I have a seperate module for addresses. It's really just a preference, if you want to you can, but you don't have to.Originally Posted by Xavious
Jo3
I have a seperate module for addresses. It's really just a preference, if you want to you can, but you don't have to.Originally Posted by Xavious
Jo3
alright, thanks seems easiest to me so that's what ill try to use
anyone knows how to find xtea?
XTEA is 776DB4
There are two ways of finding it. You can try to get it as you know when it changes and when not. Log on, search for unknown values. Then search few times for unchanged value and relog. After a while you should got it.
But there is easier way: just add to opentibia some small debug-like code that would display xtea of loged client - then simply search for it. :P
Thank you Noxitu!
More Addresses
Code://string url server LogInServ1=$771CF0; LogInServ2=$771D60; LogInServ3=$771DD0; LogInServ4=$771E40; LogInServ5=$771EB0; LogInServ6=$771F20; LogInServ7=$771F90; LogInServ8=$772000; LogInServ9=$772070; LogInServ10=$7720E0; //integer ports Port_Tibia1=$771D54; Port_Tibia2=$771DC4; Port_Tibia3=$771E34; Port_Tibia4=$771EA4; Port_Tibia5=$771F14; Port_Tibia6=$771F84; Port_Tibia7=$771FF4; Port_Tibia8=$772064; Port_Tibia9=$7720D4; Port_Tibia10=$772144;
Thanks Diogo.
Jo3
I made a small bot to help my hunts. With the update I needed to update it.
Here are some new adresses
PLAYER_ID 0x00621C70
TEXT 0x0077BA58
TEXT_TIME 0x0077BA54
PLAYER_EXP 0x00621C64
PLAYER_LVL 0x00621C60
PLAYER_MANA 0x00621C50
CONTAINERS 0x0062A208
Thats it ^^, I hope it help!
Cya!
http://tpforums.org/forum/showthread...5897#post15897
There's another way of finding XTEA key.
working on updating my level spy to 8.2
some of these addresses are by stiju and others, i just followed to the new offsets
:icon7:Code:/* memory addresses */ // statusbar #define STATUSBAR_TEXT 0x0077BA58 // 00535359 | AND EAX,0077BA58 or 00537B53 | MOV EDX,0077BA58 #define STATUSBAR_TIMER 0x0077BA54 // timer for showing text; 00535350 | MOV EAX,DWORD PTR DS:[77BA54] or 00537B6F | MOV DWORD PTR DS:[77BA54],EAX // level spy #define LEVELSPY_NOP 0x004CD600 // writeNops 2 bytes; 004CD600 | 2BC1 | SUB EAX,ECX #define LEVELSPY_ABOVE 0x004CD5FC // writeBytes 1 byte; 004CD5FB | B8 07 | MOV EAX,7 #define LEVELSPY_BELOW 0x004CD604 // writeBytes 1 byte; 004CD603 | B8 02 | MOV EAX,2 // name spy #define NAMESPY_NOP 0x004E7A09 // writeNops 2 bytes; 004E7A09 | 75 4A | JNZ SHORT then 004E7A0B | CALL 4CDF50 #define NAMESPY_NOP2 0x004E7A13 // writeNops 2 bytes; 004E7A13 | 75 40 | JNZ SHORT // show invisible creatures #define INVISIBLE1 0x0045B5D3 // writeBytes 1 byte; 0045B5D3 | 72 0A | JB SHORT #define INVISIBLE2 0x004E6CD4 // writeBytes 1 byte; 004E6CD4 | 75 09 | JNZ SHORT // full light #define LIGHT_NOP 0x004E0369 // writeNops 2 bytes; 004E0369 | 7E 05 | JLE SHORT #define LIGHT_AMOUNT 0x004E036C // writeBytes 1 byte; 004E036B | BB 80 | MOV EBX,80 // player #define PLAYER_Z 0x0062CAF8 // 004CD5F0 | MOV ECX,DWORD PTR DS:[62CAF8] then 004CD5F6 | CMP ECX,7