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  1. #
  2. # Copyright (C) 2006 - 2013 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=01/17/2018
  21.  
  22. [Port]
  23. port=5555
  24.  
  25. [Memory Offsets]
  26. # pinstZoneAddr_x
  27. ZoneAddr=0xf3398c
  28. # pinstSpawnManager_x
  29. SpawnHeaderAddr=0xfb90b0
  30. # pinstLocalPlayer_x
  31. CharInfo=0xf26008
  32. # pinstTarget_x
  33. TargetAddr=0xf26020
  34. # pinstEQItemList_x
  35. ItemsAddr=0xf22498
  36. # pinstWorldData_x
  37. WorldAddr=0xf25fd8
  38.  
  39. [WorldInfo Offsets]
  40. WorldHourOffset=4
  41. WorldMinuteOffset=5
  42. WorldDayOffset=6
  43. WorldMonthOffset=7
  44. WorldYearOffset=8
  45.  
  46. [SpawnInfo Offsets]
  47. NextOffset=0x4
  48. PrevOffset=0x8
  49. LastnameOffset=0x38
  50. XOffset=0x64
  51. YOffset=0x68
  52. ZOffset=0x6c
  53. SpeedOffset=0x7c
  54. HeadingOffset=0x80
  55. NameOffset=0xa4
  56. TypeOffset=0x125
  57. SpawnIDOffset=0x148
  58. # DWORD pets has this merc dont MasterID
  59. OwnerIDOffset=0x46c
  60. # dword HideMode
  61. HideOffset=0x580
  62. # BYTE Level
  63. LevelOffset=0x3b5
  64. # BYTE Class
  65. ClassOffset=0xf84
  66. # dword Race = Class-8
  67. RaceOffset=0xf7c
  68. # ActorEquipment + 8c
  69. PrimaryOffset=0x108c
  70. # Offhand Offset DWORD
  71. OffhandOffset=0x10a0
  72.  
  73. [GroundItem Offsets]
  74. PrevOffset=0x00
  75. NextOffset=0x04
  76. IdOffset=0x08
  77. DropIdOffset=0x0c
  78. XOffset=0x70
  79. YOffset=0x74
  80. ZOffset=0x78
  81. NameOffset=0x1c
  82.  
  83. # Using the new Debug CLI
  84. # =======================
  85. # To start the server in debug mode, run the server with the 'debug' argument:
  86. #
  87. # myseqserver debug
  88. #
  89. # You will see the menu, which looks like this:
  90. #
  91. # Debug Menu
  92. # =======================
  93. # d) display current offsets
  94. # r) reload all offsets from INI file
  95. # spo) set a primary offset (index/name) (hex value)
  96. # sso) set a secondary offset (index/name) (hex value)
  97. # ez) examine raw data using pZone
  98. # et) examine raw data using pTarget
  99. # ew) examine raw data using pWorld
  100. # fz) find zonename using pZone (zonename)
  101. # ft) find spawnname using pTarget (spawnname)
  102. # fs) find spawnname using pSelf (spawnname)
  103. # ps) process a spawn entity using pSelf
  104. # pt) process a spawn entity using pTarget
  105. # sp) scan process names (process name)
  106. # sft) scan for floating point using pTarget (X,Y,Z)
  107. # sfa) scan for floating point using Address (X,Y,Z,Address)
  108. # sfw) scan for world offsets using game date (mm/dd/yyyy)
  109. # sg) scan for ground items
  110. # ws) walk the spawnlist (reverse) using pSelf
  111. # wt) walk the spawnlist (reverse) using pTarget
  112. # vs) walk the spawnlist (forward) using pSelf
  113. # vt) walk the spawnlist (forward) using pTarget
  114. # x) exit
  115. #
  116. # >
  117. #
  118. #
  119. # To select a command, type it in and press Enter. Some commands require
  120. # arguments, which are indicated in parenthesis.
  121. #
  122. # If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
  123. # > sp
  124. #
  125. # You can provide an optional process name to attempt to scan for and access, but if you do not provide
  126. # any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
  127. # and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
  128. # this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
  129. # problems on a Win2K system regarding this.
  130. #
  131. # When new offsets are needed, you can start the server in debug mode and it will use the
  132. # old offsets as starting points to locate the new offsets.
  133. #
  134. # The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
  135. # and use the "fz" command along with the appropriate shortname for the zone:
  136. # > fz Bazaar
  137. #
  138. # You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
  139. # place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
  140. # Press 'd' to verify your change was actually loaded.
  141. #
  142. # Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
  143. # or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
  144. # with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
  145. # any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
  146. # Use this hidden name as the sole argument to the 'ft' command:
  147. # > ft Boss_Hogg00
  148. #
  149. # You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
  150. # place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
  151. #
  152. # Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
  153. # pTarget done above. Simply select any target in the game and use the 'wt' command:
  154. # > wt
  155. #
  156. # You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
  157. # where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
  158. # a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
  159. # the INI file.
  160. #
  161. # Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
  162. # target (press F1) and use the 'ft' command along with your characters first name:
  163. # > ft Yourfirstname
  164. #
  165. # You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
  166. # place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
  167. #
  168. # Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
  169. # look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
  170. # > sg
  171. # Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
  172. # Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
  173. # Pointer match found at 0x9bc648. Full string is ITORTOKEN
  174. #
  175. # Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
  176. # reload the INI file.
  177. #
  178. # You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
  179. # As long as none of the secondary offsets have changed, it should work. If it only works for a short time
  180. # and then stops working, repeat the above procedure, but this time make different selections in the match
  181. # lists.
  182. #
  183. # If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
  184. # may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
  185. # is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
  186. # how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
  187. #
  188. # Notes:
  189. # - All string searches are case sensitive!
  190. # - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
  191. # next match in the list.
  192. # - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
  193. # - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.
  194.  
  195. #
  196. # You will see the menu, which looks like this:
  197. #
  198. # Debug Menu
  199. # =======================
  200. # d) display current offsets
  201. # r) reload all offsets from INI file
  202. # spo) set a primary offset (index/name) (hex value)
  203. # sso) set a secondary offset (index/name) (hex value)
  204. # ez) examine raw data using pZone
  205. # et) examine raw data using pTarget
  206. # ew) examine raw data using pWorld
  207. # fz) find zonename using pZone (zonename)
  208. # ft) find spawnname using pTarget (spawnname)
  209. # fs) find spawnname using pSelf (spawnname)
  210. # ps) process a spawn entity using pSelf
  211. # pt) process a spawn entity using pTarget
  212. # sp) scan process names (process name)
  213. # sft) scan for floating point using pTarget (X,Y,Z)
  214. # sfa) scan for floating point using Address (X,Y,Z,Address)
  215. # sfw) scan for world offsets using game date (mm/dd/yyyy)
  216. # sg) scan for ground items
  217. # ws) walk the spawnlist (reverse) using pSelf
  218. # wt) walk the spawnlist (reverse) using pTarget
  219. # vs) walk the spawnlist (forward) using pSelf
  220. # vt) walk the spawnlist (forward) using pTarget
  221. # x) exit
  222. #
  223. # >
  224. #
  225. #
  226. # To select a command, type it in and press Enter. Some commands require
  227. # arguments, which are indicated in parenthesis.
  228. #
  229. # If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
  230. # > sp
  231. #
  232. # You can provide an optional process name to attempt to scan for and access, but if you do not provide
  233. # any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
  234. # and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
  235. # this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
  236. # problems on a Win2K system regarding this.
  237. #
  238. # When new offsets are needed, you can start the server in debug mode and it will use the
  239. # old offsets as starting points to locate the new offsets.
  240. #
  241. # The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
  242. # and use the "fz" command along with the appropriate shortname for the zone:
  243. # > fz Bazaar
  244. #
  245. # You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
  246. # place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
  247. # Press 'd' to verify your change was actually loaded.
  248. #
  249. # Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
  250. # or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
  251. # with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
  252. # any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
  253. # Use this hidden name as the sole argument to the 'ft' command:
  254. # > ft Boss_Hogg00
  255. #
  256. # You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
  257. # place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
  258. #
  259. # Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
  260. # pTarget done above. Simply select any target in the game and use the 'wt' command:
  261. # > wt
  262. #
  263. # You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
  264. # where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
  265. # a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
  266. # the INI file.
  267. #
  268. # Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
  269. # target (press F1) and use the 'ft' command along with your characters first name:
  270. # > ft Yourfirstname
  271. #
  272. # You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
  273. # place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
  274. #
  275. # Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
  276. # look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
  277. # > sg
  278. # Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
  279. # Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
  280. # Pointer match found at 0x9bc648. Full string is ITORTOKEN
  281. #
  282. # Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
  283. # reload the INI file.
  284. #
  285. # You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
  286. # As long as none of the secondary offsets have changed, it should work. If it only works for a short time
  287. # and then stops working, repeat the above procedure, but this time make different selections in the match
  288. # lists.
  289. #
  290. # If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
  291. # may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
  292. # is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
  293. # how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
  294. #
  295. # Notes:
  296. # - All string searches are case sensitive!
  297. # - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
  298. # next match in the list.
  299. # - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
  300. # - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.
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