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Thread: 1.15.1 Offsets / Functions / Notes

  1. #1
    The Sexy Penguin Senior Member
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    1.15.1 Offsets / Functions / Notes

    I made this list right after the patch yesterday in about 10 min but then the site went down so I couldn't post it up.

    Post 1.15.1 offsets, functions and notes here, please moderate this thread heavily, spam is not tolerated in this thread what so ever.

    *If you use offsets from this thread give the person who found them full credit for what they did.


    Code:
    005122C8 - ver #
    19044EA8 - spoofer
    00596870 - HH
    Public text printing function:
    Code:
    004F2EC0  /$ 56             PUSH ESI
    004F2EC1  |. 8BF0           MOV ESI,EAX
    004F2EC3  |. 0FB605 2CC1680>MOVZX EAX,BYTE PTR DS:[68C12C]
    004F2ECA  |. 83E8 02        SUB EAX,2                                ;  Switch (cases 2..3)
    004F2ECD  |. 57             PUSH EDI
    004F2ECE  |. 66:8B3D C2F157>MOV DI,WORD PTR DS:[57F1C2]
    004F2ED5  |. 74 17          JE SHORT StarCraf.004F2EEE
    004F2ED7  |. 48             DEC EAX
    004F2ED8  |. 75 1D          JNZ SHORT StarCraf.004F2EF7
    004F2EDA  |. E8 71CBF9FF    CALL StarCraf.0048FA50                   ;  Case 3 of switch 004F2ECA
    004F2EDF  |. E8 9CF1FCFF    CALL StarCraf.004C2080
    004F2EE4  |. 66:893D C2F157>MOV WORD PTR DS:[57F1C2],DI
    004F2EEB  |. 5F             POP EDI
    004F2EEC  |. 5E             POP ESI
    004F2EED  |. C3             RETN
    004F2EEE  |> 66:C705 C2F157>MOV WORD PTR DS:[57F1C2],0FFFF           ;  Case 2 of switch 004F2ECA
    004F2EF7  |> E8 84F1FCFF    CALL StarCraf.004C2080                   ;  Default case of switch 004F2ECA
    004F2EFC  |. 66:893D C2F157>MOV WORD PTR DS:[57F1C2],DI
    004F2F03  |. 5F             POP EDI
    004F2F04  |. 5E             POP ESI
    004F2F05  \. C3             RETN
    Client-sided text printing function:
    Code:
    0048CD60  /$ 85FF           TEST EDI,EDI
    0048CD62  |. 56             PUSH ESI
    0048CD63  |. 8BF0           MOV ESI,EAX
    0048CD65  |. 74 71          JE SHORT StarCraf.0048CDD8
    0048CD67  |. 85F6           TEST ESI,ESI
    0048CD69  |. 75 05          JNZ SHORT StarCraf.0048CD70
    0048CD6B  |. BE 581B0000    MOV ESI,1B58
    0048CD70  |> 6A 00          PUSH 0                                   ; /Arg3 = 00000000
    0048CD72  |. FF15 C4E04F00  CALL DWORD PTR DS:[<&KERNEL32.GetTickCou>; |[GetTickCount
    0048CD78  |. 03C6           ADD EAX,ESI                              ; |
    0048CD7A  |. 50             PUSH EAX                                 ; |Arg2
    0048CD7B  |. 6A 03          PUSH 3                                   ; |Arg1 = 00000003
    0048CD7D  |. 8BC7           MOV EAX,EDI                              ; |
    0048CD7F  |. E8 4CFCFFFF    CALL StarCraf.0048C9D0                   ; \StarCraf.0048C9D0
    0048CD84  |. A1 CCDF6C00    MOV EAX,DWORD PTR DS:[6CDFCC]
    0048CD89  |. 85C0           TEST EAX,EAX
    0048CD8B  |. 74 4B          JE SHORT StarCraf.0048CDD8
    0048CD8D  |. 0FB605 47C4680>MOVZX EAX,BYTE PTR DS:[68C447]
    0048CD94  |. B9 63000000    MOV ECX,63
    0048CD99  |. 3BC1           CMP EAX,ECX
    0048CD9B  |. 7C 0F          JL SHORT StarCraf.0048CDAC
    0048CD9D  |. 85C0           TEST EAX,EAX
    0048CD9F  |. 7D 04          JGE SHORT StarCraf.0048CDA5
    0048CDA1  |. 33C9           XOR ECX,ECX
    0048CDA3  |. EB 07          JMP SHORT StarCraf.0048CDAC
    0048CDA5  |> 83F8 63        CMP EAX,63
    0048CDA8  |. 7C 02          JL SHORT StarCraf.0048CDAC
    0048CDAA  |. 8BC8           MOV ECX,EAX
    0048CDAC  |> A1 54086400    MOV EAX,DWORD PTR DS:[640854]
    0048CDB1  |. 85C0           TEST EAX,EAX
    0048CDB3  |. 74 12          JE SHORT StarCraf.0048CDC7
    0048CDB5  |. B8 67666666    MOV EAX,66666667
    0048CDBA  |. F7E9           IMUL ECX
    0048CDBC  |. D1FA           SAR EDX,1
    0048CDBE  |. 8BC2           MOV EAX,EDX
    0048CDC0  |. C1E8 1F        SHR EAX,1F
    0048CDC3  |. 03C2           ADD EAX,EDX
    0048CDC5  |. 8BC8           MOV ECX,EAX
    0048CDC7  |> 83F9 0A        CMP ECX,0A
    0048CDCA  |. 7E 0C          JLE SHORT StarCraf.0048CDD8
    0048CDCC  |. 6A 00          PUSH 0                                   ; /Arg4 = 00000000
    0048CDCE  |. 6A 00          PUSH 0                                   ; |Arg3 = 00000000
    0048CDD0  |. 51             PUSH ECX                                 ; |Arg2
    0048CDD1  |. 6A 17          PUSH 17                                  ; |Arg1 = 00000017
    0048CDD3  |. E8 18F10200    CALL StarCraf.004BBEF0                   ; \StarCraf.004BBEF0
    0048CDD8  |> 5E             POP ESI
    0048CDD9  \. C3             RETN
    Starcraft's screen drawing function:
    Code:
    0048CC00  /$ 55             PUSH EBP
    0048CC01  |. 8BEC           MOV EBP,ESP
    0048CC03  |. 51             PUSH ECX
    0048CC04  |. 8B0D E0E06C00  MOV ECX,DWORD PTR DS:[6CE0E0]
    0048CC0A  |. 53             PUSH EBX
    0048CC0B  |. 56             PUSH ESI
    0048CC0C  |. 57             PUSH EDI
    0048CC0D  |. E8 0E2FF9FF    CALL StarCraf.0041FB20
    0048CC12  |. 0FB61D 400B640>MOVZX EBX,BYTE PTR DS:[640B40]
    0048CC19  |. BF 70000000    MOV EDI,70
    0048CC1E  |. C745 FC 0B0000>MOV DWORD PTR SS:[EBP-4],0B
    0048CC25  |. BE 0A000000    MOV ESI,0A
    0048CC2A  |. 8D9B 00000000  LEA EBX,DWORD PTR DS:[EBX]
    0048CC30  |> 8BC3           /MOV EAX,EBX
    0048CC32  |. 69C0 DA000000  |IMUL EAX,EAX,0DA
    0048CC38  |. 8D90 480B6400  |LEA EDX,DWORD PTR DS:[EAX+640B48]
    0048CC3E  |. 803A 00        |CMP BYTE PTR DS:[EDX],0
    0048CC41  |. 74 43          |JE SHORT StarCraf.0048CC86
    0048CC43  |. 8A83 5C166400  |MOV AL,BYTE PTR DS:[EBX+64165C]
    0048CC49  |. E8 B229F9FF    |CALL StarCraf.0041F600
    0048CC4E  |. 8B0D 54096400  |MOV ECX,DWORD PTR DS:[640954]
    0048CC54  |. 0FB7C7         |MOVZX EAX,DI
    0048CC57  |. 03CF           |ADD ECX,EDI
    0048CC59  |. 50             |PUSH EAX                                ; /Arg1
    0048CC5A  |. 8BC2           |MOV EAX,EDX                             ; |
    0048CC5C  |. C605 F8E06C00 >|MOV BYTE PTR DS:[6CE0F8],11             ; |
    0048CC63  |. 66:8935 B0E06C>|MOV WORD PTR DS:[6CE0B0],SI             ; |
    0048CC6A  |. 66:C705 B4E06C>|MOV WORD PTR DS:[6CE0B4],276            ; |
    0048CC73  |. 66:893D B2E06C>|MOV WORD PTR DS:[6CE0B2],DI             ; |
    0048CC7A  |. 66:890D B6E06C>|MOV WORD PTR DS:[6CE0B6],CX             ; |
    0048CC81  |. E8 1A36F9FF    |CALL StarCraf.004202A0                  ; \StarCraf.004202A0
    0048CC86  |> 8B0D 080B6400  |MOV ECX,DWORD PTR DS:[640B08]
    0048CC8C  |. 8D43 01        |LEA EAX,DWORD PTR DS:[EBX+1]
    0048CC8F  |. 99             |CDQ
    0048CC90  |. 03F9           |ADD EDI,ECX
    0048CC92  |. B9 0B000000    |MOV ECX,0B
    0048CC97  |. F7F9           |IDIV ECX
    0048CC99  |. FF4D FC        |DEC DWORD PTR SS:[EBP-4]
    0048CC9C  |. 8BDA           |MOV EBX,EDX
    0048CC9E  |.^75 90          \JNZ SHORT StarCraf.0048CC30
    0048CCA0  |. A0 80156400    MOV AL,BYTE PTR DS:[641580]
    0048CCA5  |. 84C0           TEST AL,AL
    0048CCA7  |. 74 4C          JE SHORT StarCraf.0048CCF5
    0048CCA9  |. A0 68166400    MOV AL,BYTE PTR DS:[641668]
    0048CCAE  |. E8 4D29F9FF    CALL StarCraf.0041F600
    0048CCB3  |. 8B15 54096400  MOV EDX,DWORD PTR DS:[640954]
    0048CCB9  |. 81C2 27010000  ADD EDX,127
    0048CCBF  |. 68 27010000    PUSH 127                                 ; /Arg1 = 00000127
    0048CCC4  |. B8 80156400    MOV EAX,StarCraf.00641580                ; |
    0048CCC9  |. C605 F8E06C00 >MOV BYTE PTR DS:[6CE0F8],12              ; |
    0048CCD0  |. 66:8935 B0E06C>MOV WORD PTR DS:[6CE0B0],SI              ; |
    0048CCD7  |. 66:C705 B4E06C>MOV WORD PTR DS:[6CE0B4],276             ; |
    0048CCE0  |. 66:C705 B2E06C>MOV WORD PTR DS:[6CE0B2],127             ; |
    0048CCE9  |. 66:8915 B6E06C>MOV WORD PTR DS:[6CE0B6],DX              ; |
    0048CCF0  |. E8 AB35F9FF    CALL StarCraf.004202A0                   ; \StarCraf.004202A0
    0048CCF5  |> A0 A6146400    MOV AL,BYTE PTR DS:[6414A6]
    0048CCFA  |. 84C0           TEST AL,AL
    0048CCFC  |. 74 49          JE SHORT StarCraf.0048CD47
    0048CCFE  |. A0 67166400    MOV AL,BYTE PTR DS:[641667]
    0048CD03  |. E8 F828F9FF    CALL StarCraf.0041F600
    0048CD08  |. A1 54096400    MOV EAX,DWORD PTR DS:[640954]
    0048CD0D  |. 83C0 18        ADD EAX,18
    0048CD10  |. BE A4010000    MOV ESI,1A4
    0048CD15  |. 66:A3 B6E06C00 MOV WORD PTR DS:[6CE0B6],AX
    0048CD1B  |. 6A 18          PUSH 18                                  ; /Arg1 = 00000018
    0048CD1D  |. B8 A6146400    MOV EAX,StarCraf.006414A6                ; |
    0048CD22  |. C605 F8E06C00 >MOV BYTE PTR DS:[6CE0F8],14              ; |
    0048CD29  |. 66:8935 B0E06C>MOV WORD PTR DS:[6CE0B0],SI              ; |
    0048CD30  |. 66:C705 B4E06C>MOV WORD PTR DS:[6CE0B4],26C             ; |
    0048CD39  |. 66:C705 B2E06C>MOV WORD PTR DS:[6CE0B2],18              ; |
    0048CD42  |. E8 5935F9FF    CALL StarCraf.004202A0                   ; \StarCraf.004202A0
    0048CD47  |> 33C9           XOR ECX,ECX
    0048CD49  |. E8 D22DF9FF    CALL StarCraf.0041FB20
    0048CD4E  |. 5F             POP EDI
    0048CD4F  |. 5E             POP ESI
    0048CD50  |. 5B             POP EBX
    0048CD51  |. 8BE5           MOV ESP,EBP
    0048CD53  |. 5D             POP EBP
    0048CD54  \. C3             RETN
    Campaign Editor Link:
    Code:
    004DB0A1  |. 52             PUSH EDX                                 ; /pProcessInfo
    004DB0A2  |. 8D45 AC        LEA EAX,DWORD PTR SS:[EBP-54]            ; |
    004DB0A5  |. 50             PUSH EAX                                 ; |pStartupInfo
    004DB0A6  |. 8D8D A8FEFFFF  LEA ECX,DWORD PTR SS:[EBP-158]           ; |
    004DB0AC  |. 51             PUSH ECX                                 ; |CurrentDir
    004DB0AD  |. 6A 00          PUSH 0                                   ; |pEnvironment = NULL
    004DB0AF  |. 6A 20          PUSH 20                                  ; |CreationFlags = NORMAL_PRIORITY_CLASS
    004DB0B1  |. 6A 00          PUSH 0                                   ; |InheritHandles = FALSE
    004DB0B3  |. 6A 00          PUSH 0                                   ; |pThreadSecurity = NULL
    004DB0B5  |. 6A 00          PUSH 0                                   ; |pProcessSecurity = NULL
    004DB0B7  |. 8D95 A4FDFFFF  LEA EDX,DWORD PTR SS:[EBP-25C]           ; |
    004DB0BD  |. 52             PUSH EDX                                 ; |CommandLine
    004DB0BE  |. 6A 00          PUSH 0                                   ; |ModuleFileName = NULL
    004DB0C0  |. C745 AC 440000>MOV DWORD PTR SS:[EBP-54],44             ; |
    004DB0C7  |. FF15 34E14F00  CALL DWORD PTR DS:[<&KERNEL32.CreateProc>; \CreateProcessA
    Quote Originally Posted by ston3rpimp69
    so at first i was excited cuz i was gettin laid. but then i thought about it. i dunno, maybe it's cuz i hadn't had anything to drink, but i almost panicked. i was thinkin this bitch takes in dicks like air and has probably done some pretty wild siht that i've only seen in vids from dsg's porn collection. she probably needs 4 cocks and a slip n slide to get off. that's kinda intimidating. that and i was worried that my dick might get the plague and fall off. might have to coat the condom in pesticide and wear a trash bag or something. i almost let it end there. almost. it's hard to say no when she's biting my shoulder as i walk her to her car. at least she doesn't waste time.
    WE POP BITCHEZ WIT R GATZ CLUB:
    LCS, 707, BB

  2. #2
    The Sexy Penguin Senior Member
    Moderator

    Prophet
    LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX has a reputation beyond repute LCSBSSRHXXX's Avatar
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    Battle.net /commands:
    Code:
    0047FC7D  |. 6A 00          PUSH 0                                   ; /Arg2 = 00000000
    0047FC7F  |. 8D45 FC        LEA EAX,DWORD PTR SS:[EBP-4]             ; |
    0047FC82  |. 8D77 01        LEA ESI,DWORD PTR DS:[EDI+1]             ; |
    0047FC85  |. 50             PUSH EAX                                 ; |Arg1
    0047FC86  |. B9 08000000    MOV ECX,8                                ; |
    0047FC8B  |. B8 50455000    MOV EAX,StarCraf.00504550                ; |ASCII "squelch "
    0047FC90  |. 8BD6           MOV EDX,ESI                              ; |
    0047FC92  |. E8 A9FBFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FC97  |. 85C0           TEST EAX,EAX
    0047FC99  |. 0F85 8E010000  JNZ StarCraf.0047FE2D
    0047FC9F  |. 50             PUSH EAX                                 ; /Arg2
    0047FCA0  |. 8D4D FC        LEA ECX,DWORD PTR SS:[EBP-4]             ; |
    0047FCA3  |. 51             PUSH ECX                                 ; |Arg1
    0047FCA4  |. B9 07000000    MOV ECX,7                                ; |
    0047FCA9  |. B8 48455000    MOV EAX,StarCraf.00504548                ; |ASCII "ignore "
    0047FCAE  |. 8BD6           MOV EDX,ESI                              ; |
    0047FCB0  |. E8 8BFBFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FCB5  |. 85C0           TEST EAX,EAX
    0047FCB7  |. 0F85 70010000  JNZ StarCraf.0047FE2D
    0047FCBD  |. 50             PUSH EAX                                 ; /Arg2
    0047FCBE  |. 8D55 FC        LEA EDX,DWORD PTR SS:[EBP-4]             ; |
    0047FCC1  |. 52             PUSH EDX                                 ; |Arg1
    0047FCC2  |. B9 0A000000    MOV ECX,0A                               ; |
    0047FCC7  |. B8 3C455000    MOV EAX,StarCraf.0050453C                ; |ASCII "unsquelch "
    0047FCCC  |. 8BD6           MOV EDX,ESI                              ; |
    0047FCCE  |. E8 6DFBFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FCD3  |. 85C0           TEST EAX,EAX
    0047FCD5  |. 0F85 CC000000  JNZ StarCraf.0047FDA7
    0047FCDB  |. 50             PUSH EAX                                 ; /Arg2
    0047FCDC  |. 8D45 FC        LEA EAX,DWORD PTR SS:[EBP-4]             ; |
    0047FCDF  |. 50             PUSH EAX                                 ; |Arg1
    0047FCE0  |. B9 09000000    MOV ECX,9                                ; |
    0047FCE5  |. B8 30455000    MOV EAX,StarCraf.00504530                ; |ASCII "unignore "
    0047FCEA  |. 8BD6           MOV EDX,ESI                              ; |
    0047FCEC  |. E8 4FFBFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FCF1  |. 85C0           TEST EAX,EAX
    0047FCF3  |. 0F85 AE000000  JNZ StarCraf.0047FDA7
    0047FCF9  |. E8 52410400    CALL StarCraf.004C3E50
    0047FCFE  |. 85C0           TEST EAX,EAX
    0047FD00  |. 74 14          JE SHORT StarCraf.0047FD16
    0047FD02  |. 57             PUSH EDI                                 ; /Arg1
    0047FD03  |. E8 D8FCFFFF    CALL StarCraf.0047F9E0                   ; \StarCraf.0047F9E0
    0047FD08  |. 5E             POP ESI
    0047FD09  |. 5B             POP EBX
    0047FD0A  |. B8 01000000    MOV EAX,1
    0047FD0F  |. 5F             POP EDI
    0047FD10  |. 8BE5           MOV ESP,EBP
    0047FD12  |. 5D             POP EBP
    0047FD13  |. C2 0400        RETN 4
    0047FD16  |> 6A 01          PUSH 1                                   ; /Arg2 = 00000001
    0047FD18  |. 8D4D FC        LEA ECX,DWORD PTR SS:[EBP-4]             ; |
    0047FD1B  |. 51             PUSH ECX                                 ; |Arg1
    0047FD1C  |. B9 08000000    MOV ECX,8                                ; |
    0047FD21  |. B8 24455000    MOV EAX,StarCraf.00504524                ; |ASCII "whisper "
    0047FD26  |. 8BD6           MOV EDX,ESI                              ; |
    0047FD28  |. E8 13FBFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FD2D  |. 85C0           TEST EAX,EAX
    0047FD2F  |. 75 55          JNZ SHORT StarCraf.0047FD86
    0047FD31  |. 6A 01          PUSH 1                                   ; /Arg2 = 00000001
    0047FD33  |. 8D55 FC        LEA EDX,DWORD PTR SS:[EBP-4]             ; |
    0047FD36  |. 52             PUSH EDX                                 ; |Arg1
    0047FD37  |. B9 04000000    MOV ECX,4                                ; |
    0047FD3C  |. B8 1C455000    MOV EAX,StarCraf.0050451C                ; |ASCII "msg "
    0047FD41  |. 8BD6           MOV EDX,ESI                              ; |
    0047FD43  |. E8 F8FAFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FD48  |. 85C0           TEST EAX,EAX
    0047FD4A  |. 75 3A          JNZ SHORT StarCraf.0047FD86
    0047FD4C  |. 6A 01          PUSH 1                                   ; /Arg2 = 00000001
    0047FD4E  |. 8D45 FC        LEA EAX,DWORD PTR SS:[EBP-4]             ; |
    0047FD51  |. 50             PUSH EAX                                 ; |Arg1
    0047FD52  |. B9 02000000    MOV ECX,2                                ; |
    0047FD57  |. B8 18455000    MOV EAX,StarCraf.00504518                ; |ASCII "w "
    0047FD5C  |. 8BD6           MOV EDX,ESI                              ; |
    0047FD5E  |. E8 DDFAFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FD63  |. 85C0           TEST EAX,EAX
    0047FD65  |. 75 1F          JNZ SHORT StarCraf.0047FD86
    0047FD67  |. 6A 01          PUSH 1                                   ; /Arg2 = 00000001
    0047FD69  |. 8D4D FC        LEA ECX,DWORD PTR SS:[EBP-4]             ; |
    0047FD6C  |. 51             PUSH ECX                                 ; |Arg1
    0047FD6D  |. B9 02000000    MOV ECX,2                                ; |
    0047FD72  |. B8 14455000    MOV EAX,StarCraf.00504514                ; |ASCII "m "
    0047FD77  |. 8BD6           MOV EDX,ESI                              ; |
    0047FD79  |. E8 C2FAFFFF    CALL StarCraf.0047F840                   ; \StarCraf.0047F840
    0047FD7E  |. 85C0           TEST EAX,EAX
    0047FD80  |. 0F84 7D010000  JE StarCraf.0047FF03
    0047FD86  |> 8B4D FC        MOV ECX,DWORD PTR SS:[EBP-4]
    0047FD89  |. 8D14C9         LEA EDX,DWORD PTR DS:[ECX+ECX*8]
    0047FD8C  |. 50             PUSH EAX                                 ; /Arg1
    0047FD8D  |. 8B0495 E4EE570>MOV EAX,DWORD PTR DS:[EDX*4+57EEE4]      ; |
    0047FD94  |. E8 77FDFFFF    CALL StarCraf.0047FB10                   ; \StarCraf.0047FB10
    Protection:
    Code:
    004DFDF0  /$ 55             PUSH EBP
    004DFDF1  |. 8BEC           MOV EBP,ESP
    004DFDF3  |. 81EC 1C020000  SUB ESP,21C
    004DFDF9  |. 53             PUSH EBX
    004DFDFA  |. 33DB           XOR EBX,EBX
    004DFDFC  |. 56             PUSH ESI
    004DFDFD  |. 57             PUSH EDI
    004DFDFE  |. 885D F4        MOV BYTE PTR SS:[EBP-C],BL
    004DFE01  |. 885D F5        MOV BYTE PTR SS:[EBP-B],BL
    004DFE04  |. 885D F6        MOV BYTE PTR SS:[EBP-A],BL
    004DFE07  |. 885D F7        MOV BYTE PTR SS:[EBP-9],BL
    004DFE0A  |. 885D F8        MOV BYTE PTR SS:[EBP-8],BL
    004DFE0D  |. C645 F9 01     MOV BYTE PTR SS:[EBP-7],1
    004DFE11  |. FF15 3CE24F00  CALL DWORD PTR DS:[<&KERNEL32.GetCurrent>; [GetCurrentProcess
    004DFE17  |. 8BF0           MOV ESI,EAX
    004DFE19  |. 8D45 EC        LEA EAX,DWORD PTR SS:[EBP-14]
    004DFE1C  |. 50             PUSH EAX
    004DFE1D  |. 53             PUSH EBX
    004DFE1E  |. 53             PUSH EBX
    004DFE1F  |. 53             PUSH EBX
    004DFE20  |. 53             PUSH EBX
    004DFE21  |. 53             PUSH EBX
    004DFE22  |. 53             PUSH EBX
    004DFE23  |. 53             PUSH EBX
    004DFE24  |. 53             PUSH EBX
    004DFE25  |. 6A 01          PUSH 1
    004DFE27  |. 8D4D F4        LEA ECX,DWORD PTR SS:[EBP-C]
    004DFE2A  |. 51             PUSH ECX
    004DFE2B  |. 8975 E4        MOV DWORD PTR SS:[EBP-1C],ESI
    004DFE2E  |. 895D EC        MOV DWORD PTR SS:[EBP-14],EBX
    004DFE31  |. 895D FC        MOV DWORD PTR SS:[EBP-4],EBX
    004DFE34  |. 895D E8        MOV DWORD PTR SS:[EBP-18],EBX
    004DFE37  |. 895D F0        MOV DWORD PTR SS:[EBP-10],EBX
    004DFE3A  |. FF15 14E04F00  CALL DWORD PTR DS:[<&ADVAPI32.AllocateAn>;  ADVAPI32.AllocateAndInitializeSid
    004DFE40  |. 85C0           TEST EAX,EAX
    004DFE42  |. 0F84 EF000000  JE StarCraf.004DFF37
    004DFE48  |. 8D55 FC        LEA EDX,DWORD PTR SS:[EBP-4]
    004DFE4B  |. 52             PUSH EDX                                 ; /phToken
    004DFE4C  |. 6A 08          PUSH 8                                   ; |DesiredAccess = TOKEN_QUERY
    004DFE4E  |. 56             PUSH ESI                                 ; |hProcess
    004DFE4F  |. FF15 24E04F00  CALL DWORD PTR DS:[<&ADVAPI32.OpenProces>; \OpenProcessToken
    004DFE55  |. 85C0           TEST EAX,EAX
    004DFE57  |. 0F84 DA000000  JE StarCraf.004DFF37
    004DFE5D  |. 8B4D FC        MOV ECX,DWORD PTR SS:[EBP-4]
    004DFE60  |. 8D45 E8        LEA EAX,DWORD PTR SS:[EBP-18]
    004DFE63  |. 50             PUSH EAX                                 ; /pRetLen
    004DFE64  |. 53             PUSH EBX                                 ; |BufSize
    004DFE65  |. 53             PUSH EBX                                 ; |Buffer
    004DFE66  |. 6A 01          PUSH 1                                   ; |InfoClass = TokenUser
    004DFE68  |. 51             PUSH ECX                                 ; |hToken
    004DFE69  |. FF15 20E04F00  CALL DWORD PTR DS:[<&ADVAPI32.GetTokenIn>; \GetTokenInformation
    004DFE6F  |. 8B75 E8        MOV ESI,DWORD PTR SS:[EBP-18]
    004DFE72  |. 81FE 00040000  CMP ESI,400
    004DFE78  |. 0F87 B9000000  JA StarCraf.004DFF37
    004DFE7E  |. 8BC6           MOV EAX,ESI
    004DFE80  |. 83C0 03        ADD EAX,3
    004DFE83  |. 83E0 FC        AND EAX,FFFFFFFC
    004DFE86  |. E8 F55FF2FF    CALL StarCraf.00405E80
    004DFE8B  |. 8B45 FC        MOV EAX,DWORD PTR SS:[EBP-4]
    004DFE8E  |. 8BFC           MOV EDI,ESP
    004DFE90  |. 8D55 E8        LEA EDX,DWORD PTR SS:[EBP-18]
    004DFE93  |. 52             PUSH EDX                                 ; /pRetLen
    004DFE94  |. 56             PUSH ESI                                 ; |BufSize
    004DFE95  |. 57             PUSH EDI                                 ; |Buffer
    004DFE96  |. 6A 01          PUSH 1                                   ; |InfoClass = TokenUser
    004DFE98  |. 50             PUSH EAX                                 ; |hToken
    004DFE99  |. FF15 20E04F00  CALL DWORD PTR DS:[<&ADVAPI32.GetTokenIn>; \GetTokenInformation
    004DFE9F  |. 85C0           TEST EAX,EAX
    004DFEA1  |. 0F84 90000000  JE StarCraf.004DFF37
    004DFEA7  |. 6A 02          PUSH 2
    004DFEA9  |. 68 00020000    PUSH 200
    004DFEAE  |. 8D8D E4FDFFFF  LEA ECX,DWORD PTR SS:[EBP-21C]
    004DFEB4  |. 51             PUSH ECX
    004DFEB5  |. FF15 18E04F00  CALL DWORD PTR DS:[<&ADVAPI32.Initialize>;  ADVAPI32.InitializeAcl
    004DFEBB  |. 85C0           TEST EAX,EAX
    004DFEBD  |. 74 78          JE SHORT StarCraf.004DFF37
    004DFEBF  |. 8B55 EC        MOV EDX,DWORD PTR SS:[EBP-14]
    004DFEC2  |. 52             PUSH EDX
    004DFEC3  |. 68 FA000000    PUSH 0FA
    004DFEC8  |. 6A 02          PUSH 2
    004DFECA  |. 8D85 E4FDFFFF  LEA EAX,DWORD PTR SS:[EBP-21C]
    004DFED0  |. 50             PUSH EAX
    004DFED1  |. FF15 1CE04F00  CALL DWORD PTR DS:[<&ADVAPI32.AddAccessD>;  ADVAPI32.AddAccessDeniedAce
    004DFED7  |. 85C0           TEST EAX,EAX
    004DFED9  |. 74 5C          JE SHORT StarCraf.004DFF37
    004DFEDB  |. 8B0F           MOV ECX,DWORD PTR DS:[EDI]
    004DFEDD  |. 51             PUSH ECX
    004DFEDE  |. 68 01071000    PUSH 100701
    004DFEE3  |. 6A 02          PUSH 2
    004DFEE5  |. 8D95 E4FDFFFF  LEA EDX,DWORD PTR SS:[EBP-21C]
    004DFEEB  |. 52             PUSH EDX
    004DFEEC  |. FF15 10E04F00  CALL DWORD PTR DS:[<&ADVAPI32.AddAccessA>;  ADVAPI32.AddAccessAllowedAce
    004DFEF2  |. 85C0           TEST EAX,EAX
    004DFEF4  |. 74 41          JE SHORT StarCraf.004DFF37
    004DFEF6  |. 68 54F84F00    PUSH StarCraf.004FF854                   ; /pModule = "advapi32.dll"
    004DFEFB  |. FF15 38E24F00  CALL DWORD PTR DS:[<&KERNEL32.GetModuleH>; \GetModuleHandleA
    004DFF01  |. 3BC3           CMP EAX,EBX
    004DFF03  |. 74 32          JE SHORT StarCraf.004DFF37
    004DFF05  |. 68 44F84F00    PUSH StarCraf.004FF844                   ; /ProcNameOrOrdinal = "SetSecurityInfo"
    004DFF0A  |. 50             PUSH EAX                                 ; |hModule
    004DFF0B  |. FF15 44E24F00  CALL DWORD PTR DS:[<&KERNEL32.GetProcAdd>; \GetProcAddress
    004DFF11  |. 3BC3           CMP EAX,EBX
    004DFF13  |. 74 22          JE SHORT StarCraf.004DFF37
    004DFF15  |. 8B55 E4        MOV EDX,DWORD PTR SS:[EBP-1C]
    004DFF18  |. 53             PUSH EBX
    004DFF19  |. 8D8D E4FDFFFF  LEA ECX,DWORD PTR SS:[EBP-21C]
    004DFF1F  |. 51             PUSH ECX
    004DFF20  |. 53             PUSH EBX
    004DFF21  |. 53             PUSH EBX
    004DFF22  |. 68 04000080    PUSH 80000004
    004DFF27  |. 6A 06          PUSH 6
    004DFF29  |. 52             PUSH EDX
    004DFF2A  |. FFD0           CALL EAX
    004DFF2C  |. 85C0           TEST EAX,EAX
    004DFF2E  |. 75 07          JNZ SHORT StarCraf.004DFF37
    004DFF30  |. C745 F0 010000>MOV DWORD PTR SS:[EBP-10],1
    004DFF37  |> 8B45 FC        MOV EAX,DWORD PTR SS:[EBP-4]
    004DFF3A  |. 3BC3           CMP EAX,EBX
    004DFF3C  |. 74 07          JE SHORT StarCraf.004DFF45
    004DFF3E  |. 50             PUSH EAX                                 ; /hObject
    004DFF3F  |. FF15 18E14F00  CALL DWORD PTR DS:[<&KERNEL32.CloseHandl>; \CloseHandle
    004DFF45  |> 8B45 EC        MOV EAX,DWORD PTR SS:[EBP-14]
    004DFF48  |. 3BC3           CMP EAX,EBX
    004DFF4A  |. 74 07          JE SHORT StarCraf.004DFF53
    004DFF4C  |. 50             PUSH EAX                                 ; /pSID
    004DFF4D  |. FF15 0CE04F00  CALL DWORD PTR DS:[<&ADVAPI32.FreeSid>]  ; \FreeSid
    004DFF53  |> 8B45 F0        MOV EAX,DWORD PTR SS:[EBP-10]
    004DFF56  |. 8DA5 D8FDFFFF  LEA ESP,DWORD PTR SS:[EBP-228]
    004DFF5C  |. 5F             POP EDI
    004DFF5D  |. 5E             POP ESI
    004DFF5E  |. 5B             POP EBX
    004DFF5F  |. 8BE5           MOV ESP,EBP
    004DFF61  |. 5D             POP EBP
    004DFF62  \. C3             RETN
    Set Text Color Channel Names / Game Names:
    Code:
    00449F66  |. 68 FFFFFF00    PUSH 0FFFFFF                             ; /Color = <WHITE>
    00449F6B  |. 50             PUSH EAX                                 ; |hDC
    00449F6C  |. 83E7 01        AND EDI,1                                ; |
    00449F6F  |. FFD3           CALL EBX                                 ; \SetTextColor
    Check For Mult Instances:
    Code:
    004DFF74  |. 68 C8F84F00    PUSH StarCraf.004FF8C8                   ; /EventName = "Starcraft Check For Other Instances"
    004DFF79  |. 6A 00          PUSH 0                                   ; |InitiallySignaled = FALSE
    004DFF7B  |. 6A 00          PUSH 0                                   ; |ManualReset = FALSE
    004DFF7D  |. 6A 00          PUSH 0                                   ; |pSecurity = NULL
    004DFF7F  |. FF15 10E14F00  CALL DWORD PTR DS:[<&KERNEL32.CreateEven>; \CreateEventA
    Quote Originally Posted by ston3rpimp69
    so at first i was excited cuz i was gettin laid. but then i thought about it. i dunno, maybe it's cuz i hadn't had anything to drink, but i almost panicked. i was thinkin this bitch takes in dicks like air and has probably done some pretty wild siht that i've only seen in vids from dsg's porn collection. she probably needs 4 cocks and a slip n slide to get off. that's kinda intimidating. that and i was worried that my dick might get the plague and fall off. might have to coat the condom in pesticide and wear a trash bag or something. i almost let it end there. almost. it's hard to say no when she's biting my shoulder as i walk her to her car. at least she doesn't waste time.
    WE POP BITCHEZ WIT R GATZ CLUB:
    LCS, 707, BB

  3. #3

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    Heres what i found...

    0048CE60 - Starcrafts Text Function
    19044EA8 - Holds in-game user name (spoofer :P)
    004D9010 - Removes chat from screen function.
    00596870 - 1 = Host 0 = Not Host
    004512D8 - Host Hack
    00596814 - Holds host name


    Brian C. Admire

  4. #4

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    57EEEB - In pre-game lobby Player name Array ( just add 0x24 for next player)
    57EEE4 - In pre-game lobby Player ID (Add 0x24 for next ID)
    48CE60 - In Game Client-side print TEXT
    4F2EC0 - In Game Sends Text
    4512D8 - Host Hack (NOP 2 Bytes)
    4B8BB0 - In pre-game lobby Client-side text display
    470BD0 - In pre game lobby Text send Function
    48A0F7 - Stay alive (NOP 5 Bytes)- if u loss
    48A0F2- Stay alive (NOP 5 Bytes) - if u won/draw
    4B95F4 - Start game without ppl
    45022D - Download Stats (NOP 9 Bytes)
    4A2FF7 - NULL Drop Timer
    66FE10 - Whos host of the game in pre-game lobby
    Last edited by ulliklliwi : 08-23-2007 at 01:47 PM

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    Code:
    void CreateUnit(DWORD Y, DWORD X, DWORD UNITID)
    {
    	const int BWFXN_CreateUnit = 0x4A0770;
    
    	__asm
    	{
    		mov eax,Y
    		push eax
    		mov ecx,X
    		push ecx
    		mov edi,UNITID
    		push edi
    		call dword ptr ds:[BWFXN_CreateUnit]
    	}
    }
    This code IS VERY UNSTABLE, it creates units. The problem is the only units is does create are black units that you cant control! But o well i thought i'd release this anyway I guess its not mine but here :D (its not mine but i did go through the work of finding this.

    use decimal for the parameters, NOT HEX. (12,12,12) will work
    Last edited by -187- : 08-30-2007 at 06:49 PM

  6. #6

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    0057F0D8 = Player 1 Minerals
    0057F0DC = Player 2 Minerals
    0057F0E0 = Player 3 Minerals
    0057F0E4 = Player 4 Minerals
    0057F0E8 = Player 5 Minerals
    0057F0EC = Player 6 Minerals
    0057F0F0 = Player 7 Minerals
    0057F0F4 = Player 8 Minerals

    Edit: Yes it does :P
    Last edited by -187- : 08-30-2007 at 11:18 PM

  7. #7
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    Units block in memory are 336 bytes containing all info(X position , y position, direction, landing point, action, unit type, unit player id.........)

    0x00628443

    You must read backward, 336 bytes of distance between each unit

    Units include ressource, neutral unit, player unit, player building, Special object like mineral chunk and crystaline

    From what i remember, the 0xE4 0x00 0xE4 0x00 0xE4 0x00 0xE4 0x00 0xE4
    are the 5 spot in a building for unit building. Even units such as a scv have those(would that be possible to make units from units ?). well i have made a Fenix out of a gateway using this function(single player of course)

    Have fun exploring those chunk of huge information about the heart of the game.

    Edit : Simple reason why you need to read backward : When a chunk is added, the whole stuff is expanding by its begining. The pointer at the very end is never moving.
    Last edited by bLueStar : 08-31-2007 at 05:33 AM Reason: Forgot to mention something... Damn sorry for the other post i tryed to edit -.- am a noob

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    0058DC28=Switch 1(0=clear, 1=set)


    Will edit post and post other switches.

    EDIT: =( doesn't work online sadly, just checked. Thought it would desync and it did....though it can work as a game disconnect.
    Last edited by Chaoschild91 : 09-11-2007 at 08:47 PM

  9. #9

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    Code:
    IssueCommand 4858F0
    CancelUnit 423480
    PrintXY 4202A0 
    SetFont 41FB20
     Small  6CE0DC
     Normal 6CE0E0
     Large  6CE0E4
     Huge   6CE0E8

  10. #10

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    Quote Originally Posted by bLueStar View Post
    Units block in memory are 336 bytes containing all info(X position , y position, direction, landing point, action, unit type, unit player id.........)

    0x00628443

    You must read backward, 336 bytes of distance between each unit
    I'm getting 0x00628280 as the location of the first unit... where are you getting 0x00628443 from??

  11. #11

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    Quote Originally Posted by bLueStar View Post
    Units block in memory are 336 bytes containing all info(X position , y position, direction, landing point, action, unit type, unit player id.........)
    sry to say buddy, but unit blocks are from 336 bytes and or 672 bytes

  12. #12

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    The title of this thread includes Notes. So here is my notes about what I dug up from the unit info block.

    Quick Facts:
    • I belive the highest address of the beginning of a unit info block is 628280.
    • Sometimes the first unit can be located at 59CC90 (instead of 628280)
    • I also believe the length of each unit info block is 336 bytes. (But I can be wrong.)

    !! Hit points is actually 9 bytes off the beginning of the block.
    But I find it easier to first locate the HP of a unit and then calculate the offsets. (In other words, the address of HP - 9 is the actual beginning of a unit info block).

    !! Question marks indicate... questions. , and uncertainty, too.

    PHP Code:
    0000  signed?    WORD    hit points
    0007  unsigned
    ?  WORD    destination x
    0009  unsigned
    ?  WORD    destination y
    000F  unsigned
    ?  WORD    next path node? - (?1)
    0011  unsigned?  WORD    next path node? - (?1)
    0013  unsigned?  WORD    next path node? - (?1)
    0015  unsigned?  WORD    next path node? - (?1)
    001F  unsigned?  WORD    current position? - (?1)
    0021  unsigned?  WORD    current position? - (?1)
    0024  unsigned?  WORD    current position? - (?1) (?3)
    0026  ?          WORD    ? (?3)
    0028  unsigned?  WORD    current position? - (?1) (?3)
    0043  unsigned?  BYTE    owner ID (?5)
    0044  unsigned?  BYTE?   current command?
    0047  ?          WORD    sometimes constants 0xE4 is written here
    004B  
    ?          BYTE    ? (constantly changinglooks like counting down)
    004F  ?          WORD    command destination x
    0051  
    ?          WORD    command destination y
    0058  signed
    ?    WORD    shield points
    005B  unsigned
    ?  WORD    unit type ID (?7)
    005F  ?          BYTE    (?6)
    0060  ?          BYTE    (?6)
    0061  ?          BYTE    (?6)
    0064  ?          BYTE    (?6)
    0065  ?          BYTE    (?6)
    006B  ?          DWORD   (?8)
    006F  ?          DWORD   (?8)
    0073  ?          DWORD   seems related to command destination
    007B  
    ?          BYTE    ?
    007C  ?          BYTE    ? (constantly changinglooks like counting down)
    008A  ?          BYTE    used by IssueCommand
    008B  unsigned
    ?  BYTE    unit type ID (?7)
    008F  unsigned?  WORD    building queue slot
    0091  unsigned
    ?  WORD    building queue slot
    0093  unsigned
    ?  WORD    building queue slot
    0095  unsigned
    ?  WORD    building queue slot
    0097  unsigned
    ?  WORD    building queue slot
    009A  signed
    ?    WORD    mana points
    00B7  unsigned   BYTE    spider mine count 
    for vulture (?4)
    00D3  ?          DWORD   seems related to command destination
    00DA  
    ?          BYTE    seems related to command destination
    00F7  
    ?          DWORD   seems related to command destination
    012B  
    ?          DWORD   seems related to command destination 
    * Current Command (incomplete)
    0x02 stopped
    0x03 idling
    0x06 moving
    0x0A attacking (?2)
    0x0E attack-moving
    0x6B holding

    * Coordinate (0,0) is at top-left.

    ?1 Why are there two pairs of coordinates that seem to always show the same
    value?

    ?2 Is this only 'attacking', or is it 'moving until specified target is in
    range' ?

    ?3 What is this gap?

    ?4 This may be used by carriers or reavers, too.

    ?5 Apparently player X's ID is (X-1). However, if a unit had been initialized
    as rescueable and has been rescued, setting this value back to the
    rescueable player's ID will not make this unit rescueable again.

    ?6 In a testing scenario, player 1 (P1) is human player, player 2 (P2) is
    rescueable computer player. While P1 rescues a P2 Kerrigan (ghost), the
    following memory address are modified (assuming 0x00 is HP).

    Address Old Value -> New Value
    0x43 0x01 -> 0x00 ; Owner is changed from P2 to P1.
    0x5F 0xB0 -> 0x00
    0x60 0x76 -> 0x00
    0x61 0x62 -> 0x00
    0x64 0x00 -> 0x78
    0x65 0x00 -> 0x62

    Manually changing 0x5F, 0x60, 0x61, 0x64, 0x65 from New Value to Old Value
    from New Value to Old Value (without changing 0x43) results the unit killed
    and SC crashed.

    ?7 Why is unit ID recorded in two places?

    ?8 These bytes are normally 0; only set to certain values when a command is
    issued.

  13. #13
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    The health is @ offset 8 because the first 2 DWORDS are the pointers *pBlink and *pFlink - All the unit buffers are linked together through a doubly linked list:

    Code:
    struct UnitBuffer {
         UnitBuffer *pBlink;
         UnitBuffer *pFlink;
         DWORD dwHealth;
         ...
         ...
    };
    You should start a new thread that lists all the members in struct format so it's easier to visualize.

  14. #14

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    Unit Type Id list (incomplete, yet)

    I guess this list has not changed since Brood War came out and almost everyone already has his own copy, but just in case you do not have your own copy, here it is. I will edit and add Protoss and Zerg units to the list when I have time. (You are welcome to contribute to the list too. )

    Edit: incomplete list removed. Thanks to Pinnah who pointed out there is already a list available.
    Last edited by nilphase : 09-19-2007 at 11:06 PM

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    Quote Originally Posted by nilphase View Post
    Unit Type Id list (incomplete, yet)

    I guess this list has not changed since Brood War came out and almost everyone already has his own copy, but just in case you do not have your own copy, here it is. I will edit and add Protoss and Zerg units to the list when I have time. (You are welcome to contribute to the list too. )
    http://www.bwhacks.com/forums/showthread.php?t=27282
    Uppercase is not shouting, this is a myth perpetuated by housewives and sex offenders.
    --
    Set a trashcan on fire and keep a bum warm for a night. Set the bum on fire, and keep him warm for the rest of his life.
    --
    If debugging is the process of removing bugs, then programming must be the process of putting them in. - Edsger Dijkstra

  16. #16
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    Thanks

    thanks everyone for clarifying and correcting my info about Units block.
    nilphase thanks for exploiting it
    keep those info somewhere cause the position of information in a unit block never change patch to patch... just the starting address.

    I used to make a DLL that read every info about starcraft and i was ready to make a AI Bot when it patched..... However i will look back in my archive and add as many pointer your missing in the block. Btw theres like 3 address saying the current position of the unit, 2 of them lag about 10-20 ms before showing up in memory.

    0044 unsigned? BYTE? current command?

    Yes it is. Send a worker gather mineral(i cant remember the value) and it will change until he return cargo etc.. What is messed up is gathering and attacking got the same ID. Maybe you have to realise yourself in programming that when the destination is a ressource he is gathering and else he is attacking. I will post more about this. (Sorry for my poor english, im french)

    Before i go, i forgot to mention there is the unit elevation in this block. Shouldnt be that hard to find even tho i never spent time trying to play with it.

    Btw thanks for everyones help and free service, im pretty sure everyone appreciate even if they are not telling Have a good hacking day.

  17. #17

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    BWFXN_Unsiege--dd 423440h
    BWFXN_Siege--dd 4232B3h
    BWFXN_CancelNuke-dd 4231C0h
    BWFXN_CancelResearch-dd 4231C0h



    Is it possible to exploit a low ground unit and give it the properties of a unit that is on higher ground without a desynch?

    Thanks for the notes.
    Last edited by Suteki : 09-19-2007 at 10:49 PM

  18. #18
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    Quote Originally Posted by Suteki View Post
    BWFXN_Unsiege--dd 423440h
    BWFXN_Siege--dd 4232B3h
    BWFXN_CancelNuke-dd 4231C0h
    BWFXN_CancelResearch-dd 4231C0h



    Is it possible to exploit a low ground unit and give it the properties of a unit that is on higher ground without a desynch?

    Thanks for the notes.
    I am actually working to know what is considered in the anti-cheat hashing function. When itll be done, i will post in the Notes and Offsets sticky what is considered.

    We still have to take care about the desynch
    Ex: You can change a scv path node without dropping but when he will start going in the wrong direction, people will drop you for bad position.

    Good Luck

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    PubTxt 4F2EC0h

  20. #20
    The Sexy Penguin Senior Member
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    Quote Originally Posted by LCSBSSRHXXX View Post
    Public text printing function:
    Code:
    004F2EC0  /$ 56             PUSH ESI
    004F2EC1  |. 8BF0           MOV ESI,EAX
    004F2EC3  |. 0FB605 2CC1680>MOVZX EAX,BYTE PTR DS:[68C12C]
    004F2ECA  |. 83E8 02        SUB EAX,2                                ;  Switch (cases 2..3)
    004F2ECD  |. 57             PUSH EDI
    004F2ECE  |. 66:8B3D C2F157>MOV DI,WORD PTR DS:[57F1C2]
    004F2ED5  |. 74 17          JE SHORT StarCraf.004F2EEE
    004F2ED7  |. 48             DEC EAX
    004F2ED8  |. 75 1D          JNZ SHORT StarCraf.004F2EF7
    004F2EDA  |. E8 71CBF9FF    CALL StarCraf.0048FA50                   ;  Case 3 of switch 004F2ECA
    004F2EDF  |. E8 9CF1FCFF    CALL StarCraf.004C2080
    004F2EE4  |. 66:893D C2F157>MOV WORD PTR DS:[57F1C2],DI
    004F2EEB  |. 5F             POP EDI
    004F2EEC  |. 5E             POP ESI
    004F2EED  |. C3             RETN
    004F2EEE  |> 66:C705 C2F157>MOV WORD PTR DS:[57F1C2],0FFFF           ;  Case 2 of switch 004F2ECA
    004F2EF7  |> E8 84F1FCFF    CALL StarCraf.004C2080                   ;  Default case of switch 004F2ECA
    004F2EFC  |. 66:893D C2F157>MOV WORD PTR DS:[57F1C2],DI
    004F2F03  |. 5F             POP EDI
    004F2F04  |. 5E             POP ESI
    004F2F05  \. C3             RETN
    Quote Originally Posted by ulliklliwi View Post
    4F2EC0 - In Game Sends Text

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