname
  159. #
  160. # You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
  161. # place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
  162. #
  163. # Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
  164. # look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
  165. # > sg
  166. # Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
  167. # Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
  168. # Pointer match found at 0x9bc648. Full string is ITORTOKEN
  169. #
  170. # Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
  171. # reload the INI file.
  172. #
  173. # You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
  174. # As long as none of the secondary offsets have changed, it should work. If it only works for a short time
  175. # and then stops working, repeat the above procedure, but this time make different selections in the match
  176. # lists.
  177. #
  178. # If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
  179. # may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
  180. # is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
  181. # how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
  182. #
  183. # Notes:
  184. # - All string searches are case sensitive!
  185. # - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
  186. # next match in the list.
  187. # - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
  188. # - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.
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