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Auto-search offsets for any main.exe
Hello all, today i'm start little project - auto offset researcher (yes mauro, u can go out :laugh:).
My base for it - olly dbg scripts on plugin "Odbg Script".
Of course it open source and etc.
And of course it not for all-all mains, but i try to make it for S3.2 -> S6.3.
Script (Updated: 05.05.2013):
Code:
var LogFile
var Start
var Version
var VersionConvert
var Serial
var MapNumber
var MainState
var UserObjectStruct
var ObjectPreviewStruct
var MasterLevel
var MasterPoints
var CursorX
var CursorY
var MaxZenWidth1
var MaxZenWidth2
var MaxZenWidth3
var MaxZenWidth4
var MaxZenWidth5
var WinWidth
var WinHeight
var CameraZoom
var CameraRotY
var CameraRotZ
var CameraPosZ
var CameraClipX
var CameraClipY
var CameraClipGL
// ---------------------------------------------------------
mov LogFile, ".\\MU.txt"
mov Start, 401000
// ---------------------------------------------------------
wrt LogFile, "//Auto researcher script"
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #83BD??????FF10#
cmp [$RESULT + f], 8a, 1
je Except1
mov Serial, [$RESULT + 12]
jmp WriteVersion
Except1:
mov Serial, [$RESULT + 11]
WriteVersion:
mov Version, Serial - 8
atoi [Version]
mov VersionConvert, $RESULT - 22345
eval "//Main: 10{VersionConvert}"
wrta LogFile, $RESULT
eval "#define Version 0x{Version} //-> {[Version]}"
wrta LogFile, $RESULT
log Version
eval "#define Serial 0x{Serial} //-> {[Serial]}"
wrta LogFile, $RESULT
log Serial
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #83F945#
mov MapNumber, [$RESULT + 7]
eval "#define MapNumber *(int*)0x{MapNumber}"
wrta LogFile, $RESULT
log MapNumber
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #6A006A006A73#
mov MainState, [$RESULT - 7]
eval "#define MainState *(int*)0x{MainState}"
wrta LogFile, $RESULT
log MainState
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #81F980000000740432C0EB19#
mov UserObjectStruct, [$RESULT + 0e]
eval "#define UserObjectStruct 0x{UserObjectStruct}"
wrta LogFile, $RESULT
log UserObjectStruct
// ---------------------------------------------------------
//1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN)
find Start, #C745FC0000000068E900000068C1000000#
mov ObjectPreviewStruct, [$RESULT - 21]
eval "#define ObjectPreviewStruct 0x{ObjectPreviewStruct}"
wrta LogFile, $RESULT
log ObjectPreviewStruct
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN)
find Start, #5?68D2060000#
mov MasterLevel, [$RESULT - 4]
eval "#define MasterLevel *(short*)0x{MasterLevel}"
wrta LogFile, $RESULT
log MasterLevel
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN)
find Start, #5?68D3060000#
mov MasterPoints, [$RESULT - 4]
eval "#define MasterPoints *(short*)0x{MasterPoints}"
wrta LogFile, $RESULT
log MasterPoints
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN)
find Start, #813D????????2C010000#
mov CursorX, [$RESULT + 2]
wrta LogFile, "#define CursorX *(int*)0x"
wrta LogFile, CursorX, ""
log CursorX
mov CursorY, [$RESULT + 1a]
wrta LogFile, "#define CursorY *(int*)0x"
wrta LogFile, CursorY, ""
log CursorY
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
findcmd Start, "push 8;push 0c; push 32"
GREF 0
GREF 1
mov MaxZenWidth1, $RESULT + 1
eval "#define MaxZenWidth1 *(BYTE*)0x{MaxZenWidth1}"
wrta LogFile, $RESULT
log MaxZenWidth1
GREF 2
mov MaxZenWidth2, $RESULT + 1
eval "#define MaxZenWidth2 *(BYTE*)0x{MaxZenWidth2}"
wrta LogFile, $RESULT
log MaxZenWidth2
GREF 3
mov MaxZenWidth3, $RESULT + 1
eval "#define MaxZenWidth3 *(BYTE*)0x{MaxZenWidth3}"
wrta LogFile, $RESULT
log MaxZenWidth3
GREF 4
mov MaxZenWidth4, $RESULT + 1
eval "#define MaxZenWidth4 *(BYTE*)0x{MaxZenWidth4}"
wrta LogFile, $RESULT
log MaxZenWidth4
GREF 5
mov MaxZenWidth5, $RESULT + 1
eval "#define MaxZenWidth5 *(BYTE*)0x{MaxZenWidth5} //-> If 0x0 or 0x1 = not in use"
wrta LogFile, $RESULT
log MaxZenWidth5
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #C705????????40060000#
mov WinWidth, [$RESULT + 2]
eval "#define WinWidth *(GLsizei*)0x{WinWidth}"
wrta LogFile, $RESULT
log WinWidth
mov WinHeight, WinWidth + 4
eval "#define WinHeight *(GLsizei*)0x{WinHeight}"
wrta LogFile, $RESULT
log WinHeight
// ---------------------------------------------------------
//Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
find Start, #C705????????00000C42#
cmp $RESULT, 0
je Season6
mov CameraZoom, $RESULT + 6
// ----
find Start, #5ED8C1#
mov CameraRotY, [$RESULT - 11]
// ----
find Start, #C74424??00C0A845C74424??00007A46C705????????000020C2#
mov CameraRotZ, [$RESULT + 12]
// ----
find Start, #D8C1D91D????????DDD8#
mov CameraPosZ, [$RESULT - 4]
// ----
find Start, #C745??????????C745??00609F46C745??????????#
mov CameraClipX, [$RESULT + 52]
mov CameraClipY, $RESULT - 2a
// ----
find Start, #D99D????????E8????????99B958020000F7F9#
mov CameraClipGL, [$RESULT - 4]
// ----
jmp EndOfCamSearch
Season6:
find Start, #6A006A006889000000#
mov CameraZoom, [$RESULT - 14]
// ----
find Start, #0FB7045?????????2?800000007427#
mov CameraRotY, [$RESULT - 1f]
mov CameraRotZ, [$RESULT - 4b]
// ----
find Start, #6AFF6A006AFF6A006A006A285?D905????????D91C24#
mov CameraPosZ, [$RESULT + 0f]
// ----
find Start, #833D????????2775??D905????????D95D??EB??D905????????D95D??833D????????02#
mov CameraClipX, [$RESULT + 9b]
// ----
find Start, #D905????????D95DE?51D9E?D91C??8D55??5?8D45??5?6878010000#
mov CameraClipY, [$RESULT + 2]
// ----
find Start, #D905????????D95D??8B4???8378??7A#
mov CameraClipGL, [$RESULT + 2]
// ----
EndOfCamSearch:
eval "#define CameraZoom *(float*)0x{CameraZoom}"
wrta LogFile, $RESULT
log CameraZoom
eval "#define CameraRotY *(float*)0x{CameraRotY}"
wrta LogFile, $RESULT
log CameraRotY
eval "#define CameraRotZ *(float*)0x{CameraRotZ}"
wrta LogFile, $RESULT
log CameraRotZ
eval "#define CameraPosZ *(float*)0x{CameraPosZ}"
wrta LogFile, $RESULT
log CameraPosZ
eval "#define CameraClipX *(float*)0x{CameraClipX} //-> if Season 6+ == *(double*)"
wrta LogFile, $RESULT
log CameraClipX
eval "#define CameraClipY *(float*)0x{CameraClipY}"
wrta LogFile, $RESULT
log CameraClipY
eval "#define CameraClipGL *(float*)0x{CameraClipGL}"
wrta LogFile, $RESULT
log CameraClipGL
// ---------------------------------------------------------
List: (Updated: 05.05.2013):
How use:
0. Download oldschool Olly 1.10
1. Copy code from thread, create new text file, paste code and save with format .osc
2. Download plugin, Install it in Olly
3. Open u main.exe via Olly
4. Go to menu Plugins -> ODbgScript -> Log Window
http://img163.imageshack.us/img163/2...895a7bf7c1.png
5. Run script, Plugins -> ODbgScript -> Run Script...
6. Go to MU.txt and "magic":
http://img542.imageshack.us/img542/2...77f9635f87.png
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Tested: 1.04.04 (ENG), 1.03.28 (ENG), 1.03.25 (JPN), 1.03.11 (JPN)
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Me need help with tests bcz i don't have time for 4+ mains.exe, u can:
- Post your main and needed offsets for auto-researcher
- If you have 100% offsets from list for your main - please check it and post results
Updates: ~every 2-3 days
Bad english and etc ;D
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Re: Auto-search offsets for any main.exe
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1 Attachment(s)
Re: Auto-search offsets for any main.exe
I have Problems =/
Attachment 129208
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Re: Auto-search offsets for any main.exe
hey how i can make folder to images in main.exe ollydbg please help me
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Re: Auto-search offsets for any main.exe
VeltonD
- It not problem, one version for old 2k windows and one universal, use only ODbgScript.dll
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Re: Auto-search offsets for any main.exe
great job as always!!!!!!!!!
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Re: Auto-search offsets for any main.exe
- DarkSim
Already decided, could spend the offsets of Fruints?
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Re: Auto-search offsets for any main.exe
VeltonD
- What is Fruints?
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1 Attachment(s)
Re: Auto-search offsets for any main.exe
DarkSim
Msg Fruint Main
It is referring to this message appears when you use the command /add.
Main 1.03K
But if have 1.03.28 to use as a reference thanks. thx
Attachment 129216
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Re: Auto-search offsets for any main.exe
VeltonD
- You can send it message box by server)
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Re: Auto-search offsets for any main.exe
and how to take this message box to not appear in the MAIN?
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Re: Auto-search offsets for any main.exe
UP:
- Added offset write to file (.\\MU.txt)
http://i.imgur.com/xuSYN19.png
- Added version & serial search (need test-test-test, bcz i test it only on mains from list)
--
powerranger
- U can send point add packet from fruits =/
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Re: Auto-search offsets for any main.exe
Darksim, can u add to search for 3D camera and MuError.log crypt offsets ? would be verry nice if that have it :)
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Re: Auto-search offsets for any main.exe
Stifi
- I add 3D Cam after weekend maybe, if u have offset for MuError enc - post main and offset)
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
-=DarkSim=-
Hello all, today i'm start little project - auto offset researcher (yes mauro, u can go out :laugh:).
OMG! Epic! OMG! Thats really rocks! LOL
Good Luck ;)
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Re: Auto-search offsets for any main.exe
-=DarkSim=- This is very good, in spite of the offense directed towards me, by the author of topic :) DarkSim, no good whatever your reasons to hate me so much lol, and really do not care, but others think not to say that this sort of thing (Auto-Researcher of Offsets), just make newer members of the community, even less qualified, make no mistake maybe this is one of those cases where the cure is worse than the disease. "TEIKIRISI" & "DON'T WORRY, BE HAPPY MY FRIEND" I do not think of abandoning them to you (the community), at least not yet.
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
mauro07
-=DarkSim=- This is very good, in spite of the offense directed towards me, by the author of topic :) DarkSim, no good whatever your reasons to hate me so much lol, and really do not care, but others think not to say that this sort of thing (Auto-Researcher of Offsets), just make newer members of the community, even less qualified, make no mistake maybe this is one of those cases where the cure is worse than the disease. "TEIKIRISI" & "DON'T WORRY, BE HAPPY MY FRIEND" I do not think of abandoning them to you (the community), at least not yet.
That's not hate, that's the true, all your project = offsets research & sources of other people. I remember how after rpgsky release of smd converter, you did copy paste of .exe with credits for nemesis coder. GameEngine & Kalimidor also other people work. New sets/weapons remake of other people models & photoshop. You can lie to kids w/o knowledge u did modifications in code or anywhere, but you won't trick real guys. Maybe it's useful for someone, but it's all about respect, and because of people like you, many of great coders stop releasing free stuff or simply gone. New minimap, custom interfaces, clock, custom item effects addon, season 6 e3 emu, ex702/s8 editors, those sources would be public today, but why if mu leecher will call it GameEngine.
Quote:
Originally Posted by
AkaBoo
mauro07 = noob coder :D
Quote:
Originally Posted by
drakelv
mauro07 unsigned char is max 255 not 512 lol.. 1 byte max value = 0xFF (max value for 8 bits and 1 byte = 8 bits), for 512 it iwll be 0x200 10 bits. so first learn basics before trying to write things u dont understand
Quote:
Originally Posted by
[RCZ]ShadowKing
@mauro07: loops are your friends, I've looked into your dll's code and I was like o.0 when I saw 10 functions doing same thing only 1 BYTE changed in the string. Make the computer work for you.
Quote:
Originally Posted by
Brain
Cracked by PE Explorer, nope? :) Nemesis (unpack custom library) :thumbdown: :facepalm:
Mu Coder = Bullshit
True hurts. @Darksim good work, it will save time for new people :)
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
bbsleonn
That's not hate, that's the true, all your project = offsets research & sources of other people. I remember how after rpgsky release of smd converter, you did copy paste of .exe with credits for nemesis coder. GameEngine & Kalimidor also other people work. New sets/weapons remake of other people models & photoshop. You can lie to kids w/o knowledge u did modifications in code or anywhere, but you won't trick real guys. Maybe it's useful for someone, but it's all about respect, and because of people like you, many of great coders stop releasing free stuff or simply gone. New minimap, custom interfaces, clock, custom item effects addon, season 6 e3 emu, ex702/s8 editors, those sources would be public today, but why if mu leecher will call it GameEngine. True hurts. @Darksim good work, it will save time for new people :)
many can speak and criticize, partly for that is that there are free forums like this, many may feel envy and anger after all are free to do it? everyone is free to do and say whatever he wants and still more being on the Internet, but they are few and counted on the fingers, people who really have NO intentions of profiting from the work of others, and I certainly I am one of those few people, because if it is true that just know how to do research's of offsets and perhaps also I can play some few lines of code: C + + and maybe a few also from: ASM, with that little bit I've also done some things that are just meant for me mine based on my experience, and as you well said, "I have re-written some parts of source code" and I did it alone with the little knowledge I had, Nobody forces anyone to Provide or Saving a source code, as well no one forces anyone to go or stay in some public place like this.
Moreover, although maybe I have not tried, I can say that I have NEVER sold anything to anyone. All the things I do, sooner or later with whom I share the calls.
Has never been my intention to harm anyone, and well, of course there are people who will never change and I think I'm one of them, fine to those who like this. and to those who don't like this... "I don't care ".
Sorry for my bad English.
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Re: Auto-search offsets for any main.exe
Well, I got tired.. Goodbye to community.
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
mauro07
Well, I got tired.. Goodbye to community.
bbsleonn - good job you idiot !
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
[KeysS]
Yes SORRY for your bad english, we know that really :)
Español :)
Tio, cierra la boca, quedate callado :), si te das cuenta eres la burla de los verdaderos programadores aqui, por tanto andar de CODER, con tu GAME ENGINE y tanta basura que solo copias codigo del resto y lo pones en tus aportes diciendo "BY NEMESIS" :) mientras que eso es basura, deja de responder los posts, deja que pase el tiempo, y deja de escribir en ingles que el traductor que usas ES MALISIMO y si lo traduces tu PEOR AUN :) deja que la gente se olvide de ti, permanece en perfil bajo, agradece los aportes de los programadores aqui y si aportas algo, pon los CREDITOS REALES y deja de poner tu nombre como si hicieras algo o menos aun "CODER" :)
Es solo un comentario que te ayudara :)
Mauro: "no body want to rob your work" EPIC!!!!!!!!!!!!!!!!!!!!!!!
good work DarkSim, nice script
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Re: Auto-search offsets for any main.exe
Mauro. Try to develop something by your self and radically change them mind about yourself. Good luck ;)
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
Kernighan
Mauro. Try to develop something by your self and radically change them mind about yourself. Good luck ;)
did you did anything by your self ? exept please yourself ?
stop flameing mauro im using some of is relesed sources .
any coder here didnt make is code the he could - mauro07 did it for you !
and he gave credit to all of this "smart" coders, bunch of idiots !!!
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Re: Auto-search offsets for any main.exe
! this topic is not about " Mauro07 ' ,
It is great idea for lazy people ! :)
ask for more !!! :) and gl
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
Wanngos
! this topic is not about " Mauro07 ' ,
It is great idea for lazy people ! :)
ask for more !!! :) and gl
saving time cold lazy ?
if its true why do you need car ? go on foot !
great script by the best : darksim!
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Re: Auto-search offsets for any main.exe
UP:
- Added Window width & height offsets
- Some changes in list formating, for now all with tabs
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
-=DarkSim=-
UP:
- Added Window width & height offsets
- Some changes in list formating, for now all with tabs
Window width & height offsets what kind of values are (DWORD)?
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Re: Auto-search offsets for any main.exe
belial
- like 1024 x 768 and etc, don't know what will if change it values, i use it for some calculations when draw custom interfaces
- yes, can be called by dword, but correct type GLsizei
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Re: Auto-search offsets for any main.exe
OHH, thanksssss you DarkSim, this is a great work, Congratulations & Good Luck
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Re: Auto-search offsets for any main.exe
@DarkSlim,
Very good fking great awesome work!!!
I'm running on Main 1.14.07 and got it:
Code:
//Auto-search offset result:
#define MapNumber *(int*)0xFA83B955
#define MainState *(int*)0x1171B60
#define UserObjectStruct 0x0
#define ObjectPreviewStruct 0x0
#define MasterLevel *(short*)0x8AE24A8
#define MasterPoints *(short*)0x8AE24C2
#define CursorX *(int*)0x8AE22DC
#define CursorY *(int*)0x8AE22E0
#define MaxZenWidth1 *(BYTE*)0x7B052E
#define MaxZenWidth2 *(BYTE*)0x7B0751
#define MaxZenWidth3 *(BYTE*)0x7B0A5B
#define MaxZenWidth4 *(BYTE*)0x7B0DD2
#define MaxZenWidth5 *(BYTE*)0x1
#define Serial 0x1173100 //-> Odn62c0Tt01SzpT7
#define Version 0x11730F8 //-> 2275<
#define WinWidth *(GLsizei*)0x0
#define WinHeight *(GLsizei*)0x4
Quote:
Originally Posted by
-=DarkSim=-
Stifi
- I add 3D Cam after weekend maybe, if u have offset for MuError enc - post main and offset)
Waiting for 3D Offets.....:thumbup::thumbup::thumbup:
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Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
afonsolage
@DarkSlim,
Very good fking great awesome work!!!
I'm running on Main 1.14.07 and got it:
Code:
//Auto-search offset result:
#define MapNumber *(int*)0xFA83B955
#define MainState *(int*)0x1171B60
#define UserObjectStruct 0x0
#define ObjectPreviewStruct 0x0
#define MasterLevel *(short*)0x8AE24A8
#define MasterPoints *(short*)0x8AE24C2
#define CursorX *(int*)0x8AE22DC
#define CursorY *(int*)0x8AE22E0
#define MaxZenWidth1 *(BYTE*)0x7B052E
#define MaxZenWidth2 *(BYTE*)0x7B0751
#define MaxZenWidth3 *(BYTE*)0x7B0A5B
#define MaxZenWidth4 *(BYTE*)0x7B0DD2
#define MaxZenWidth5 *(BYTE*)0x1
#define Serial 0x1173100 //-> Odn62c0Tt01SzpT7
#define Version 0x11730F8 //-> 2275<
#define WinWidth *(GLsizei*)0x0
#define WinHeight *(GLsizei*)0x4
Waiting for 3D Offets.....:thumbup::thumbup::thumbup:
Yea even on s8 main script works, but some offsets is not correct.
So it would be nice if you test offsets in-game.
but like darksim said, his aim is to be working on S3.2 -> S6.3.
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Re: Auto-search offsets for any main.exe
Hello all, for finish 3D cam auto-research me need:
- 100% true offset of ClipGL on mains 1.03.11 (JPN) / 1.03.25 (JPN) / 1.03.28 (ENG) or any > 3.2 && < 6.0
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Re: Auto-search offsets for any main.exe
here you go DarkSim 1.03K 100%
Camera_Zoom = 006001E9
Camera_RotY = 0088BC78
Camera_RotZ = 0809F150
Camera_PosZ = 0088ACFC
Camera_ClipX = 0088BB18
Camera_ClipY = 005AB4CD
Camera_GlClip = 0088BB4C
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Re: Auto-search offsets for any main.exe
UP:
- Added 3D Camera offsets, for now only test
In 1.04.04 (ENG) ClipX = double, don't know, maybe in all Season 6+ clients it double.
Please test on any client it and compare your offsets with results from auto-search and post result in this thread.
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Re: Auto-search offsets for any main.exe
Those are for 1.04.04 its s6ep3 i think i have the s6ep2 so all season 6 are with double :)!
Camera_Zoom = 00D27BFC
Camera_RotY = 00D27B88
Camera_RotZ = 087933D8
Camera_PosZ = 00D255AC
Camera_ClipX = 00D2C848
Camera_ClipY = 00D2C894
Camera_GlClip = 00D2570C
Camera_ClipAUX1 = 00D2C898
Camera_ClipAUX2 = 00D2C888
Camera_ClipAUX3 = 00D2C830
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Re: Auto-search offsets for any main.exe
Good job DarkSim! It would be cool if you could run the script with older versions to 1.03, as the season 1 or below: D
PS: Sorry for my bad language, do not speak English :/
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Re: Auto-search offsets for any main.exe
Ghext
- Maybe will be 2 version of script - for old mains and new, but first need finish it
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Re: Auto-search offsets for any main.exe
yeah there need to be 2 scripts for older and new mains becouse they are a little diffrent :)! like old mains s1 to s6 and new s6 and up!
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Re: Auto-search offsets for any main.exe
-=DarkSim=-
I don't wanna spam your topic!
I sent you a pm.
Could you please help me about that :)
Thank you for all!
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Re: Auto-search offsets for any main.exe
1.08.27 kor, also known as 1.08A all offsets seems to be ok... i have a little doubt about
Quote:
CameraClipGL: 009282B0
i have
Quote:
Camera_GlClip = 004A7BEA
but i think i have wrong offset for that...
result with this amazing script:
Quote:
Version: 0097712C | ASCII "22749"
Serial: 00977134 | ASCII "xxx"
MapNumber: 0096171C
MainState: 0095CDA4
UserObjectStruct: 07BE0C4C
ObjectPreviewStruct: 07B98CB0
MasterLevel: 082293B0
MasterPoints: 082293CA
CursorX: 0822509C
CursorY: 08225098
MaxZenWidth1: 0077B1F6
MaxZenWidth2: 0077B484
MaxZenWidth3: 0077B7E7
MaxZenWidth4: 0077C376
MaxZenWidth5: 00000001
WinWidth: 00976D90
WinHeight: 00976D94
CameraZoom: 004A7959
CameraRotY: 0092797C
CameraRotZ: 082250E0
CameraPosZ: 00927354
CameraClipX: 00928284
CameraClipY: 005F43F7
CameraClipGL: 009282B0
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Re: Auto-search offsets for any main.exe
i have true offset for glclip in: 1.03k main.exe
Code:
float *Camera_Zoom = (float*) 0x006001E9;
float *Camera_RotY = (float*) 0x0088BC78;
float *Camera_RotZ = (float*) 0x0809F150;
float *Camera_PosZ = (float*) 0x0088ACFC;
float *Camera_ClipX = (float*) 0x0088BB18;
float *Camera_ClipY = (float*) 0x005AB4CD;
float *Camera_GlClip = (float*) 0x00600479;
and for: 1.04d gmo main.exe:
Code:
float *Camera_Zoom = (float*) 0x00D27BFC; //FLOAT: 35.00000
float *Camera_RotY = (float*) 0x00D27B88; //FLOAT: -48.50000
float *Camera_RotZ = (float*) 0x087933D8; //FLOAT: -45.00000
double *Camera_PosZ = (double*) 0x00D255A0; //DOUBLE: 150.000000000
double *Camera_ClipU = (double*) 0x00D2C898; //DOUBLE: 580.0000000000000
double *Camera_ClipL = (double*) 0x00D2C888; //DOUBLE: 1250.00000000000
double *Camera_ClipM = (double*) 0x00D2C830; //DOUBLE: 660.0000000000000
double *Camera_ClipX = (double*) 0x00D2C848; //DOUBLE: 1190.00000000
float *Camera_ClipY = (float*) 0x00D2C894; //FLOAT: 2400.000
float *Camera_ClipZ = (float*) 0x00D27BC0; //FLOAT: 2300.000
double *Camera_ClipZ2 = (double*) 0x00D2C8D8; //DOUBLE: 3000.00000000000
float *Camera_ClipT = (float*) 0x00D2C91C; //FLOAT: -900.0000
my offsets are 100% correct (tested) in both versions.
-
1 Attachment(s)
Re: Auto-search offsets for any main.exe
i am working right now with the 3D Camera of 1.03.11 True offset that i share yesterday so check you offsets :) stop posting styped things :)!
Attachment 129410
Main 1.03K Offsets here:
Camera_Zoom = 006001E9
Camera_RotY = 0088BC78
Camera_RotZ = 0809F150
Camera_PosZ = 0088ACFC
Camera_ClipX = 0088BB18
Camera_ClipY = 005AB4CD
Camera_GlClip = 0088BB4C
-
Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
zasmqniq
i am working right now with the 3D Camera of 1.03.11 True offset that i share yesterday so check you offsets :) stop posting styped things :)!
Attachment 129410
Main 1.03K Offsets here:
Camera_Zoom = 006001E9
Camera_RotY = 0088BC78
Camera_RotZ = 0809F150
Camera_PosZ = 0088ACFC
Camera_ClipX = 0088BB18
Camera_ClipY = 005AB4CD
Camera_GlClip = 0088BB4C
using glclip: 0x00600479:
http://imageshack.us/a/img191/9716/s...0514010000.jpg
using glclip: 0x0088BB4C:
http://imageshack.us/a/img96/2658/sc...0514060000.jpg
-
Re: Auto-search offsets for any main.exe
yeah y are right :)! Thanks you
-
Re: Auto-search offsets for any main.exe
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:
-
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?
-
Re: Auto-search offsets for any main.exe
Hello can i ask about searching of main.exe offset?
it is MainState on the Code?
-
Re: Auto-search offsets for any main.exe
Anyone have updated script for season 8 main?
-
Re: Auto-search offsets for any main.exe
-
Re: Auto-search offsets for any main.exe
-
Re: Auto-search offsets for any main.exe
thanks for release, i learning about offset research, any tutorial to start?
-
Re: Auto-search offsets for any main.exe
Quote:
Originally Posted by
MagicBlad
thanks for release, i learning about offset research, any tutorial to start?
Me to :D can someone make video tut ?
-
Re: Auto-search offsets for any main.exe
IGCN S9 client can be used? thank you
-
Re: Auto-search offsets for any main.exe
can work for s8 main 1.05g?