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Android8675
09-23-2015, 09:52 AM
Well I don't have the SpawnInfo Offsets, but the following memory offsets look correct. (All tracking works, just no ground spawns save for the players corpse)



[File Info]
PatchDate=9/22/2015

[Port]
port=5555

[Memory Offsets]
ZoneAddr=0x100641c
SpawnHeaderAddr=0x108b9b0
CharInfo=0xff8e48
TargetAddr=0xff8e60
ItemsAddr=0xff5590
WorldAddr=0xff8e18

zagerstyle
09-23-2015, 10:57 AM
Well I don't have the SpawnInfo Offsets, but the following memory offsets look correct. (All tracking works, just no ground spawns save for the players corpse)
[File Info]PatchDate=9/22/2015 [Port] port=5555 [Memory Offsets] ZoneAddr=0x100641c SpawnHeaderAddr=0x108b9b0 CharInfo=0xff8e48 TargetAddr=0xff8e60 ItemsAddr=0xff5590 WorldAddr=0xff8e18 This isn't working for me

Android8675
09-23-2015, 11:09 AM
This isn't working for me
So fix it? (or maybe be a little more descriptive on the problem.)

Above settings combined with the old ServerInfo Offsets displays critters with unknowns for level/class/race, so the offsets are just off a bit. Trying to figure them out, but it's mostly working for me.

zagerstyle
09-23-2015, 11:11 AM
yeah sorry for short reply -- im trying to use the server debug to find the offsets, and they match mostly wha tyou have, my problem is doing wt it scans after the spawn listing and doesn't display anything

eqmule
09-23-2015, 11:29 AM
this is all u need to fix it: ;)

lets see who can figure it out. (teach a man to fish and all that)


//Actual Size: 0x1FEC Sep 22 2015 Live (see 5D239A) - eqmule
typedef struct _SPAWNINFO {
/*0x0000*/ void* vtable;
/*0x0004*/ struct _SPAWNINFO* pPrev;
/*0x0008*/ struct _SPAWNINFO* pNext;
/*0x000c*/ BYTE Unknown0x000c[0xc];
/*0x0018*/ FLOAT SpeedMultiplier;
/*0x001c*/ BYTE Unknown0x001c[0xc];
/*0x0028*/ FLOAT Feet;//or floor or something, work in progress -eqmule 2015-07-20
/*0x002c*/ BYTE Unknown0x002c[0x4];
/*0x0030*/ DWORD PlayerTimeStamp;//doesnt update when on a Vehicle (mounts/boats etc)
/*0x0034*/ BYTE Unknown0x0034[0x4];
/*0x0038*/ CHAR Lastname[0x20];
/*0x0058*/ BYTE Unknown0x0058[0xc];
/*0x0064*/ FLOAT Y;
/*0x0068*/ FLOAT X;
/*0x006c*/ FLOAT Z;
/*0x0070*/ FLOAT SpeedY;
/*0x0074*/ FLOAT SpeedX;
/*0x0078*/ FLOAT SpeedZ;
/*0x007c*/ FLOAT SpeedRun;
/*0x0080*/ FLOAT Heading;
/*0x0084*/ BYTE Unknown0x0084[0x8];
/*0x008c*/ FLOAT SpeedHeading;
/*0x0090*/ FLOAT CameraAngle;
/*0x0094*/ BYTE UnderWater;
/*0x0095*/ BYTE Unknown0x0095[0xc];
/*0x00a1*/ BYTE FeetWet;
/*0x00a2*/ BYTE Unknown0x00a2[0x2];
/*0x00a4*/ CHAR Name[0x40]; // ie priest_of_discord00
/*0x00e4*/ CHAR DisplayedName[0x40]; // ie Priest of Discord
/*0x0124*/ BYTE PossiblyStuck; //never seen this be 1 so maybe it was used a a point but not now...
/*0x0125*/ BYTE Type;
/*0x0126*/ BYTE Unknown0x0126[0x2];
/*0x0128*/ DWORD** BodyType;
/*0x012c*/ BYTE Unknown0x012c[0xc];
/*0x0138*/ FLOAT AvatarHeight; // height of avatar from groundwhen standing
/*0x013c*/ FLOAT UnknownHeight;
/*0x0140*/ FLOAT AvatarHeight2; // height of avatar from groundwhen crouched/sitting
/*0x0144*/ BYTE Unknown0x0144[0x4];
/*0x0148*/ DWORD SpawnID;
/*0x014c*/ DWORD PlayerState; //0=Idle 1=Open 2=WeaponSheathed 4=Aggressive 8=ForcedAggressive 0x10=InstrumentEquipped 0x20=Stunned 0x40=PrimaryWeaponEquipped 0x80=SecondaryWeaponEquipped
/*0x0150*/ DWORD IsABoat; // 1 = a type of boat
/*0x0154*/ struct _SPAWNINFO* Mount; // NULL if no mount present
/*0x0158*/ struct _SPAWNINFO* Rider; // _SPAWNINFO of mount's rider
/*0x015c*/ BYTE Unknown0x015c[0x4];
/*0x0160*/ BYTE Targetable;//1 if mob is targetable
/*0x0161*/ BYTE Unknown0x0161[0x43];
/*0x01a4*/ FLOAT RunSpeed;//0.70 on runspeed 5...
/*0x01a8*/ BYTE Unknown0x01a8[0x4];
/*0x01ac*/ DWORD SpellCooldownETA;
/*0x01b0*/ DWORD MasterID;
/*0x01b4*/ BYTE Unknown0x01b4[0x4];
/*0x01b8*/ DWORD FishingETA;
/*0x01bc*/ BYTE Unknown0x01bc[0x84];
/*0x0240*/ WORD Zone;
/*0x0242*/ WORD Instance;
/*0x0244*/ DWORD LastTick;
/*0x0248*/ DWORD GuildStatus;
/*0x024c*/ BYTE Linkdead;
/*0x024d*/ BYTE Light;
/*0x024e*/ BYTE Unknown0x024e[0x2];
/*0x0250*/ DWORD ManaMax;
/*0x0254*/ BYTE Unknown0x0254[0x8];
/*0x025c*/ DWORD ManaCurrent;
/*0x0260*/ BYTE Sneak;
/*0x0261*/ BYTE Unknown0x0261[0x3];
/*0x0264*/ DWORD RespawnTimer; // TimeStamp of when RespawnWnd will close - 0 when you're alive
/*0x0268*/ BYTE Unknown0x0268[0x8];
/*0x0270*/ DWORD GuildID;
/*0x0274*/ struct _LAUNCHSPELLDATA CastingData; // size: 0x50
/*0x02c4*/ BYTE FishingEvent;
/*0x02c5*/ BYTE Unknown0x02c5[0x1f];
/*0x02e4*/ BYTE Mercenary;
/*0x02e5*/ BYTE Unknown0x02e5[0x2b];
/*0x0310*/ DWORD AARank;
/*0x0314*/ BYTE Unknown0x0314[0x8];
/*0x031c*/ struct _EQC_INFO* spawneqc_info;
/*0x0320*/ BYTE Unknown0x0320[0x28];
/*0x0348*/ DWORD EnduranceCurrent;
/*0x034c*/ BYTE Unknown0x034c[0x44];
/*0x0390*/ FLOAT GetMeleeRangeVar1; // used by GetMeleeRange
/*0x0394*/ BYTE Unknown0x0394[0x4];
/*0x0398*/ DWORD Deity;
/*0x039c*/ BYTE Unknown0x039c[0x34];
/*0x03d0*/ DWORD InnateETA; //Calculated TimeStamp when innate skill will be ready (LoH, HT, Bash)
/*0x03d4*/ BYTE Unknown0x03d4[0x14];
/*0x03e8*/ DWORD PetID;//the unknown above this is petwindow target related I think
/*0x03ec*/ DWORD AFK;
/*0x03f0*/ BYTE Unknown0x03f0[0x4];
/*0x03f4*/ DWORD EnduranceMax;
/*0x03f8*/ CHAR Title[0x80];
/*0x0478*/ BYTE LFG;
/*0x0479*/ BYTE Unknown0x0479[0x13];
/*0x048c*/ DWORD Anon;//found in EQPlayer__SetNameSpriteTint_x
/*0x0490*/ BYTE Unknown0x0490[0x8];
/*0x0498*/ DWORD Buyer;
/*0x049c*/ BYTE Unknown0x049c[0x4];
/*0x04a0*/ BYTE HideMode;
/*0x04a1*/ BYTE Unknown0x04a1[0x3a];
/*0x04db*/ CHAR Suffix[0x80];
/*0x055b*/ BYTE Unknown0x055b;
/*0x055c*/ LONG HPMax;
/*0x0560*/ BYTE Unknown0x0560[0x30];
/*0x0590*/ BYTE GM;
/*0x0591*/ BYTE Unknown0x0591[0x8];
/*0x0599*/ BYTE StandState;
/*0x059a*/ BYTE Unknown0x059a[0xa];
/*0x05a4*/ DWORD Trader;//found in CEverQuest__RightClickedOnPlayer_x
/*0x05a8*/ BYTE PvPFlag;
/*0x05a9*/ BYTE Unknown0x05a9[0x7];
/*0x05b0*/ FLOAT ViewHeight;
/*0x05b4*/ BYTE Unknown0x05b4[0x4];
/*0x05b8*/ BYTE HoldingType; // I dont know the types, i put a 2h in Primary and its a 4 , modrod there and its a 1, nothing its a 5 -eqmule
/*0x05b9*/ BYTE Unknown0x05b9[0x7];
/*0x05c0*/ DWORD TimeStamp;//updates all the time including when on a mount
/*0x05c4*/ BYTE Unknown0x05c4[0x4];
/*0x05c8*/ LONG HPCurrent;
/*0x05cc*/ BYTE Unknown0x05cc[0x10];
/*0x05dc*/ BYTE Level;
/*0x05dd*/ BYTE Unknown0x05dd[0x92b];
/*0x0f08*/ struct _SPAWNINFO* WhoFollowing; // NULL if autofollow off
/*0x0f0c*/ DWORD GroupAssistNPC[0x1];
/*0x0f10*/ DWORD RaidAssistNPC[0x3];
/*0x0f1c*/ DWORD GroupMarkNPC[0x3];
/*0x0f28*/ DWORD RaidMarkNPC[0x3];
/*0x0f34*/ DWORD TargetOfTarget;
/*0x0f38*/ BYTE Unknown0x0f38[0x30];
/*0x0f68*/ void* pActorClient; // start of ActorClient struct
/*0x0f6c*/ BYTE InNonPCRaceIllusion;
/*0x0f6d*/ BYTE Unknown0x0f6d[0x3];
/*0x0f70*/ BYTE FaceStyle;
/*0x0f71*/ BYTE HairColor;
/*0x0f72*/ BYTE FacialHairColor;
/*0x0f73*/ BYTE EyeColor1;
/*0x0f74*/ BYTE EyeColor2;
/*0x0f75*/ BYTE HairStyle;
/*0x0f76*/ BYTE FacialHair;
/*0x0f77*/ BYTE Unknown0x0f77;
/*0x0f78*/ DWORD Race;
/*0x0f7c*/ BYTE Unknown0x0f7c[0x4];
/*0x0f80*/ BYTE Class;
/*0x0f81*/ BYTE Unknown0x0f81[0x3];
/*0x0f84*/ BYTE Gender;
/*0x0f85*/ CHAR ActorDef[0x40];
/*0x0fc5*/ BYTE Unknown0x0fc5[0x3];
/*0x0fc8*/ ARGBCOLOR ArmorColor[0x9];
/*0x0fec*/ BYTE Unknown0x0fec[0x4];
/*0x0ff0*/ DWORD Heritage; //drakkin only face setting
/*0x0ff4*/ DWORD Tattoo; //drakkin only face setting
/*0x0ff8*/ DWORD Details; //drakkin only face setting
/*0x0ffc*/ struct _EQUIPMENT Equipment; // size 0xb4
/*0x10b0*/ BYTE Unknown0x10b0[0x38];
/*0x10e8*/ VOID* pcactorex; // ActorInterface*
/*0x10ec*/ BYTE Unknown0x10ec[0x4];
/*0x10f0*/ VOID* FaceRelatedActorStruct;
/*0x10f4*/ BYTE Unknown0x10f4[0x34];
/*0x1128*/ FLOAT GetMeleeRangeVar2; // used by GetMeleeRange
/*0x112c*/ BYTE Unknown0x112c[0x64];
/*0x1190*/ DWORD Animation;
/*0x1194*/ BYTE Unknown0x1194[0xdc];
/*0x1270*/ DWORD Holding; //1 holding 0 not holding
/*0x1274*/ BYTE Unknown0x1274[0x14];
/*0x1288*/ DWORD MercID; //if the spawn is player and has a merc up this is it's spawn ID -eqmule 16 jul 2014
/*0x128c*/ DWORD ContractorID; //if the spawn is a merc this is its contractor's spawn ID -eqmule 16 jul 2014
/*0x1290*/ BYTE Unknown0x1290[0x14];
/*0x12a4*/ FLOAT WalkSpeed;
/*0x12a8*/ BYTE Unknown0x12a8;
/*0x12a9*/ DWORD HideCorpse;
/*0x12ad*/ BYTE Unknown0x12ad[0x3c];
/*0x12e9*/ BYTE InvitedToGroup;
/*0x12ea*/ BYTE Unknown0x12ea[0x2];
/*0x12ec*/ DWORD GroupMemberTargeted; // 0xFFFFFFFF if no target, else 1 through 5
/*0x12f0*/ BYTE Unknown0x12f0[0x184];
/*0x1474*/ struct _FELLOWSHIPINFO Fellowship; // size 0x9e4
/*0x1e58*/ FLOAT CampfireY;
/*0x1e5c*/ FLOAT CampfireX;
/*0x1e60*/ FLOAT CampfireZ;
/*0x1e64*/ WORD CampfireZoneID; // zone ID where campfire is
/*0x1e66*/ WORD InstanceID;
/*0x1e68*/ DWORD CampfireTimestamp; // CampfireTimestamp-FastTime()=time left on campfire
/*0x1e6c*/ BYTE Unknown0x1e6c[0x8];
/*0x1e74*/ DWORD Campfire; // do we have a campfire up?
/*0x1e78*/ BYTE Unknown0x1e78[0x11c];
/*0x1f94*/ void* vtable2;
/*0x1f98*/ BYTE Unknown0x1f98[0x4];
/*0x1f9c*/ struct _SPAWNINFO* pSpawn;
/*0x1fa0*/ DWORD Levitate;
/*0x1fa4*/ BYTE Unknown0x1fa4[0x48];
/*0x1fec*/
} SPAWNINFO, *PSPAWNINFO;

seqpuzzler
09-23-2015, 12:33 PM
Cant seem to figure out primary / secondary tho but most seem working now




[File Info]
PatchDate=22-9-2015


[Port]
port=5555


[Memory Offsets]
# pinstLocalPlayer_x
ZoneAddr=0x100641c
# pinstSpawnManager_x
SpawnHeaderAddr=0x108b9b0
# pinstSpawnManager_x
CharInfo=0xff8e48
# pinstTarget_x
TargetAddr=0xff8e60
# pinstEQItemList_x
ItemsAddr=0xff5590
# pinstWorldData_x
WorldAddr=0xff8e18


[WorldInfo Offsets]
WorldHourOffset=4
WorldMinuteOffset=5
WorldDayOffset=6
WorldMonthOffset=7
WorldYearOffset=8


[SpawnInfo Offsets]
NextOffset=0x4
PrevOffset=0x8
LastnameOffset=0x38
XOffset=0x64
YOffset=0x68
ZOffset=0x6c
SpeedOffset=0x7c
HeadingOffset=0x80
NameOffset=0xa4
TypeOffset=0x125
SpawnIDOffset=0x148
# DWORD pets has this merc dont MasterID
OwnerIDOffset=0x1b0
# dword HideMode
HideOffset=0x42c
# BYTE Level
LevelOffset=0x5dc
# BYTE Class
ClassOffset=0xF80
# dword Race = Class-8
RaceOffset=0xF78
# Equipment + 8c
PrimaryOffset=0x1078
# Offhand Offset DWORD
OffhandOffset=0x108c

Hidron
09-23-2015, 12:42 PM
Looks pretty good there, but I got


HideOffset=0x4a0

Also,


# Equipment + 8c
PrimaryOffset=0x1088
# Offhand Offset DWORD
OffhandOffset=0x109c

Vhalkin
09-23-2015, 01:10 PM
Any chance we could get the answer to the quiz? Happy to keep donating

seq_user
09-23-2015, 05:20 PM
HideOffset=0x4a0

I got the same as you did for HideOffset and primary. Did you find the offhand by offset into the equipment struct as well?

This seems pretty straightforward when you have the C structure to go from. I suppose the real trick is being able to figure out what has changed there based on packet capture?

Thanks for posting the updates. I'd be interested to learn more to help out.

seq_user
09-23-2015, 05:34 PM
This may not be perfect but is mostly working:


## Copyright (C) 2006 - 2013 All developers at http://sourceforge.net/projects/seq
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#


[File Info]
PatchDate=9/22/2015


[Port]
port=5555


[Memory Offsets]
ZoneAddr=0x100641c
SpawnHeaderAddr=0x108b9b0
CharInfo=0xff8e48
TargetAddr=0xff8e60
ItemsAddr=0xff5590
WorldAddr=0xff8e18


[WorldInfo Offsets]
WorldHourOffset=4
WorldMinuteOffset=5
WorldDayOffset=6
WorldMonthOffset=7
WorldYearOffset=8


[SpawnInfo Offsets]
NextOffset=0x4
PrevOffset=0x8
LastnameOffset=0x38
XOffset=0x68
YOffset=0x64
ZOffset=0x6c
SpeedOffset=0x7c
HeadingOffset=0x80
NameOffset=0xe4
TypeOffset=0x125
SpawnIDOffset=0x148
# DWORD pets has this merc dont MasterID
OwnerIDOffset=0x01b0
# dword HideMode
HideOffset=0x4a0
# BYTE Level
LevelOffset=0x5dc
#BYTE Class
ClassOffset=0xF80
# dword Race = Class-8
RaceOffset=0xF78
# Equipment + 8c
PrimaryOffset=0x1088
# Offhand Offset DWORD
OffhandOffset=0x109c


[GroundItem Offsets]
PrevOffset=0x00
NextOffset=0x04
IdOffset=0x08
DropIdOffset=0x0c
XOffset=0x70
YOffset=0x74
ZOffset=0x78
NameOffset=0x1c


# Using the new Debug CLI
# =======================
# To start the server in debug mode, run the server with the 'debug' argument:
#
# myseqserver debug
#
# You will see the menu, which looks like this:
#
# Debug Menu
# =======================
# d) display current offsets
# r) reload all offsets from INI file
# spo) set a primary offset (index/name) (hex value)
# sso) set a secondary offset (index/name) (hex value)
# ez) examine raw data using pZone
# et) examine raw data using pTarget
# ew) examine raw data using pWorld
# fz) find zonename using pZone (zonename)
# ft) find spawnname using pTarget (spawnname)
# fs) find spawnname using pSelf (spawnname)
# ps) process a spawn entity using pSelf
# pt) process a spawn entity using pTarget
# sp) scan process names (process name)
# sft) scan for floating point using pTarget (X,Y,Z)
# sfa) scan for floating point using Address (X,Y,Z,Address)
# sfw) scan for world offsets using game date (mm/dd/yyyy)
# sg) scan for ground items
# ws) walk the spawnlist (reverse) using pSelf
# wt) walk the spawnlist (reverse) using pTarget
# vs) walk the spawnlist (forward) using pSelf
# vt) walk the spawnlist (forward) using pTarget
# x) exit
#
# >
#
#
# To select a command, type it in and press Enter. Some commands require
# arguments, which are indicated in parenthesis.
#
# If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
# > sp
#
# You can provide an optional process name to attempt to scan for and access, but if you do not provide
# any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
# and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
# this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
# problems on a Win2K system regarding this.
#
# When new offsets are needed, you can start the server in debug mode and it will use the
# old offsets as starting points to locate the new offsets.
#
# The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
# and use the "fz" command along with the appropriate shortname for the zone:
# > fz Bazaar
#
# You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
# place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
# Press 'd' to verify your change was actually loaded.
#
# Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
# or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
# with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
# any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
# Use this hidden name as the sole argument to the 'ft' command:
# > ft Boss_Hogg00
#
# You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
# place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
#
# Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
# pTarget done above. Simply select any target in the game and use the 'wt' command:
# > wt
#
# You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
# where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
# a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
# the INI file.
#
# Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
# target (press F1) and use the 'ft' command along with your characters first name:
# > ft Yourfirstname
#
# You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
# place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
#
# Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
# look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
# > sg
# Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
# Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
# Pointer match found at 0x9bc648. Full string is ITORTOKEN
#
# Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
# reload the INI file.
#
# You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
# As long as none of the secondary offsets have changed, it should work. If it only works for a short time
# and then stops working, repeat the above procedure, but this time make different selections in the match
# lists.
#
# If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
# may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
# is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
# how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
#
# Notes:
# - All string searches are case sensitive!
# - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
# next match in the list.
# - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
# - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.

Hidron
09-23-2015, 06:46 PM
This may not be perfect but is mostly working:

It appears you have XOffset & YOffset switched. NameOffset should be 0xa4

Basically, seqpuzzler's post with the changes I made under it should be correct I believe. Don't be afraid to post about any issues though.


I got the same as you did for HideOffset and primary. Did you find the offhand by offset into the equipment struct as well?

Once I had the Primary, I just adjusted the Offhand by the same amount the same direction.

ozradar
09-24-2015, 01:54 AM
It might not be important, but the PatchDate line should be
PatchDate=9/22/2015

which is US date format for September 22nd 2015

(not PatchDate=22-9-2015 which is used in a posting above)

Hampster
09-24-2015, 08:11 AM
I got it to work with this but the targeting information is incorrect. For example, if I target a druid it will say Cleric. What could be wrong?


## Copyright (C) 2006 - 2013 All developers at http://sourceforge.net/projects/seq
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#


[File Info]
PatchDate=8/15/2015


[Port]
port=5555


[Memory Offsets]
ZoneAddr=0x100641c
# pinstSpawnManager_x
SpawnHeaderAddr=0x108b9b0
# pinstLocalPlayer_x
CharInfo=0xff8e48
# pinstTarget_x
TargetAddr=0xff8e60
# pinstEQItemList_x
ItemsAddr=0xff5590
# pinstWorldData_x
WorldAddr=0xff8e18


[WorldInfo Offsets]
WorldHourOffset=0x004
WorldMinuteOffset=0x005
WorldDayOffset=0x006
WorldMonthOffset=0x007
WorldYearOffset=0x008


[SpawnInfo Offsets]
NextOffset=0x0004
PrevOffset=0x0008
LastnameOffset=0x0038
XOffset=0x0064
YOffset=0x0068
ZOffset=0x006c
SpeedOffset=0x007c
HeadingOffset=0x0080
NameOffset=0xa4
TypeOffset=0x0125
SpawnIDOffset=0x0148
LevelOffset=0x0344
OwnerIDOffset=0x0400
HideOffset=0x042c
RaceOffset=0x0f68
ClassOffset=0x0f70
# DWORD pets has this merc dont MasterID
OwnerIDOffset=0x400
# dword HideMode
HideOffset=0x42c
# BYTE Level
LevelOffset=0x344
#BYTE Class
ClassOffset=0xF70
# dword Race = Class-8
RaceOffset=0xF68
# Equipment + 8c
PrimaryOffset=0x1078
# Offhand Offset DWORD
OffhandOffset=0x108c


[GroundItem Offsets]
PrevOffset=0x00
NextOffset=0x04
IdOffset=0x08
DropIdOffset=0x0c
XOffset=0x70
YOffset=0x74
ZOffset=0x78
NameOffset=0x1c


# Using the new Debug CLI
# =======================
# To start the server in debug mode, run the server with the 'debug' argument:
#
# myseqserver debug
#
# You will see the menu, which looks like this:
#
# Debug Menu
# =======================
# d) display current offsets
# r) reload all offsets from INI file
# spo) set a primary offset (index/name) (hex value)
# sso) set a secondary offset (index/name) (hex value)
# ez) examine raw data using pZone
# et) examine raw data using pTarget
# ew) examine raw data using pWorld
# fz) find zonename using pZone (zonename)
# ft) find spawnname using pTarget (spawnname)
# fs) find spawnname using pSelf (spawnname)
# ps) process a spawn entity using pSelf
# pt) process a spawn entity using pTarget
# sp) scan process names (process name)
# sft) scan for floating point using pTarget (X,Y,Z)
# sfa) scan for floating point using Address (X,Y,Z,Address)
# sfw) scan for world offsets using game date (mm/dd/yyyy)
# sg) scan for ground items
# ws) walk the spawnlist (reverse) using pSelf
# wt) walk the spawnlist (reverse) using pTarget
# vs) walk the spawnlist (forward) using pSelf
# vt) walk the spawnlist (forward) using pTarget
# x) exit
#
# >
#
#
# To select a command, type it in and press Enter. Some commands require
# arguments, which are indicated in parenthesis.
#
# If you are having troubling just accessing the EQ process, first try the 'scan process names' command:
# > sp
#
# You can provide an optional process name to attempt to scan for and access, but if you do not provide
# any arguments, then it will default to 'eqgame'. You will see a list of processes detected on your system
# and if a match is found, it will try and access it, providing feedback on the results. Prior to server v1.19.1,
# this was a case-sensitive match. For server v1.19.1 and higher, the check is case-insensitive. We had some
# problems on a Win2K system regarding this.
#
# When new offsets are needed, you can start the server in debug mode and it will use the
# old offsets as starting points to locate the new offsets.
#
# The first thing is to locate the zonename. Just enter a zone that you know the name of, like the Bazaar,
# and use the "fz" command along with the appropriate shortname for the zone:
# > fz Bazaar
#
# You should see a list of matches. Anyone of them could potentially be a valid pZone value. Select one and
# place it in the INI file above under ZoneAddr. Now press 'r' to reload the INI file into the debug server.
# Press 'd' to verify your change was actually loaded.
#
# Next we want to locate the pTarget value, stored above as TargetAddr. Inside the game, select any target NPC
# or PC other than yourself. It is best to select a uniquely named NPC, like "Boss Hogg". Do not select an NPC
# with a re-used name, like "a rat". Now you need to determine the hidden name of that NPC. To do this, replace
# any spaces in the name with underscores, and stick a 00 on the end. So "Boss Hogg" becomes "Boss_Hogg00".
# Use this hidden name as the sole argument to the 'ft' command:
# > ft Boss_Hogg00
#
# You should see a list of matches. Anyone of them could potentially be a valid pTarget. Select one and
# place it in the INI file above under TargetAddr. Press 'r' to reload the INI file.
#
# Next we want to locate the pSpawnlist value, stored above as SpawnHeaderAddr. This is very easy once you have
# pTarget done above. Simply select any target in the game and use the 'wt' command:
# > wt
#
# You should see a long list of spawn information dump out. At the end, we do an automatic scan looking for
# where that entry point pointer lives. You should see a list of matches. Anyone of them could potentially be
# a valid pSpawnlist. Select one and place it in the INI file above under SpawnHeaderAddr. Press 'r' to reload
# the INI file.
#
# Next we want to locate the pSelf value, store above as CharInfo. Inside the game, select yourself as the
# target (press F1) and use the 'ft' command along with your characters first name:
# > ft Yourfirstname
#
# You should see a list of matches. Anyone of them could potentially be a valid pSelf. Select one and
# place it in the INI file above under CharInfo. Press 'r' to reload the INI file.
#
# Last we want to locate the pGroundItems value, stored above as ItemsAddr. Just use the 'sg' command and
# look for matched pointers that look like 'ITxxxxx_ACTORDEF', where xxxxx is any 3 or 5 digit number.
# > sg
# Scanning for 'IT' from 0x7d62c4 to 0x9d62c4
# Pointer match found at 0x8d62c4. Full string is IT10805_ACTORDEF
# Pointer match found at 0x9bc648. Full string is ITORTOKEN
#
# Of course the first one here looks good. Put it in the INI file above under ItemsAddr. Press 'r' to
# reload the INI file.
#
# You can now exit the server (press 'x') and restart it in normal mode. Try attaching the client to it.
# As long as none of the secondary offsets have changed, it should work. If it only works for a short time
# and then stops working, repeat the above procedure, but this time make different selections in the match
# lists.
#
# If the secondary offsets have changed, or the basic design of how they obtain spawn information, the server
# may need to be updated. The other debug options can be used to aid in locating secondary offsets, but it
# is so involved that it is probably best to use a full blown RAM editor. Please visit our forums to learn
# how to help ( http://www.showeq.net/ and look for the MySEQ subforums).
#
# Notes:
# - All string searches are case sensitive!
# - As you get matches, write them all down! If a function works for a minute or so and then stops working, try the
# next match in the list.
# - If you use the spo/sso functions, the changes are NOT made in the INI file. Once you exit, those changes are lost.
# - Only reverse walks (wt/ws) will scan for entry point pointers. Forward walks will just show the spawns and return.

bobbobitch
09-24-2015, 10:58 AM
None of these work for me. On one I see no spawns and the other map is wonky. Pretty please, with sugar on top, post a working offset

Hidron
09-24-2015, 11:46 AM
I got it to work with this but the targeting information is incorrect. For example, if I target a druid it will say Cleric. What could be wrong?

Your problem may be due to having multiple offsets listed twice, or that you did not update all the offsets (class is wrong).

Try these and report any problems:


[File Info]
PatchDate=9/22/2015

[Port]
port=5555

[Memory Offsets]
ZoneAddr=0x100641c
# pinstSpawnManager_x
SpawnHeaderAddr=0x108b9b0
# pinstLocalPlayer_x
CharInfo=0xff8e48
# pinstTarget_x
TargetAddr=0xff8e60
# pinstEQItemList_x
ItemsAddr=0xff5590
# pinstWorldData_x
WorldAddr=0xff8e18

[WorldInfo Offsets]
WorldHourOffset=4
WorldMinuteOffset=5
WorldDayOffset=6
WorldMonthOffset=7
WorldYearOffset=8

[SpawnInfo Offsets]
NextOffset=0x4
PrevOffset=0x8
LastnameOffset=0x38
XOffset=0x64
YOffset=0x68
ZOffset=0x6c
SpeedOffset=0x7c
HeadingOffset=0x80
NameOffset=0xa4
TypeOffset=0x125
SpawnIDOffset=0x148
# DWORD pets has this merc dont MasterID
OwnerIDOffset=0x1b0
# dword HideMode
HideOffset=0x4a0
# BYTE Level
LevelOffset=0x5dc
#BYTE Class
ClassOffset=0xF80
# dword Race = Class-8
RaceOffset=0xF78
# Equipment + 8c
PrimaryOffset=0x1088
# Offhand Offset DWORD
OffhandOffset=0x109c

[GroundItem Offsets]
PrevOffset=0x00
NextOffset=0x04
IdOffset=0x08
DropIdOffset=0x0c
XOffset=0x70
YOffset=0x74
ZOffset=0x78
NameOffset=0x1c

Hidron
09-24-2015, 12:05 PM
None of these work for me. On one I see no spawns and the other map is wonky. Pretty please, with sugar on top, post a working offset

Last time I just could not get the new offsets to work at all, restarting both the server & client fixed it.

seq_user
09-24-2015, 05:51 PM
Thanks Hidron working for me.