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[Development] .map main.exe Season 6.2 / 6.3

Skilled Illusionist
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Re: [Release] .map main.exe Season 10

where did you get it? maybe you have a PDB?
 
Experienced Elementalist
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Re: [Release] .map main.exe Season 10

More seems that it is season 6.

In theory it is MU Blue 1.03.09 or .10 or .11 from , if someone have current patches - please upload for check.
 
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Skilled Illusionist
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Re: [Release] .map main.exe Season 10

More seems that it is season 6.
In theory it is MU Blue 1.03.09 or .10 or .11 from , if someone have current patches - please upload for check.

problem is old patches has been removed from the webzen patch-ggp server
 
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Re: [Release] .map main.exe Season 10

1.03.09 main.exe was been builded 09.01.2012 13:48, main.map - 09.01.2012 12:06, but code sections & data different from that .map file define, possible that it is becouse .exe have packer protection that mutate code, but also possible that i not right.

jAX1Tz1 - [Development] .map main.exe Season 6.2 / 6.3 - RaGEZONE Forums
 

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Initiate Mage
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Re: [Release] .map main.exe Season 10

virtual addresses are the same. map file can be used for analysis 1.03.09
 
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Re: [Release] .map main.exe Season 10

If someone can - please make unpacking for analyze via IDA.
 
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Re: [Release] .map main.exe Season 10

Okey, simple guide for make effect with this map:

1. Open IDA Pro, load main 1.03.09, run debug, take memory snapshot, reanalyze memory
2. Use script for generate names
3. Run script in IDA, wait few minutes

kKi9B4h - [Development] .map main.exe Season 6.2 / 6.3 - RaGEZONE Forums


Of course this is not perfect result and can be improved, have fun!

P.S.: Topic can be moved in development section and renamed to Season 6, real version Season 6.2 / 6.3
 

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With pdb why no, without - it will take much more time, that can be used for education in modern game engines.
Also this main.exe have many stolen bytes and virtualized data, that making this process harder.

If someone have only pdb and want complete source code - please welcome, i can help.
 
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Initiate Mage
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With pdb why no, without - it will take much more time, that can be used for education in modern game engines.
Also this main.exe have many stolen bytes and virtualized data, that making this process harder.

If someone have only pdb and want complete source code - please welcome, i can help.

Yes, I understand, it would be interesting for someone to appear with the PDB but I believe that this will not happen, and of course they "think" 1 map but do not "find" the PDB and very strange ... initially I thought until it was some catch this topic hahaha
 
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Yes, I understand, it would be interesting for someone to appear with the PDB but I believe that this will not happen, and of course they "think" 1 map but do not "find" the PDB and very strange ... initially I thought until it was some catch this topic hahaha

Maybe someone was in need of the main and used the map file as a "bait" to get it.
:laugh:
 
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Well... here I leave a small pseudo-code based on this main.exe (unpacked) + main.map released... the output file is very good... I mean you can see every function with original name on original code... and this is in really great :lol:

aO8cX94 - [Development] .map main.exe Season 6.2 / 6.3 - RaGEZONE Forums


Credits:

webzen
-=DarkSim=-
myheart
sweng
IDA 6.8
:p:

A good example of this is this function:

Code:
//----- (0093FA90) --------------------------------------------------------signed int __thiscall CNewPet::PetEffect(CNewPet *this, unsigned __int32 a2)

 

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Well... here I leave a small pseudo-code based on this main.exe (unpacked) + main.map released... the output file is very good... I mean you can see every function with original name on original code... and this is in really great :lol:

aO8cX94 - [Development] .map main.exe Season 6.2 / 6.3 - RaGEZONE Forums




Code:
//----- (0093FA90) --------------------------------------------------------signed int __thiscall CNewPet::PetEffect(CNewPet *this, unsigned __int32 a2)


How can i find struct of

/* 416 */
struct CNewModelManager;
 

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