List of the place of the data in the memory menu

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  1. #1
    krisallyde's Avatar Member
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    List of the place of the data in the memory

    So we know all that there is 4 main index which are

    ENTITY_BASE_PTR = [00D10A54]
    PLAYER_BASE_PTR = [00D10C58]
    TARGET_BASE_PTR = [00F09060]
    GUID_BASE_PTR = [00BA9C24]

    Its a good basis but the question is at which place (relative to the index) are situated the different information and what kind of information can we expect for the different index. I already get some small info for the first 3 index, the 4th is for me totally unknown and I tried to get some random info about it but without lots of success ....

    So it would be nice from some people who have some knowledge about that to share them

    List of the place of the data in the memory
  2. #2
    babramski's Avatar Member
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    Originally Posted by krisallyde View Post
    So we know all that there is 4 main index which are

    ENTITY_BASE_PTR = [00D10A54]
    PLAYER_BASE_PTR = [00D10C58]
    TARGET_BASE_PTR = [00F09060]
    GUID_BASE_PTR = [00BA9C24]

    Its a good basis but the question is at which place (relative to the index) are situated the different information and what kind of information can we expect for the different index. I already get some small info for the first 3 index, the 4th is for me totally unknown and I tried to get some random info about it but without lots of success ....

    So it would be nice from some people who have some knowledge about that to share them
    What kind of information were you looking for specifically?

    Really, a huge place of interest for you should be the entity ptr. There is an array list here that displays object addresses and these can all be returned and linked back to a managed structure or class that represents a managed object.

    The GUID ptr operates similar to the entity ptr as it is a list or array of ID's. If you are familiar with databases, this would be considered a linking table. Its Unique ID's map to another "table" with descriptors of what the item is.


    With that said, ALOT can be accomplished with just the entity, and player pointers alone.

    Hope that makes sense.

  3. #3
    krisallyde's Avatar Member
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    Firstly. Id like to thank you for your answer
    I get an old version from a friend of War tp, working well for the most important function and Im trying to upload it to a personnalized version.
    Concerning the interface, its really easy but about the access to the memory of the process, Im encountering some problem, so the reason of my thread.
    Well so that said, most of the functions already realized are oriented around the target and the player ptr.

    Well so Im giving a concrete example:
    about the array player ptr, we can get, after loading of the array, the position X Y Z, the heading and some other information
    so for example, we get the following informations to the respective position of the array:
    X=0x24
    Y=0x28
    Z=0x2C
    heading=0x48
    and so on for some other information ...

    And what I am looking for are some other informations like in the example above (so what can we expect to which position ?), for example as you mention in the entity.

  4. #4
    babramski's Avatar Member
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    to clarify. the player pointer does not return an array, it returns the position of the player object in memory.

    Imagine you were making a game of your own, and when you were designing your character class you would of course want "him, or her" to have properties such as
    PositionX, PositionY, PositionZ, Health, Energy.... So on and so forth.

    So, when the game is compiled your character class is going to be compiled such as the structure above.

    For example:

    [CharacterClass]
    |___Property1
    |___Property2
    |___Property3
    |___Property4

    Now, when looking in memory at your character class the structure would be similar in terms of order.

    To find more of these properties or offsets you can simply iterate through 2 bytes at a time starting at the base character address and see what it returns, i recommend a program called Spiro for this, as its RAM watcher page is awesome.

    with spiro, open the ram watcher utility and insert the player pointer address, and tell it to return 200 results a page. It's easy to get a good overview of the memory that way.

    Or you can start dissembling the program using something like olly or my favorite one so far IDA. Olly is free, IDA is not.

    further more, to clarify the array demonstration i was mentioning earlier, inside the Entities object has a array defined in it that you can loop through and see all the objects in the array. I also recommend Spiros Ram Watcher for this as it gives you a visual representation of the "VOIDS" inside the array list.

  5. #5
    HansW's Avatar Active Member
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    i just posted some information. see here http://www.mmowned.com/forums/warham...-used-war.html

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