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Resource Offsets for wood/herbs coordinates

Discussion on Resource Offsets for wood/herbs coordinates within the General Gaming Discussion forum part of the General Gaming category.

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Old   #1
 
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Resource Offsets for wood/herbs coordinates

hey just want to know how to get the offsets of coords of the resources like wood/ore and herbs. or does anyone know them? Trying to make a new Gatherer bot.
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Old 01/21/2010, 17:01   #2
 
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Code:
GetCoordinates proc near

arg_0= dword ptr  4

mov     eax, [esp+arg_0]
fld     dword ptr [ecx+2Ch]
fstp    dword ptr [eax]
fld     dword ptr [ecx+30h]
fstp    dword ptr [eax+4]
fld     dword ptr [ecx+34h]
fstp    dword ptr [eax+8]
retn    4
GetCoordinates endp
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Old 01/22/2010, 11:03   #3
 
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hm soweit sogut, aber was bedeuted ecx+2Ch?
und kannste mir die funktion von fld + fstp bzw retn erklären?
kennste die pffsets normaler weise nur mit baseadress + offset = variable
und was steht in der variable esp? esp +4 = eax?
Sorry bin neu in dem ptr gebiet.
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Old 01/22/2010, 11:52   #4
 
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Na gut, hatte gehofft dass dir das so etwas nützt. Also...

Ich gehe mal davon aus, das du grundlegend C++ verstehst.
GetCoordinates (so nenne ich es) ist eine Memberfunktion der Klasse, welche ein Spielobjekt in RoM darstellt.

Diese Funktion nimmt zusätzlich noch einen Zeiger auf eine Struktur entgegen, in die die Koordinaten gespeichert werden, aber relativ uninteressant für uns.

ecx ist in diesem Zusammenhang logischerweise das momentane Objekt, C++ schaufelt bei Aufrufen von Memberfunktionen immer das momentane Objekt nach ecx.

Die Funktion macht nichts weiter als eine Gleitkommazahl vom Objekt zu laden

Quote:
fld dword ptr [ecx+2Ch]
und in die Struktur zu speichern

Quote:
fstp dword ptr [eax]
Und das für 3 Zahlen, die x/y/z-Koordinaten.

Aaaaalso:
float x = objectbase + 0x2C;
float y = objectbase + 0x30;
float z = objectbase + 0x34;

Es würde sich anbieten, sich mit x86-Assembler, einem Disassambler sowie Grundlagen von C/C++ vertraut zu machen, sollte man einen Bot schreiben wollen
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Old 01/22/2010, 23:26   #5
 
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How do you find the beginning of the object list? I know how to find particular object base pointers, but I do not know how to figure out where the list actually starts.
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Old 01/23/2010, 14:33   #6
 
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Quote:
Originally Posted by Zonte View Post
How do you find the beginning of the object list? I know how to find particular object base pointers, but I do not know how to figure out where the list actually starts.
I never found it out, instead of that I just hooked a function which gets called for every object every frame and saved the objects in my own list.

I am not up-to-date with RoM as I quitted writing stuff for this game, but I got an old pattern to find that function after an update:

Code:
<Pattern desc="itFunc" pattern="\x83\xEC\x14\x56\x8B\xF1\x8B\x06\x8B\x50\x24\xFF\xD2\x85\xC0\x75\x06\x89\x86\xA4\x00\x00\x00\x8B\x8E\xA4\x00\x00\x00" mask="xxxxxxxxxxxxxxxxxxxxxxxxxxxxx" />
Of course you have to be in-process to do that.
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Old 01/23/2010, 19:54   #7
 
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hm flo... i have knowledge of c# just not knowing anythin about Disassambler
the things that i know for example:

i read out baseadress of the dll and fund out the offset for the HealthPoints via Cheat Engine:
Client.exe+55CBF0

for me it would be the adress:

Baseadress + Offset in dezimal
4194304 + 5622768 = 9817072 = hex(95CBF0);

would i would get the healpoints at this adress. So to get the coords of the ore/woods etc i would need to read out the pointer values?
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