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Translation for TQ App

Discussion on Translation for TQ App within the Zero forum part of the MMORPGs category.

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Old   #1
 
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Translation for TQ App

People here won't know who I am, but I am developing a major editor suite for EO, which I also plan on making it compatible with most of TQ's games that use the file structure.
I am making this app capable of having every string value within the app down to the form's text value itself to be edited, this is mostly for the use of the app in other langauges like Chinese/Arabic/Spanish and so forth. I have no language skills other than English itself.

I'm also aware of automated software, but that's messy and rarely translates to something "readable".

Read the post about the translation
Read the post about the app itself
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Old 02/23/2012, 21:48   #2
 
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i know who you are fun how you been? the trouble you will experience with zo is almost all of them are dat, you will have to create completely new tools for zo, eo tools wont work on zo it's been tried, it was just easier to create new ones since the eo ones you released are not compatible.
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Old 02/23/2012, 21:49   #3
 
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From one coder from this scene to another from another scene, good luck, however you'll have a blast taking apart the dats to make them parsable, most of the ini data is useless and invalidated if the client is properly updated to handle the newer c3 animation bits for newer content (as the ini's lack the data to control it) and can be replaced with current official zo ini data for what does work that is just ini based control that tq never changed over to new format, which is already in english.

The stuff in zo that needs translation is all dat struct with around half of the dat types being index directory header + bulk data, the ugly part is doing the byte lengths when the pserv zo db's don't match the client dat in either length or content (one of the reasons I tell people they need to sync db to dat after solving the byte lengths of each data segment).

As with all the tq pservs the data is still just codepage 936 base and on many things doesn't "fit" length wise when translated, thus requiring a few binary patches to deal with.

So again, good luck with making the public dat editor for zo support.
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Old 02/23/2012, 23:01   #4
 
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this man is a true proffessional shadow and he does quite good work dont be such a downer
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Old 02/23/2012, 23:23   #5
 
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Quote:
Originally Posted by -The-Shadow- View Post
From one coder from this scene to another from another scene, good luck, however you'll have a blast taking apart the dats to make them parsable, most of the ini data is useless and invalidated if the client is properly updated to handle the newer c3 animation bits for newer content (as the ini's lack the data to control it) and can be replaced with current official zo ini data for what does work that is just ini based control that tq never changed over to new format, which is already in english.

The stuff in zo that needs translation is all dat struct with around half of the dat types being index directory header + bulk data, the ugly part is doing the byte lengths when the pserv zo db's don't match the client dat in either length or content (one of the reasons I tell people they need to sync db to dat after solving the byte lengths of each data segment).

As with all the tq pservs the data is still just codepage 936 base and on many things doesn't "fit" length wise when translated, thus requiring a few binary patches to deal with.

So again, good luck with making the public dat editor for zo support.
Personally I've not looked at ZO client yet but people said I wouldn't be able to edit the EO pathfinder, but I worked out that structure and the encryption method used in it, so I'm sure I can work out ZO =]
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Old 02/23/2012, 23:36   #6
 
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Quote:
Originally Posted by funhacker View Post
Personally I've not looked at ZO client yet but people said I wouldn't be able to edit the EO pathfinder, but I worked out that structure and the encryption method used in it, so I'm sure I can work out ZO =]
its very similar to eo and actually has almost the same structure in both the database and client... even more so than co even from my experience if I can manage to edit these files IM sure you can do 1000% better
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Old 02/24/2012, 05:09   #7
 
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@idlemonkey its not as similar as eo 80 % if not more are dat's eo are more ini's.

@funhacker as for pathfinder that is more simpler then zo, but anyways you will find that out yourself.
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Old 02/24/2012, 05:21   #8
 
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Quote:
Originally Posted by MizTenshi View Post
@idlemonkey its not as similar as eo 80 % if not more are dat's eo are more ini's.

@funhacker as for pathfinder that is more simpler then zo, but anyways you will find that out yourself.
actually I completely disagree with you as almost all of this is exactly the same same structure same call even same values in most cases almost half of this stuff with only minor modifications is easily transfered to eo and vice versa surely if a noob like me can figure it out then it must be pretty similar lol
the structure of the dat files lol as the tables they refer to are setup almost the same as the tables in eo only in a different order .... as far as being 80% dats? there are 19 dat files in the ini folder and 192 ini txt files if you are refering to the other parts of the client lol of course half of those are dat file types out of those only 75 % are truly dat files and the rest are flv files renamed as dat files anyways you can disagree with me if you like I dont mind thats how progress gets made
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Old 02/24/2012, 06:53   #9
 
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Originally Posted by idlemonkey View Post
actually I completely disagree with you as almost all of this is exactly the same same structure same call even same values in most cases almost half of this stuff with only minor modifications is easily transfered to eo and vice versa surely if a noob like me can figure it out then it must be pretty similar lol
the structure of the dat files lol as the tables they refer to are setup almost the same as the tables in eo only in a different order .... as far as being 80% dats? there are 19 dat files in the ini folder and 192 ini txt files if you are refering to the other parts of the client lol of course half of those are dat file types out of those only 75 % are truly dat files and the rest are flv files renamed as dat files anyways you can disagree with me if you like I dont mind thats how progress gets made
FLV files renamed to dats ROFL....(considering I can edit the gui elements in zo, this is wildly untrue, thus it is false information)

Just because you figured out how to "edit" existing entries in itemtype.dat with a hex editor does not mean you know how to add new ones, it does not mean you know the structure, and looking at what you have, it does not mean you know the structure for the ever so important robottype.dat, levelexp.dat (robot and levelexp both have to be redone to fix a TON of the bugs in game and fix levels past 188 for many ingame functions, and simply hex editing them are not going to fix those bugs, they need to be redone and redumped from data to dat), shop.dat,
HALF OF THE BROKEN DATS/BINS IN THE GUI FOLDER (of which is ui control and not flash based but a custom layout format and LUA COMPILED SCRIPT v5x for layout format control binding to functions of which EO AND CO DO NOT HAVE), c3.wdb (NOT WDF) of which contains the replacements for armor.ini and such other extremely important ini's (like model/texture/animation control ini's changed to byte struct data) that are no longer ini type but now byte structure dbc files (of which do need to be used if you actually update core parts to the client to support newer c3 animations and newer c3 content with extra skeletal node support for animation linking), exe stored functions and strings that can be fixed via hex editor if you know where is what and how to work with codepage 936 breakdowns to tell it apart from actual asm (as in tell apart string data from code data).

Idle I don't know why you have to post everywhere, even in this thread, yes funhacker writes apps, no I am not the only coder on this planet, but as the argument that has been stated in another thread, I AM THE ONE WHO KNOWS THIS GAME ON THIS SITE.

Just because I did not release the tools so ignorant fools (who like to pretend they aren't and care not to actually learn but rather cry and point fingers while saying they indeed know all they need to) like you can use them to look like they are capable of doing anything period does not mean I haven't spent 2 years ripping zo apart to learn an insane detail about it.

You Idle are derailing this thread by coming into it to attempt defamation of my character and knowledge simply because you don't know me or this scene as you only bought a server that already existed, you skipped the work part, and such skipped the part about learning who is who, who knows what and who has done what. Everyone else in the zo scene knows what I have, have done, and can do. You're the only tool who doesn't and if you think your half assed words of "not trying to make an enemy" are working, your full of it, you don't pick a fight, say that, then continue to talk smack to drive up forum posts. You can't possibly think someone is going to think you aren't making actively trying to make enemies.

At this point my advice to funhacker is if he is going to spend all the time it will take to add multi dat support into his tool that can handle zo data, then to keep the zo support private so a leech like you who cares not to learn anything on his own (rather just talk smack on those who do) but instead make a donation cash cow set of servers he bought with hopes of eventual free tools, unable to use his tools, because simply supporting people like you idle is wrong. Of course it is up to funhacker if he so chooses to waste his time making apps for this scene, he may deduce that himself if he actually talks to a few vets here and reads up on the zo history to see how people are and how unwilling they are to learn (with a few exceptions of course), making apps takes time, breaking down byte structures takes time, and honestly the majority of the servers in this section who pop up, aren't the type who are trying to learn, most just want the quick dollar and quit after 3 months.

People like you idle, like the people who ran crypton, like the people like drake/nate/mama, are why my tools never were released. If funhacker wants tools like you to use his tools, fine, he can make his own decisions thus it is his call, but in my opinion there's better things he can spend his time on instead of supporting smack talking leeches who have the understanding of illiterate roadkill who act like they actually know something (example: flv's renamed to dats for example, just fake bullshit heard from someone else who doesn't know anything.).

So in short, do not reply to me in this thread to continue your belligerent baseless attack just because you bought a server, it derails this thread, I will respond to you else where, but not on this thread.

I apologize funhacker, this is just how idle acts here and the mod in this section is on vacation 99% of the time.
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Old 02/24/2012, 08:02   #10
 
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@Shadow - A retaliation is just as bad as an attack, I'm not saying either of you have attacked either of you, just saying if you feel he has best to just PM it and sort it out privately if you can.
As for the files, I'll download a couple patches take a look and see what I come up with. But I've also solved EO's levexp.dat as well. I'll say one thing, TQ seriously fail at hiding/protecting their "data" they use the same methods all the time, they are even using the same encryption method on their current EO packets as they used with their pathfinder, with a little more advancement. But it only took me a day to pull those apart. Data seems to be what I'm good at, especially TQ data

@MizTenshi - EO Pathfinder isn't easy thus the only person that knows how the file is put together (of my knowledge) within the pserver community is me, those that edit it, use my app, which I put a harder encryption on than TQ does, as their's was just plain sloppy and gave it away.


---------------------EDIT----------------------

@Shadow - Here is the armor.dcb (w/e the file extension is) file structure for you, it's quite simple actually, still the same data as EO has

Code:
[4 Bytes - File Header - MESH][4 Bytes - Armor Count]

Repeat for Armor Count
[4 Bytes - Itemtype.ID]
[4 Bytes - Part Count]
Repeat for Part Count
[4 Bytes - Mesh.ID]
[4 Bytes - Texture.ID]
[4 Bytes? - Mixed Texture.ID]
[1 Byte? - Mix Option]
[1 Byte - Asb]
[1 Byte - Adb]
[1 Byte - Material]
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Old 02/24/2012, 08:22   #11
 
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Quote:
Originally Posted by funhacker View Post
@Shadow - A retaliation is just as bad as an attack, I'm not saying either of you have attacked either of you, just saying if you feel he has best to just PM it and sort it out privately if you can.
As for the files, I'll download a couple patches take a look and see what I come up with. But I've also solved EO's levexp.dat as well. I'll say one thing, TQ seriously fail at hiding/protecting their "data" they use the same methods all the time, they are even using the same encryption method on their current EO packets as they used with their pathfinder, with a little more advancement. But it only took me a day to pull those apart. Data seems to be what I'm good at, especially TQ data

@MizTenshi - EO Pathfinder isn't easy thus the only person that knows how the file is put together (of my knowledge) within the pserver community is me, those that edit it, use my app, which I put a harder encryption on than TQ does, as their's was just plain sloppy and gave it away.
if you feel you can make accurate tools that work well with zero it would be nice to see some change for once. MAYBE zero may go from a likely scammer server to some thing that will be able to be ran long term.
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Old 02/24/2012, 08:28   #12
 
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Quote:
Originally Posted by funhacker View Post
@Shadow - A retaliation is just as bad as an attack, I'm not saying either of you have attacked either of you, just saying if you feel he has best to just PM it and sort it out privately if you can.
As for the files, I'll download a couple patches take a look and see what I come up with. But I've also solved EO's levexp.dat as well. I'll say one thing, TQ seriously fail at hiding/protecting their "data" they use the same methods all the time, they are even using the same encryption method on their current EO packets as they used with their pathfinder, with a little more advancement. But it only took me a day to pull those apart. Data seems to be what I'm good at, especially TQ data

@MizTenshi - EO Pathfinder isn't easy thus the only person that knows how the file is put together (of my knowledge) within the pserver community is me, those that edit it, use my app, which I put a harder encryption on than TQ does, as their's was just plain sloppy and gave it away.


---------------------EDIT----------------------

@Shadow - Here is the armor.dcb (w/e the file extension is) file structure for you, it's quite simple actually, still the same data as EO has

Code:
[4 Bytes - File Header - MESH][4 Bytes - Armor Count]

Repeat for Armor Count
[4 Bytes - Itemtype.ID]
[4 Bytes - Part Count]
Repeat for Part Count
[4 Bytes - Mesh.ID]
[4 Bytes - Texture.ID]
[4 Bytes? - Mixed Texture.ID]
[1 Byte? - Mix Option]
[1 Byte - Asb]
[1 Byte - Adb]
[1 Byte - Material]
I know the dbc structures for all the dbc's that exist in c3.wdc, point I was making before to others is that is the kind of stuff they need to figure out and make their owns apps to do their edits. I've always been one to try to push people into learning how things work and how to take it all apart instead of using existing tools for a free ride. The majority of the time this section is riddled with scam servers with no intention of being honest, and the people who run those servers should absolutely not have those tools so they look indistinguishable from those who actually worked hard to make a good server (another reason I push for people to make their own stuff).

Also in regards to crypt, I wouldn't really call it that, more like encoding of fail. Even current server worlds.dat is ez-pz if you have the xor loop string for decode and know the loop length byte sizes for each section.
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Old 02/24/2012, 08:29   #13
 
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many have used your tools i don't deny that its vastly used on many eudemons pservers, but we never used your tools and (an after thought) have edit pathfinder which was not very difficult. i know you are very well known in eudemons community but this isn't eudemons section. and the files might seem similar in some ways but they still have allot and i do mean allot of differences. conquer and eudemons have not really changed in the years, but zero is a whole different animal (a metaphor for those who don't get it.). yes you are right tq are very poor with protecting there dats but i have seen myself its not a low amount of work one might think. you are the best in eo from what i have seen but i have seen your work funhacker and i mean no disrespect but shadows work is far superior. he is just trying to explain the differences and its difficulty people who don't have experience in this will expect so they can learn and not just copy past BAM open server scams fest like eudemons section has become. when people actually learn and do the work themselves they appreciate and value it more and can be truly proud of themselves because they actually did the work themselves not just buy it done or copy past the work. they need to grow the right way by learning not hand outs.
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Old 02/24/2012, 08:46   #14
 
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OH did I say flv 0.o duh my bad i meant swf ... and if you dont think so try opening them with a swf decompiler
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Old 02/24/2012, 09:08   #15
 
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Quote:
Originally Posted by idlemonkey View Post
OH did I say flv 0.o duh my bad i meant swf ... and if you dont think so try opening them with a swf decompiler
flv = swf decompiled/notcompiled, and the content in the gui folder is not swf.

BIN = LUA 5x compiled, DAT = NOT FLASH.
Just because the logon screen is flash, does not mean everything else is flash.

GUI DAT =
Code:
00000000h: 00 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 ; ................
00000010h: 01 00 00 00 65 00 00 00 02 00 00 00 07 00 00 00 ; ....e...........
00000020h: 57 6E 64 49 6E 66 6F 03 00 00 00 02 00 00 00 36 ; WndInfo........6
00000030h: 01 00 00 96 00 00 00 04 00 00 00 02 00 00 00 F1 ; ..............
00000040h: 01 00 00 FD 00 00 00 05 00 00 00 13 00 00 00 72 ; ..............r
00000050h: 6F 62 6F 74 73 74 6F 72 61 67 65 5F 62 6F 74 74 ; obotstorage_bott
00000060h: 6F 6D 07 00 00 00 01 00 00 00 00 00 00 00 14 00 ; om..............
00000070h: 00 00 01 00 00 00 01 00 00 00 00 00 00 00 01 00 ; ................
00000080h: 00 00 03 00 00 00 01 00 00 00 01 00 00 00 75 27 ; ..............u'
00000090h: 00 00 02 00 00 00 08 00 00 00 42 74 6E 43 6C 6F ; ..........BtnClo
000000a0h: 73 65 03 00 00 00 02 00 00 00 DE 01 00 00 06 00 ; se.............
000000b0h: 00 00 04 00 00 00 02 00 00 00 0F 00 00 00 0F 00 ; ................
000000c0h: 00 00 05 00 00 00 11 00 00 00 44 6C 67 54 72 61 ; ..........DlgTra
000000d0h: 64 65 5F 42 74 6E 43 6C 6F 73 65 07 00 00 00 01 ; de_BtnClose.....
000000e0h: 00 00 00 00 00 00 00 0A 00 00 00 29 00 00 00 50 ; ...........)...P
000000f0h: 6C 61 79 47 61 6D 65 53 6F 75 6E 64 28 22 53 6F ; layGameSound("So
00000100h: 75 6E 64 2F 42 75 74 74 6F 6E 50 72 65 73 73 5F ; und/ButtonPress_
00000110h: 34 2E 77 61 76 22 29 3B 14 00 00 00 02 00 00 00 ; 4.wav");........
00000120h: 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 ; ................
00000130h: 03 00 00 00 01 00 00 00 01 00 00 00 76 27 00 00 ; ............v'..
00000140h: 02 00 00 00 0C 00 00 00 63 68 61 6E 67 65 5F 72 ; ........change_r
00000150h: 6F 62 6F 74 03 00 00 00 02 00 00 00 B3 00 00 00 ; obot...........
00000160h: E1 00 00 00 04 00 00 00 02 00 00 00 44 00 00 00 ; ...........D...
00000170h: 15 00 00 00 05 00 00 00 0C 00 00 00 63 68 61 6E ; ............chan
00000180h: 67 65 5F 72 6F 62 6F 74 07 00 00 00 01 00 00 00 ; ge_robot........
00000190h: 00 00 00 00 14 00 00 00 02 00 00 00 00 00 00 00 ; ................
000001a0h: 00 00 00 00 00 00 00 00 01 00 00 00 03 00 00 00 ; ................
000001b0h: 01 00 00 00 01 00 00 00 77 27 00 00 02 00 00 00 ; ........w'......
000001c0h: 09 00 00 00 73 65 74 5F 72 6F 62 6F 74 03 00 00 ; ....set_robot...
000001d0h: 00 02 00 00 00 86 01 00 00 E1 00 00 00 04 00 00 ; ..............
000001e0h: 00 02 00 00 00 5D 00 00 00 15 00 00 00 05 00 00 ; .....]..........
000001f0h: 00 09 00 00 00 73 65 74 5F 72 6F 62 6F 74 07 00 ; .....set_robot..
00000200h: 00 00 01 00 00 00 00 00 00 00 14 00 00 00 02 00 ; ................
00000210h: 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 ; ................
00000220h: 00 00 03 00 00 00 01 00 00 00 01 00 00 00 78 27 ; ..............x'
00000230h: 00 00 02 00 00 00 0B 00 00 00 70 61 70 65 72 5F ; ..........paper_
00000240h: 72 6F 62 6F 74 03 00 00 00 02 00 00 00 13 01 00 ; robot...........
00000250h: 00 E1 00 00 00 04 00 00 00 02 00 00 00 5D 00 00 ; ............]..
00000260h: 00 15 00 00 00 07 00 00 00 01 00 00 00 00 00 00 ; ................
00000270h: 00 14 00 00 00 02 00 00 00 00 00 00 00 00 00 00 ; ................
00000280h: 00 00 00 00 00 01 00 00 00 03 00 00 00 01 00 00 ; ................
00000290h: 00 01 00 00 00 79 27 00 00 02 00 00 00 0D 00 00 ; .....y'.........
000002a0h: 00 73 74 61 6E 64 62 79 5F 72 6F 62 6F 74 03 00 ; .standby_robot..
000002b0h: 00 00 02 00 00 00 F0 01 00 00 71 00 00 00 04 00 ; .........q.....
000002c0h: 00 00 02 00 00 00 20 00 00 00 20 00 00 00 05 00 ; ...... ... .....
000002d0h: 00 00 0D 00 00 00 73 74 61 6E 64 62 79 5F 72 6F ; ......standby_ro
000002e0h: 62 6F 74 07 00 00 00 01 00 00 00 00 00 00 00 14 ; bot.............
000002f0h: 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 ; ................
00000300h: 00 00 00 01 00 00 00 03 00 00 00 01 00 00 00 01 ; ................
00000310h: 00 00 00 7A 27 00 00 02 00 00 00 0D 00 00 00 73 ; ...z'..........s
00000320h: 74 61 6E 64 62 79 72 6F 62 6F 74 31 03 00 00 00 ; tandbyrobot1....
00000330h: 02 00 00 00 63 00 00 00 1C 00 00 00 04 00 00 00 ; ....c...........
00000340h: 02 00 00 00 1E 00 00 00 1E 00 00 00 05 00 00 00 ; ................
00000350h: 0C 00 00 00 73 74 61 6E 64 62 79 72 6F 62 6F 74 ; ....standbyrobot
00000360h: 07 00 00 00 01 00 00 00 00 00 00 00 14 00 00 00 ; ................
00000370h: 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ; ................
00000380h: 01 00 00 00 03 00 00 00 01 00 00 00 01 00 00 00 ; ................
00000390h: 7B 27 00 00 02 00 00 00 0D 00 00 00 73 74 61 6E ; {'..........stan
000003a0h: 64 62 79 72 6F 62 6F 74 32 03 00 00 00 02 00 00 ; dbyrobot2.......
000003b0h: 00 CF 00 00 00 1C 00 00 00 04 00 00 00 02 00 00 ; ...............
000003c0h: 00 1E 00 00 00 1E 00 00 00 05 00 00 00 0C 00 00 ; ................
000003d0h: 00 73 74 61 6E 64 62 79 72 6F 62 6F 74 07 00 00 ; .standbyrobot...
000003e0h: 00 01 00 00 00 00 00 00 00 14 00 00 00 02 00 00 ; ................
000003f0h: 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 ; ................
00000400h: 00 03 00 00 00 01 00 00 00 01 00 00 00 7C 27 00 ; .............|'.
00000410h: 00 02 00 00 00 0D 00 00 00 73 74 61 6E 64 62 79 ; .........standby
00000420h: 72 6F 62 6F 74 33 03 00 00 00 02 00 00 00 41 01 ; robot3........A.
00000430h: 00 00 1C 00 00 00 04 00 00 00 02 00 00 00 1E 00 ; ................
00000440h: 00 00 1E 00 00 00 05 00 00 00 0C 00 00 00 73 74 ; ..............st
00000450h: 61 6E 64 62 79 72 6F 62 6F 74 07 00 00 00 01 00 ; andbyrobot......
00000460h: 00 00 00 00 00 00 14 00 00 00 02 00 00 00 00 00 ; ................
00000470h: 00 00 00 00 00 00 00 00 00 00 01 00 00 00 03 00 ; ................
00000480h: 00 00 01 00 00 00 01 00 00 00 7D 27 00 00 02 00 ; ..........}'....
00000490h: 00 00 0D 00 00 00 73 74 61 6E 64 62 79 72 6F 62 ; ......standbyrob
000004a0h: 6F 74 34 03 00 00 00 02 00 00 00 AD 01 00 00 1A ; ot4........*....
000004b0h: 00 00 00 04 00 00 00 02 00 00 00 1E 00 00 00 1E ; ................
000004c0h: 00 00 00 05 00 00 00 0C 00 00 00 73 74 61 6E 64 ; ...........stand
000004d0h: 62 79 72 6F 62 6F 74 07 00 00 00 01 00 00 00 00 ; byrobot.........
000004e0h: 00 00 00 14 00 00 00 02 00 00 00 00 00 00 00 00 ; ................
000004f0h: 00 00 00 03 00 00 00 01 00 00 00 01 00 00 00 7E ; ...............~
00000500h: 27 00 00 02 00 00 00 0D 00 00 00 73 74 61 6E 64 ; '..........stand
00000510h: 62 79 72 6F 62 6F 74 35 03 00 00 00 02 00 00 00 ; byrobot5........
00000520h: CF 01 00 00 1C 00 00 00 04 00 00 00 02 00 00 00 ; ...............
00000530h: 1E 00 00 00 1E 00 00 00 05 00 00 00 0C 00 00 00 ; ................
00000540h: 73 74 61 6E 64 62 79 72 6F 62 6F 74 07 00 00 00 ; standbyrobot....
00000550h: 01 00 00 00 00 00 00 00 14 00 00 00 02 00 00 00 ; ................
00000560h: 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 ; ................
FLASH SWF =
Code:
00000000h: 43 57 53 09 FB 0E 00 00 78 9C 7D 57 0B 58 53 47 ; CWS....x}W.XSG
00000010h: DA 9E 33 B9 1C 92 21 10 E5 0E 82 88 A0 80 3D 40 ; ڞ3.!..*=@
00000020h: AD E9 76 51 1F 53 51 B4 22 8A A0 80 84 40 22 44 ; *vQ.SQ"*@"D
00000030h: 12 6E 09 90 20 88 95 94 5A 8B 5A 2A 5B AD B7 AE ; .n. ZZ*[*
00000040h: 8A A0 58 AD 16 B4 39 89 8B A2 41 59 F1 BA 8D 20 ; *X*.9AY 
00000050h: 27 8A A0 D8 7A AB A8 B5 AB 74 BB 45 97 9D 03 52 ; '*ztE.R
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Stop spouting nonsense and misinforming people idle.

-------------------------------------------------------------------------

I would also like to make a point for funhacker, since pathfinder is eo's less detailed version of zo's autopiliot.

There is nothing hard about pathfinder (mapdestination.ini), saying it is comes off as tooting your own horn as if it were when it really isn't.

eo's mapdestination (very simple)
Code:
[EudemonComposing/Market]
mapid=1000
pos=316,453
mark=Professor~Aderes~can~perform~eudemon~composing~for~you,~and~a~minor~eudemon~will~disappear~after~the~composing.
vs zo's maptargets/targets

Code:
//targets.ini

[9028]
Name=OmniWar Services
Destination=464 834
level=0
NoneEffect=AptNavi_New
EffectShow=1

[9029]
Name=OmniWar Mall
Destination=468 836
level=0
Tips=
idNpc=4444
NoneEffect=AptNavi_New
EffectShow=1

[9030]
Name=OmniWar Bank
Destination=456 826
level=0
Tips=
idNpc=4443
NoneEffect=AptNavi_New
EffectShow=1

[9031]
Name=Chip Dealer
Destination=417 888
level=0
Tips=
idNpc=4445
NoneEffect=AptNavi_New
EffectShow=1

[9032]
Name=Omni Core Dealer
Destination=444 824
level=0
Tips=
idNpc=40277
NoneEffect=AptNavi_New
EffectShow=1

[9033]
Name=The Professor
Destination=461 849
level=0
Tips=
NoneEffect=AptNavi_New
EffectShow=1

[9034]
Name=New Unit Sales
Destination=340 793
level=0
Tips=
idNpc=4447
NoneEffect=AptNavi_New
EffectShow=1

//maptargets.ini
[1102]
TargetAmount=11
Target0=9028
Target1=7746
Target2=7702
Target3=774201
Target4=776600
Target5=7700
Target6=770001
Target7=7747
Target8=7703
Target9=110203
Target10=91055

[9028]
TargetAmount=6
Target0=9029
Target1=9030
Target2=9031
Target3=9032
Target4=9033
Target5=9034

guistrres.ini holds tips that tips=
Zo's is more work, but still relatively simple, so I do not understand how you can call eo's "hard".
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