Author Topic: Delvers Drop [0.7.5] Dump Thread  (Read 1487 times)

Argixx

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Delvers Drop [0.7.5] Dump Thread
« on: June 16, 2014, 08:59:20 PM »
Releasing what I have gathered so far in terms of static pointers and offsets for making Hacks and Bots. No harm to the community meant by this I am learning memory editing and if for some reason somebody else would like to work with DDrop in those terms they shouldn't have to take as much time to find the addresses when they could be developing useful software. Without further ado

Code: [Select]

        public enum Globals
        {
            Player_Money            = 0x001C1F94,
        }

        public enum Player
        {
            Player_Base                 = 0x001C205C, //Base
            //======================================
            // OFFSETS [[ddrop.exe + base] + offset]
            //======================================
                Active                      = 0x44, //Don't edit this >.>
                X_Position                  = 0x48,
                Y_Position                  = 0x4C,
                Old_X_Position              = 0x54,
                Old_Y_Position              = 0x58,
                X_Scale                     = 0x70, //HitBox only, doesn't effect sprite -- also effects light?
                Y_Scale                     = 0x74, //HitBox only, doesn't effect sprite -- effects light
                Visibility                  = 0x7C, //Bool 0 = invisible, 1 = visible
                Layer                       = 0x80,
                SubLayer                    = 0x84,
                Movable                     = 0x280, // Bool 0 = false, 1 = true
                VelocityX                   = 0x284,
                VelocityY                   = 0x288,
                VelocityZ                   = 0x28C, //Irrelivent
                AngularVelocity             = 0x2A8,
                Mass                        = 0x2AC,
                CoR                         = 0x2B0, //Not sure what this is
                CoD                         = 0x2B4, //Not sure what this is
                StaticFrictionMaxSpeed      = 0x2B8,
                StaticFrictionMultiplyer    = 0x2BC,
                RotationSpeed               = 0x2C0, //1 stops rotation
                RotateAuto                  = 0x2C4, //Bool 0 = false, 1 = true, true seems to stop rotation
                RotationLogical             = 0x2C8, //Degree intervals for character rotation
                RotationTarget              = 0x2CC,
                RotationOriginal            = 0x2D0,
                RotationTotalTime           = 0x2D4, //default .15 for rogue -> small numbers
                RotationCurrentTime         = 0x2D8,
                DirectionSoftLock           = 0x2E4,
                RestTime                    = 0x2E8,
                ConstantMagnitute           = 0x2EC,
                CollHeight                  = 0x2F0,
                CapVelocity                 = 0x2F4,
                Affected                    = 0x2F8,
                OriginalPosX                = 0x300, //Spawn X
                OriginalPosY                = 0x304, //Spawn Y
                OriginalPosZ                = 0x308, //Spawn Z
                KineticDamage               = 0x30C, //Default 2 rogue
                KineticDamageOn             = 0x310, //Bool
                PhysFlags                   = 0x314,
                ClassNamePointer            = 0x318,
                Destructible                = 0x31C,
                DiesOnContact               = 0x320,
                DamagesOnContact            = 0x324,
                ClassType                   = 0x3A8, //ClassType Enum Values ^^
                Current_Health              = 0x3AC,
                Max_Health                  = 0x3B0,
                Current_Shield              = 0x3B4,
                Max_Shield                  = 0x3B8,
                DamageCooldown              = 0x3BC,
                MaxDamageCooldown           = 0x3C0,
                FallingTimer                = 0x3C4,
                PassiveDamage               = 0x3C8,
                TouchDamageType             = 0x3CC,
                ReistanceForce              = 0x3D0,
                ExplosionRadius             = 0x700,
                ExplosionDamage             = 0x704,
                WeightTier                  = 0x708,
                StaticShadowSizeX           = 0x71C,
                StaticShadowSizeY           = 0x720,
                StaticShadowSizeZ           = 0x724,
                StaticShadowOffsetX         = 0x728,
                StaticShadowOffsetY         = 0x72C,
                StaticShadowOffsetZ         = 0x730,
                FlickerVal                  = 0x734,
                FlickerDir                  = 0x738,
                SpellStrength               = 0x77C,
                HasDamageCooldown           = 0x780, //Bool 0 = false, 1 = true
                Hardness                    = 0x784,
                DamageBouncing              = 0x788, //Bool 0 = false, 1 = true
                DamageBounceY               = 0x78C,
                DamageBounceMax             = 0x790,
                DamageBounceDir             = 0x794,
                MaterialNameBase            = 0x798, //Pointer hell
                CurAnims1                   = 0x7AC,
                CurAnims2                   = 0x7B0,
                CurAnims3                   = 0x7B4,
                CurAnims4                   = 0x7B8,
                DirSet                      = 0x7BC, //8 by default --> 8 directional configuration
                Facing                      = 0x7C0, //0-7 --> 0 is facing up, rest come in clockwise fashion
                AnimLock                    = 0x7C4, //Bool 0 = false, 1 = true, seems to change on an action basis, animlocked when attacking, shield dashing, walking etc
                MasterAnimTimer1            = 0x7C8,
                MasterAnimTimer2            = 0x7CC,
                MasterAnimTimer3            = 0x7D0,
                MasterAnimTimer4            = 0x7D4,
                AnimPlayFactor1             = 0x7D8,
                AnimPlayFactor2             = 0x7DC,
                AnimPlayFactor3             = 0x7E0,
                AnimPlayFactor4             = 0x7E4,
               
               

            Class_Name_Base             = 0x001C1D9C, //5 offsets 0x24, 0x30, 0x250, 0x28C, 0
                                                      //Format as such --> [[[[[[ddrop.exe + base] + 0x24] + 0x30] + 0x250] + 0x28C] + 0]
        }

        public enum Map
        {
            MapBase                         = 0x001C1F88, //Possible not confirmed
            //GeneralObject                 = 0x504 + 0x308 + 0x84 + 0xD4 + 0x54 ---> struct of a general object, but points to banner in first drop room
            //                                  ^^      ^^     ^^     ^^ --> think this is the object number in the list
            //                                  ^^      ^^     ^^ --> i want to say this is an object list
            //                                  ^^      ^^ --> possible the current map
            //                                  ^^ --> General engine handler maybe? Perhaps the main render or tick area
            //                                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ALL WRONG^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
            //                                   turns out all pointers almost in 0x84 seem to point to the damn flag, no signs of 308 being a certain object
            //                                              probably meaning 504 isnt even the general map handler ---- joke >.>
        }

Current use of player offset as [[ddrop.exe + Player_Base] + offset]
« Last Edit: June 23, 2014, 03:15:14 AM by Argixx »

Coby

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Re: Delvers Drop [0.7.5] Dump Thread
« Reply #1 on: June 17, 2014, 05:11:53 PM »
To ease the pain of tracking down offsets for useful/desirable properties, I took some screen caps in the debugger of a player character instance. This will make it a little bit easier, although things will change a bit from build to build, and in particular, I'm going to be refactoring some of the pc related classes pretty heavily soon.

Programmer for Delver's Drop


Argixx

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Re: Delvers Drop [0.7.5] Dump Thread
« Reply #2 on: June 17, 2014, 05:47:14 PM »
To ease the pain of tracking down offsets for useful/desirable properties, I took some screen caps in the debugger of a player character instance. This will make it a little bit easier, although things will change a bit from build to build, and in particular, I'm going to be refactoring some of the pc related classes pretty heavily soon.


Thanks. Much appreciated

 

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