Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
-=DarkSim=-
Oh, very strange.
In 1.04.04 i use 0x0D2570C and all work...
In 1.03.11 GLClip by belial change only one type (bcz value setuped by switch):
http://i.imgur.com/gSanBvQ.png
Everybody have own glclip :laugh:
In: 1.04.04 -> glclip: 00D2570C causes bug with character shadow to extend the value, but: 00D27BC0 -> clipz or glclip is correct without shadow's bug, but bug in Santa town map clip.
DarkSim: each map has its own cases of: switch() for the values of the function: glclip, we must decompile this function for fix all.
ps: to make a fully functional 3d, we must clip map floor by rectangles.
Code:
double *Camera_ClipU = (double*) 0x00D2C898; //DOUBLE: 580.0000000000000
double *Camera_ClipL = (double*) 0x00D2C888; //DOUBLE: 1250.00000000000
double *Camera_ClipM = (double*) 0x00D2C830; //DOUBLE: 660.0000000000000
Re: Auto-search offsets for any main.exe
#define LDECRYPT (0x00420F8D) ;SetNop(LD*..,5)
#define SDECRYPT (0x004211A0) ;SetNop(SD*..,4);
#define RESW (0x004D469E+7)
#define RESH (0x004D46A8+7)
#define RESM (0x004D5837+7)
Defined RES* are for changing the resolution Link1 Link2, i've tested it years ago and works & look pretty good.
Main is GMOS2.
Re: Auto-search offsets for any main.exe
belial
- I view world preview function ~week ago but for analyze and make it work need more time
Code:
int WorldPreview(int Struct, bool Arg2) //5DB130 (1.04.04)
{
gObjUser.Refresh();
// ----
float v13 = 0.0;
float v12 = 0.0;
float v8 = 0.0;
float v20 = 0.0;
float v9 = 0.0;
float v11 = 0.0;
// ----
if( pMapNumber == 6 && !strcmp(gObjUser.lpViewPlayer->Name, "webzen")
|| !strcmp(gObjUser.lpViewPlayer->Name, "webzen2") )
{
v13 = (double)pGetSomeSize() / 640.0;
v12 = 8500.0;
v8 = (float)8500.0 * 0.05000000074505806;
v20 = (float)8500.0 * 0.4699999988079071;
v9 = v13 * 3000.0;
v11 = v13 * 540.0;
}
else if( pIsLorenDeep(pMapNumber) && pPlayerState == GameProcess )
{
v13 = (double)pGetSomeSize() / 640.0;
if( (unsigned __int8)pCheckSomeLimit(oUserPreviewStruct + 1028)
&& (*(float *)(oUserPreviewStruct + 1028) < 17100.0 || *(float *)(oUserPreviewStruct + 1028) > 18300.0) )
{
v12 = 5100.0;
v8 = (float)5100.0 * 0.1899999976158142;
v20 = (float)5100.0 * 0.4699999988079071;
v9 = v13 * 2250.0;
v11 = v13 * 540.0;
}
else
{
v12 = 3300.0;
v8 = (float)3300.0 * 0.1899999976158142;
v20 = (float)3300.0 * 0.4699999988079071;
v9 = v13 * 1300.0;
v11 = v13 * 580.0;
}
}
else if( pMapNumber == 62 ) //Santa Village
{
v13 = (double)pGetSomeSize() / 640.0 * 1.0;
v8 = (float)2400.0 * 0.1899999976158142;
v20 = (float)2400.0 * 0.4699999988079071;
v12 = 2650.0;
v9 = v13 * 1250.0;
v11 = v13 * 540.0;
}
else if( pInVulcanus() || (unsigned __int8)pInDoppel1() )
{
v13 = (double)pGetSomeSize() / 640.0;
v8 = 55.0;
v20 = 830.0;
v12 = 3300.0;
v9 = v13 * 1900.0;
v11 = v13 * 600.0;
}
else
{
TDEBUG("[Else]");
//check
switch(*(DWORD*)0x8787D40) //very like plaing state
{
case 0:
{
if( pPlayerState != SelectServer )
{
if ( pPlayerState == SwitchCharacter )
{
v13 = (double)pGetSomeSize() / 640.0 * 9.100000381469727 * 0.4049980044364929;
}
else
{
//int v3 = sub_4DB250();
//if ( (unsigned __int8)sub_4E44A0(v3 + 132) )
// v13 = (double)pGetSomeSize() / 640.0 * 10.0 * 0.1150000020861626;
//else
v13 = (double)pGetSomeSize() / 640.0;
}
}
// ----
if( pPlayerState != 2 )
{
if( pPlayerState == 4 )
{
v12 = 7370.9639;
}
else
{
if ( pMapNumber == 39 )
v12 = 2300.0;
else
v12 = 2400.0;
}
}
if( pPlayerState == 2 )
{
v13 = (double)pGetSomeSize() / 640.0;
v12 = 530400.0;
v8 = 20400.0;
v20 = 20400.0;
v9 = v13 * 5000.0;
v11 = v13 * 300.0;
}
else
{
v8 = v12 * 0.1899999976158142;
v20 = v12 * 0.4699999988079071;
v9 = v13 * 1190.0;
v11 = v13 * 540.0;
}
}
break;
// --
case 1:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 2700.0;
v8 = (float)2700.0 * 0.1899999976158142;
v20 = (float)2700.0 * 0.4699999988079071;
v9 = v13 * 1200.0;
v11 = v13 * 540.0;
}
break;
// --
case 2:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3000.0;
v8 = (float)3000.0 * 0.1899999976158142;
v20 = (float)3000.0 * 0.4699999988079071;
v9 = v13 * 1300.0;
v11 = v13 * 540.0;
}
break;
// --
case 3:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3300.0;
v8 = (float)3300.0 * 0.1899999976158142;
v20 = (float)3300.0 * 0.4699999988079071;
v9 = v13 * 1500.0;
v11 = v13 * 580.0;
}
break;
// --
case 4:
case 5:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3400.0;
v8 = (float)3400.0 * 0.1899999976158142;
v20 = (float)3400.0 * 0.4699999988079071;
v9 = v13 * 1600.0;
v11 = v13 * 660.0;
}
break;
}
}
// ----
if( Arg2 )
{
v9 *= 1.509999990463257;
v11 *= 1.200000047683716;
}
// ----
float v21 = -v9;
float v22 = v12 - v20;
float v23 = 0.0;
float v24 = v9;
float v25 = v12 - v20;
float v26 = 0.0;
float v27 = v11;
float v28 = v8 - v20;
float v29 = 0.0;
float v30 = -v11;
float v31 = v8 - v20;
float v32 = 0.0;
// ----
float v14, v15, v16;
if( pMapNumber == 6 && !strcmp(gObjUser.lpViewPlayer->Name, "webzen")
|| !strcmp(gObjUser.lpViewPlayer->Name, "webzen2") )
{
v14 = 0.0;
v15 = 0.0;
v16 = -*(float*)0x87933D8; //??????????
}
else if( pMapNumber == 73 ) //?
{
//...
}
else
{
v14 = 0.0;
v15 = 0.0;
v16 = 45.0;
}
// ----
int v10;
float v17, v18;
float v19[10];
int result = pSomeFunc2((float*)&v14, (int)&v10);
for( int i = 0; i < 4; ++i )
{
pSomeFunc3(&v21 + 3 * i, &v10, (int*)&v17 + 3 * i);
*(&v17 + 3 * i) = *(&v17 + 3 * i) + *(float *)Struct;
*(&v18 + 3 * i) = *(&v18 + 3 * i) + *(float *)(Struct + 4);
v19[3 * i] = v19[3 * i] + *(float *)(Struct + 8);
result = i;
*(float*)(0x82C64B8 + i * 4) = *(&v17 + 3 * i) * 0.009999999776482582;
*(float*)(0x82C64A8 + i * 4) = *(&v17 + 3 * i) * 0.009999999776482582;
}
return result;
}
Stifi
- You test widescreen on new mains?
Re: Auto-search offsets for any main.exe
No, only in old.
btw, here is the log of main gmos2:
Code:
//Auto researcher script
//Main: 10203
#define Version 0x7A2838 //-> 22548
#define Serial 0x7A2840 //-> cf3p3B2E3G8fyQ7Y
#define MapNumber *(int*)0x558B0000
#define MainState *(int*)0x86E85550
#define UserObjectStruct 0x0
#define ObjectPreviewStruct 0x88BF0F07
#define MasterLevel *(short*)0x0
#define MasterPoints *(short*)0x0
#define CursorX *(int*)0x7E80704
#define CursorY *(int*)0x7E80700
#define MaxZenWidth1 *(BYTE*)0x1
#define MaxZenWidth2 *(BYTE*)0x1
#define MaxZenWidth3 *(BYTE*)0x1
#define MaxZenWidth4 *(BYTE*)0x1
#define MaxZenWidth5 *(BYTE*)0x1 //-> If 0x0 or 0x1 = not in use
#define WinWidth *(GLsizei*)0x7B55AC
#define WinHeight *(GLsizei*)0x7B55B0
#define CameraZoom *(float*)0x6B20D0
#define CameraRotY *(float*)0x0
#define CameraRotZ *(float*)0x7E80758
#define CameraPosZ *(float*)0x2F98300
#define CameraClipX *(float*)0x0 //-> if Season 6+ == *(double*)
#define CameraClipY *(float*)0xFFFFFFD6
#define CameraClipGL *(float*)0xFFFFFEF8
some of them are wrong...
ps; can you try do add the 'color chat' ..?
Re: Auto-search offsets for any main.exe
Stifi
- Read please 1st post
Quote:
And of course it not for all-all mains, but i try to make it for S3.2 -> S6.3.
For now S1 / S2 / S3.0 not supported
Re: Auto-search offsets for any main.exe
I will be testing this.
One of the most useful releases in a long time....and as usual it comes from darksim...kinda love ya dude. Lol.
Enviado desde mi GT-I9300 usando Tapatalk 2
Re: Auto-search offsets for any main.exe
DarkSim here some offsets for: 1.04.28 -> ex season 8 main.exe unpacked by mauka in this thread: http://forum.ragezone.com/f508/fixin...on-8-a-915727/
Code:
//3d camera offsets
float *Camera_Zoom = (float*) 0x0101FC00;//ready!
float *Camera_RotY = (float*) 0x0101BB10;//ready!
float *Camera_RotZ = (float*) 0x08B2FB9C;//normal rotation z axis
float *Camera_RotZ2 = (float*) 0x08B2FB78;//inverse rotation z axis
double *Camera_PosZ = (double*) 0x01019A58;//ready!
double *Camera_ClipX = (double*) 0x01020CB8;//ready!
float *Camera_ClipY = (float*) 0x0101BAC8;//ready!
float *Camera_ClipZ = (float*) 0x011A8DB4;//ready! -> general case not tested
float *Camera_GlClip1 = (float*) 0x0101BB38;//santa village case
float *Camera_GlClip2 = (float*) 0x01019BCC;//a general case.. mean.. i don't know ^^
float *Camera_GlClip3 = (float*) 0x0101BB44;//a place of exile map case sure.
float *Camera_GlClip4 = (float*) 0x0101BB34;//i don't know..
float *Camera_GlClip5 = (float*) 0x0101BB30;//some ex700 map.. maybe
float *Camera_GlClip6 = (float*) 0x0101BB40;//castle siege map case i think.
float *Camera_GlClip7 = (float*) 0x0101BB3C;//unknown
float *Camera_GlClip8 = (float*) 0x0101BB48;//3000.0f -> max value allow by main.exe, i think
map offset: 0x011A7320
screen h,w offsets: 0x01017DF0 / 0x01017DE8
Re: Auto-search offsets for any main.exe
Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
-=DarkSim=-
belial
- I view world preview function ~week ago but for analyze and make it work need more time
Code:
int WorldPreview(int Struct, bool Arg2) //5DB130 (1.04.04)
{
gObjUser.Refresh();
// ----
float v13 = 0.0;
float v12 = 0.0;
float v8 = 0.0;
float v20 = 0.0;
float v9 = 0.0;
float v11 = 0.0;
// ----
if( pMapNumber == 6 && !strcmp(gObjUser.lpViewPlayer->Name, "webzen")
|| !strcmp(gObjUser.lpViewPlayer->Name, "webzen2") )
{
v13 = (double)pGetSomeSize() / 640.0;
v12 = 8500.0;
v8 = (float)8500.0 * 0.05000000074505806;
v20 = (float)8500.0 * 0.4699999988079071;
v9 = v13 * 3000.0;
v11 = v13 * 540.0;
}
else if( pIsLorenDeep(pMapNumber) && pPlayerState == GameProcess )
{
v13 = (double)pGetSomeSize() / 640.0;
if( (unsigned __int8)pCheckSomeLimit(oUserPreviewStruct + 1028)
&& (*(float *)(oUserPreviewStruct + 1028) < 17100.0 || *(float *)(oUserPreviewStruct + 1028) > 18300.0) )
{
v12 = 5100.0;
v8 = (float)5100.0 * 0.1899999976158142;
v20 = (float)5100.0 * 0.4699999988079071;
v9 = v13 * 2250.0;
v11 = v13 * 540.0;
}
else
{
v12 = 3300.0;
v8 = (float)3300.0 * 0.1899999976158142;
v20 = (float)3300.0 * 0.4699999988079071;
v9 = v13 * 1300.0;
v11 = v13 * 580.0;
}
}
else if( pMapNumber == 62 ) //Santa Village
{
v13 = (double)pGetSomeSize() / 640.0 * 1.0;
v8 = (float)2400.0 * 0.1899999976158142;
v20 = (float)2400.0 * 0.4699999988079071;
v12 = 2650.0;
v9 = v13 * 1250.0;
v11 = v13 * 540.0;
}
else if( pInVulcanus() || (unsigned __int8)pInDoppel1() )
{
v13 = (double)pGetSomeSize() / 640.0;
v8 = 55.0;
v20 = 830.0;
v12 = 3300.0;
v9 = v13 * 1900.0;
v11 = v13 * 600.0;
}
else
{
TDEBUG("[Else]");
//check
switch(*(DWORD*)0x8787D40) //very like plaing state
{
case 0:
{
if( pPlayerState != SelectServer )
{
if ( pPlayerState == SwitchCharacter )
{
v13 = (double)pGetSomeSize() / 640.0 * 9.100000381469727 * 0.4049980044364929;
}
else
{
//int v3 = sub_4DB250();
//if ( (unsigned __int8)sub_4E44A0(v3 + 132) )
// v13 = (double)pGetSomeSize() / 640.0 * 10.0 * 0.1150000020861626;
//else
v13 = (double)pGetSomeSize() / 640.0;
}
}
// ----
if( pPlayerState != 2 )
{
if( pPlayerState == 4 )
{
v12 = 7370.9639;
}
else
{
if ( pMapNumber == 39 )
v12 = 2300.0;
else
v12 = 2400.0;
}
}
if( pPlayerState == 2 )
{
v13 = (double)pGetSomeSize() / 640.0;
v12 = 530400.0;
v8 = 20400.0;
v20 = 20400.0;
v9 = v13 * 5000.0;
v11 = v13 * 300.0;
}
else
{
v8 = v12 * 0.1899999976158142;
v20 = v12 * 0.4699999988079071;
v9 = v13 * 1190.0;
v11 = v13 * 540.0;
}
}
break;
// --
case 1:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 2700.0;
v8 = (float)2700.0 * 0.1899999976158142;
v20 = (float)2700.0 * 0.4699999988079071;
v9 = v13 * 1200.0;
v11 = v13 * 540.0;
}
break;
// --
case 2:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3000.0;
v8 = (float)3000.0 * 0.1899999976158142;
v20 = (float)3000.0 * 0.4699999988079071;
v9 = v13 * 1300.0;
v11 = v13 * 540.0;
}
break;
// --
case 3:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3300.0;
v8 = (float)3300.0 * 0.1899999976158142;
v20 = (float)3300.0 * 0.4699999988079071;
v9 = v13 * 1500.0;
v11 = v13 * 580.0;
}
break;
// --
case 4:
case 5:
{
v13 = (double)pGetSomeSize() / 640.0 + 0.1000000014901161;
v12 = 3400.0;
v8 = (float)3400.0 * 0.1899999976158142;
v20 = (float)3400.0 * 0.4699999988079071;
v9 = v13 * 1600.0;
v11 = v13 * 660.0;
}
break;
}
}
// ----
if( Arg2 )
{
v9 *= 1.509999990463257;
v11 *= 1.200000047683716;
}
// ----
float v21 = -v9;
float v22 = v12 - v20;
float v23 = 0.0;
float v24 = v9;
float v25 = v12 - v20;
float v26 = 0.0;
float v27 = v11;
float v28 = v8 - v20;
float v29 = 0.0;
float v30 = -v11;
float v31 = v8 - v20;
float v32 = 0.0;
// ----
float v14, v15, v16;
if( pMapNumber == 6 && !strcmp(gObjUser.lpViewPlayer->Name, "webzen")
|| !strcmp(gObjUser.lpViewPlayer->Name, "webzen2") )
{
v14 = 0.0;
v15 = 0.0;
v16 = -*(float*)0x87933D8; //??????????
}
else if( pMapNumber == 73 ) //?
{
//...
}
else
{
v14 = 0.0;
v15 = 0.0;
v16 = 45.0;
}
// ----
int v10;
float v17, v18;
float v19[10];
int result = pSomeFunc2((float*)&v14, (int)&v10);
for( int i = 0; i < 4; ++i )
{
pSomeFunc3(&v21 + 3 * i, &v10, (int*)&v17 + 3 * i);
*(&v17 + 3 * i) = *(&v17 + 3 * i) + *(float *)Struct;
*(&v18 + 3 * i) = *(&v18 + 3 * i) + *(float *)(Struct + 4);
v19[3 * i] = v19[3 * i] + *(float *)(Struct + 8);
result = i;
*(float*)(0x82C64B8 + i * 4) = *(&v17 + 3 * i) * 0.009999999776482582;
*(float*)(0x82C64A8 + i * 4) = *(&v17 + 3 * i) * 0.009999999776482582;
}
return result;
}
Stifi
- You test widescreen on new mains?
Something like this :glare:
PHP Code:
void MUUpdateFustrum(MUFloat3 *vPosition, char bOpt)
{
float fUIPaneRate = 0.0f;
float fHeightA = 0.0f;
float fHeightM = 0.0f;
float fHeightB = 0.0f;
float fWidthTop = 0.0f;
float fWidthBottom = 0.0f;
if ( g_MapNumber == MAP_INDEX_SANTANTOWN )
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f * 1.0f;
fHeightA = 2400.0f * 0.19f;
fHeightM = 2400.0f * 0.47f;
fHeightB = 2650.0f;
fWidthTop = fUIPaneRate * 1250.0f;
fWidthBottom = fUIPaneRate * 540.0f;
}
else
{
if ( g_CameraZoomStateValueNext >= g_CameraZoomStateValueCurrent )
{
g_CameraZoomState2 = g_CameraZoomState;
}
switch ( g_CameraZoomState2 )
{
case 0:
{
if ( g_ClientState != 2 )
{
if ( g_ClientState == 4 )
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f * 9.1f * 0.405f;
}
else
{
if ( MUEventCamera::GetInstance()->m_kanturuInfo.IsActive() )
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f * 10.0f * 0.115f;
}
else
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f;
}
}
if ( g_ClientState == 4 )
{
fHeightB = 7370.9639f;
}
else
{
if ( g_MapNumber == MAP_INDEX_KANTURU_BOSS )
{
fHeightB = 2300.0f;
}
else
{
fHeightB = 2400.0f;
}
}
fHeightA = fHeightB * 0.19f;
fHeightM = fHeightB * 0.47f;
fWidthTop = fUIPaneRate * 1190.0f;
fWidthBottom = fUIPaneRate * 540.0f;
}
else
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f;
fHeightB = 530400.0f;
fHeightA = 20400.0f;
fHeightM = 20400.0f;
fWidthTop = fUIPaneRate * 5000.0f;
fWidthBottom = fUIPaneRate * 300.0f;
}
break;
}
case 1:
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f + 0.1f;
fHeightB = 2700.0f;
fHeightA = 2700.0f * 0.19f;
fHeightM = 2700.0f * 0.47f;
fWidthTop = fUIPaneRate * 1200.0f;
fWidthBottom = fUIPaneRate * 540.0f;
break;
}
case 2:
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f + 0.1f;
fHeightB = 3000.0f;
fHeightA = 3000.0f * 0.19f;
fHeightM = 3000.0f * 0.47f;
fWidthTop = fUIPaneRate * 1300.0f;
fWidthBottom = fUIPaneRate * 540.0f;
break;
}
case 3:
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f + 0.1f;
fHeightB = 3300.0f;
fHeightA = 3300.0f * 0.19f;
fHeightM = 3300.0f * 0.47f;
fWidthTop = fUIPaneRate * 1500.0f;
fWidthBottom = fUIPaneRate * 580.0f;
break;
}
case 4:
case 5:
{
fUIPaneRate = (float)MUGetGameViewportReal() / 640.0f + 0.1f;
fHeightB = 3400.0f;
fHeightA = 3400.0f * 0.19f;
fHeightM = 3400.0f * 0.47f;
fWidthTop = fUIPaneRate * 1600.0f;
fWidthBottom = fUIPaneRate * 660.0f;
break;
}
default:
break;
}
}
if ( bOpt )
{
fWidthTop = fWidthTop * 1.51f;
fWidthBottom = fWidthBottom * 1.2f;
}
MUFloat3 vTmpPosOrign[4];
MUFloat3 vRot;
MUFloat3 vOutTmp[4];
MUMatrix4x3 mtTemp;
vTmpPosOrign[0].x = -fWidthTop;
vTmpPosOrign[0].y = fHeightB - fHeightM;
vTmpPosOrign[0].z = 0.0;
vTmpPosOrign[1].x = fWidthTop;
vTmpPosOrign[1].y = fHeightB - fHeightM;
vTmpPosOrign[1].z = 0.0;
vTmpPosOrign[2].x = fWidthBottom;
vTmpPosOrign[2].y = fHeightA - fHeightM;
vTmpPosOrign[2].z = 0.0;
vTmpPosOrign[3].x = -fWidthBottom;
vTmpPosOrign[3].y = fHeightA - fHeightM;
vTmpPosOrign[3].z = 0.0;
if ( g_MapNumber == 73 )
{
vRot.x = g_MUCameraRot.x * -1.0f;
vRot.y = g_MUCameraRot.y * -1.0f;
vRot.z = g_MUCameraRot.z * -1.0f;
MUCameraAutoModeMng::GetInstance()->SetRotateX2( 89.5f );
vRot.x = vRot.x + MUCameraAutoModeMng::GetInstance()->GetRotateX2();
vRot.y = vRot.y + 0.0f;
vRot.z = vRot.z + 0.0f;
}
else
{
vRot.x = 0.0f;
vRot.y = 0.0f; // FustrumRot
vRot.z = 45.0f;
}
MUMatrixCreateRotate(&vRot, &mtTemp);
for (int i = 0; i < 4; ++i )
{
MUMatrixMultVecRot(&vTmpPosOrign[i], &mtTemp, &vOutTmp[i]);
vOutTmp[i].x = vOutTmp[i].x + vPosition->m[0];
vOutTmp[i].y = vOutTmp[i].y + vPosition->m[1];
vOutTmp[i].z = vOutTmp[i].z + vPosition->m[2];
g_FustrumX[i] = vOutTmp[i].x * 0.01f;
g_FustrumY[i] = vOutTmp[i].y * 0.01f;
}
Re: Auto-search offsets for any main.exe
laudaicat
- ahah, great, u finish main decompilition?
Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
-=DarkSim=-
laudaicat
- ahah, great, u finish main decompilition?
About 1%, :)), no, i don't decompile all main, only some function for my work.
Re: Auto-search offsets for any main.exe
gyiz can someone look at the source for new monster i cant deal with 1.03K Struct ....
2 Attachment(s)
Re: Auto-search offsets for any main.exe
DarkSim Post struct new monster 1.03.11plz ?
---
DarkSim would have a function to leave the screen loader Main Main 1:03:25 1:03:11 equal?
Ex: lo_back_s5_03 & 04 files are a main s5. Would putting them in a s4?
Attachment 130811Attachment 130812
Re: Auto-search offsets for any main.exe
Help me !! I did all the steps but the Mu.txt wont appear ... Where is it support to appear? .... Help pls
Re: Auto-search offsets for any main.exe
DarkSim, you have offsets for Position X,Y Char in map?