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  1. #1
    finnerj's Avatar Member
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    Trying get Map contents

    Hi thier,

    I dare say this is a total noob question but I am brand new to this memory read / writing trick. But I am quit taken in by it's pure power.

    Well here my question I am trying to find out how to see all the objects that are currently on the map and where they are, as well as pulling out data that describes them. But I really have no idea how to go about doing it.

    If anyone could give me any points I would be really happy.

    Thanking you all in advance.

    Trying get Map contents
  2. #2
    kynox's Avatar Member
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    There are numerous threads in this very section which supply you with guides and even code on how to dump the objects. Open your eyes a little and you'll be amazed at what you can find.

  3. #3
    finnerj's Avatar Member
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    I know their are lots of threads here and I have read them and been able to get various versions of the code to run. I've been able to get the health bar and mana bar with quite a bit of success using the Memory Hacking.

    But I cannot see a way forward in been able to find out whats on the map and where it is.

    Like I said I am brand new to this memory hacking, and i've litteral only been doing it 2 days now ...

  4. #4
    Nesox's Avatar ★ Elder ★
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    then wait for about 6-7 months, Memory Editing is serious buisness

  5. #5
    finnerj's Avatar Member
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    I am so happy that this communite is so helpfull.
    Thanks for nothing.

  6. #6
    wraithZX's Avatar Active Member
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    If you're already getting hp/mana, you're 90% done.
    The last 10% is always the hardest though... you'll need to do some research on your own to find out the rest.

    I recommend sticking with it, eventually you'll end up with something along the lines of:


  7. #7
    run32.dll's Avatar Contributor
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    hey wraithZX where are these pics from? your private stuff?

  8. #8
    wraithZX's Avatar Active Member
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    Yep, they're staying that way too.

  9. #9
    Nesox's Avatar ★ Elder ★
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    nice radar is it in c# or c++? also how did u figure out that weird hash blizzard puts on the minimap textures?

  10. #10
    alek900's Avatar Contributor
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    Originally Posted by Nesox View Post
    nice radar is it in c# or c++? also how did u figure out that weird hash blizzard puts on the minimap textures?
    I suggest looking at commen.mpq/textures/minimap/md5translate.trs
    19+4 that means i score

  11. #11
    wraithZX's Avatar Active Member
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    C++.
    And yeah, pretty simple hash, there's a translation file in the mpq's that tells you which one points to where.
    For shits and giggles I used it to generate full-sized maps for all the "zones" that they're split up into - 8MB jpeg's anyone? :P
    As a sidenote, look at the top right... "Elevator"?
    Last edited by wraithZX; 12-25-2008 at 06:30 PM.

  12. #12
    Nesox's Avatar ★ Elder ★
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    Nice will take a look tomorow, lying in bed atm. cant sleep
    Last edited by Nesox; 12-26-2008 at 07:24 AM.

  13. #13
    run32.dll's Avatar Contributor
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    @WraithZX
    How much RAM does your *tool* use? I'm asking because atm I work on my YAWR ...
    http://www.mmowned.com/forums/bots-p...wow-radar.html
    ... updated with support to open MPQ-files and load BLP2-DXTx-compressed textures. To open the MPQ-files I use StormLib 6.23. The StormLib is very nice but after opening three MPQ-files it uses alot RAM ... 28MB I think. Now I want to start using the minimap-textures...

    I'm thinking about two possible ways to load the minimap-textures from the MPQ-files:

    a) simply load all textures for a zone like Kalimdor, if the zone changes the old textures will unload and the textures of the new zone will load
    advantage: the user may zoom out and see the whole map
    disadvantage: requires alot RAM - many textures to load

    b) read these offsets (for 3.0.3)...
    0x00FC0414 // minimap X
    0x00FC041C // minimap Y
    ... than generate a searchstring with the syntax "[Zonename]\map[xx]_[yy].blp" and search MD5translate.trs for this line, than load the assinged MD5-hash-BLP2-file.
    After the first texture was found I can increase/decrease x/y by one to find all near textures with the same searchmethot. As result there would be max. 9 textures loaded. If x or y changes (player moves) the textures must be reloaded.
    advantage: should require less RAM
    disadvantage: more complex, requires more CPU-time

    I think method a) is the better way ... what are you thinking? ... I hope my crap english did explain everything well
    Last edited by run32.dll; 12-26-2008 at 05:27 AM.

  14. #14
    Cypher's Avatar Kynox's Sister's Pimp
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    28MB really isn't a lot of ram...

    I'd just stick with preloading (option a).

  15. #15
    wraithZX's Avatar Active Member
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    I use option B to some degree - I translate the player's coordinates and grab a 4x4 grid of minimap tiles around that location. The paths are pretranslated in an associative array so I just grab what I need without having to recalculate the required path.
    In dalaran I'm sitting at around 58MB, but the images I'm using I've decoded into full 32-bit RGBA - if I were to do the entire map this way it'd push it into the hundreds of megabytes used I'm sure.
    And I've already got a copy of the GUID's and positions in an internal table so I don't really need to worry about reading extra positional data from the client, just translate the map tile locations from the game to screen coords the same way you do the objects. Everything fits into place.

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