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United Hackprogrammers Front(UHF)-CO2 Memory Tables
Discussion on United Hackprogrammers Front(UHF)-CO2 Memory Tables within the CO2 Exploits, Hacks & Tools forum part of the Conquer Online 2 category.
05/14/2008, 19:23
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#286
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So... let me get it, I need some concepts to be clear otherwise I can just throw away all the work I've been doing until now: if an address to a value is not static, but is dinamic, can I suppose that I will always be able to find it, as long as I find (and use) pointers/offsets to the value I'm looking for? Or is it possible that there are dinamic addresses to which there are no pointers? I am clueless about memory management, so be patient
Anyhow, I have found so much about onscreen monsters: I am always able to find the address to the HP of a monster (obviously it's a dinamic address), and I also noticed that said address always has a pointer with no offset (pointer is dinamic as well). Arrived at this, I'm quite lost.
Another detail is that in the memory area where a monster's HP is stored, are NOT stored its coords as well, at least that is another constant observation I made.
At this point, I can only tell which monsters (and their HP) are at which coordinates by reading a particular area of memory, but that appears to be only a temporary storage, as it contains the "snapshot" of the monsters in the area as soon as the client receives the data from the server (in the form HP <something else> XY coords <blah blah> MonsterName). That data remains the same even if the monsters move or you kill them, so it's pretty much useless. Realtime data is stored elsewhere. As I said, mob HP is easy to hit with cheatengine, but what it appears almost sure to me is that monsters coords are not clearly stored in ram, I could never find a realtime coord value for a mob, all I could find are a handful of addresses which contain values changing coherently with how the monster moves along the axis (decreasing/increasing), but it's all except proportional or anything.
BAH.
BTW, warriorchamp, as I PMed you, in case you need any help (that I am able to give), let me know.
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05/16/2008, 08:43
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#287
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Join Date: Apr 2006
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Hi, firstly thanks for these memory tables and second, the character percent memory address (0x0056C7A8) dosnt work for me. would this be because of my multiclient? if so, who's multiclient would u suggest i use?
Thanks.
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05/16/2008, 12:52
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#288
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Join Date: May 2007
Posts: 171
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Quote:
Originally Posted by Origonal
Hi, firstly thanks for these memory tables and second, the character percent memory address (0x0056C7A8) dosnt work for me. would this be because of my multiclient? if so, who's multiclient would u suggest i use?
Thanks.
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That's not your percentage... That's all of your exp what you get (from lvl 1 until your current level).
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05/16/2008, 21:29
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#289
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thanks warriorchamp, its only reading off 2 or 3 didgets (which translates to a number ascii), does that mean i have to read the memory addresses following 0x0056C7A8 to get the rest
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05/16/2008, 22:18
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#290
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Quote:
Originally Posted by Origonal
thanks warriorchamp, its only reading off 2 or 3 didgets (which translates to a number ascii), does that mean i have to read the memory addresses following 0x0056C7A8 to get the rest
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The XP is expressed as a 4byte value type, so that's the size of the read you have to do at that address (at first I thought it had to be 8byte given the abnormal quantity of XP you need to get to 135)
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05/16/2008, 22:25
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#291
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thanks 
i had just been experimenting and figured this out but it looks like you got to the reply before i could edit my post.
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05/21/2008, 07:59
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#292
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Hi guys. I write a personal programm for me and my friends, using your tables, but i have some probs - i just came out of learning my jobas a programmer, so be very kind to me.
I got it work to see some values like Charname and warehousemoney, but thinkg like aktual level xp i dont get - even not with artmoney i can find the right worth at the adress, listed in your memory table.
I read something about poke values in other replys, but don't know what this is and how to use it in c#.
The next problem: how do i know, that the client got dc? The ping stays on the last value before dcing. I use an Array of Process[] in c# to get all handles form conquer, but dont know how i can get it out.
Thx for helping.
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05/29/2008, 03:58
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#293
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Join Date: Mar 2006
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Hello , i want ask how i can find JobID for try to make one 2Weapon Hack
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06/04/2008, 18:26
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#294
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somebody know ?
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06/09/2008, 16:37
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#295
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Need help of memory pros ;-P
Ah, well, so I've been messing around with cheatengine *again*.
I've found the address (one possible address of several) of an item or money on the ground. (Can't post it, it's dynamic).
So, let's say I have the addy of an item's ID, than 4 bytes before that address there is a timer that counts up, dropped items (by mobs) disappear after it reaches like 4000, if I drop something it disappears at like 1000.
4 and 8 bytes after the address that contains the item ID there are 2 entries that most probably contain the coords of the item, but they are tricky somehow and that's where I need help.
Has anyone so far found the coords of an item on the ground?
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06/10/2008, 12:16
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#296
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warriorchamp was working on it (and me as well, but it was more of a short experience  ).
My approach didn't go by item ID but by looking for values which where changing depending on where you dropped an item... and I found nothing at all.
Just to make public my failure
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06/10/2008, 15:10
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#297
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@ ephe: I'm sure you could find out more if only you had more time :-S
Anyway, let's try another approach:
As we all know, the coords of a char ar at 0x0056BD10 and 0x0056BD14. These are the coords that are also displayed in the top line.
Near these coords (in memory), there are more values that change when you move, e.g. at 0x0056BCA4 and 0x0056BCA8.
And, there are the "Ctrl-click" coords of your char, usually in the middle of the screen, if you aren't close to a map's border or have the screen shifted. These are at 0056BC9C and 0056BCA0.
What I need is to find the connection between the 5-digit coords (printed in bold letters above) and other coords that could be used in a program or macro.
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06/11/2008, 10:16
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#298
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owww tnx
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06/11/2008, 22:56
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#299
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Quote:
Originally Posted by Jalan_Jalan
I wish people would click on the "Thanks" button instead of posting "Thanks" ...
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Quote:
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Originally Posted by byjacksoon
owww tnx
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lol.
Anyhow, I think I can honestly admit to myself that I gave up on working on a sort-of-self-made memory bot.
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06/11/2008, 23:12
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#300
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Quote:
Originally Posted by Jalan_Jalan
@ ephe: I'm sure you could find out more if only you had more time :-S
Anyway, let's try another approach:
As we all know, the coords of a char ar at 0x0056BD10 and 0x0056BD14. These are the coords that are also displayed in the top line.
Near these coords (in memory), there are more values that change when you move, e.g. at 0x0056BCA4 and 0x0056BCA8.
And, there are the "Ctrl-click" coords of your char, usually in the middle of the screen, if you aren't close to a map's border or have the screen shifted. These are at 0056BC9C and 0056BCA0.
What I need is to find the connection between the 5-digit coords (printed in bold letters above) and other coords that could be used in a program or macro.
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personally i think the coords that could be used for macros is just where CO loads you model on screen
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