![]() Var CURRENT_MAP_BASE = Mem.FindPattern(main, "C0 74 0D 83 3D", -10, 1, _ADDRESS) Var EUDEMON_HASGIFT_FUNCTION = Mem.FindPattern(main, "3B 01 7D 1A 0F", -17, 2, _LOCATION) Var EUDEMON_ISMEDITATING_FUNCTION = Mem.FindPattern(main, "3B 01 7D 1A 0F", -17, 1, _LOCATION) Var EUDEMON_SELECT_FUNCTION = Mem.FindPattern(main, "FB FF 56 8B F1", -33, 1, _LOCATION) Var EUDEMON_SENDCOMMAND_FUNCTION = Mem.FindPattern(main, "6A 04 6A 00 52", 6, 1, _REL_ADDRESS) Var EUDEMON_GETEUDEMON_FUNCTION = Mem.FindPattern(main, "DB 0F 84 5E 01", -7, 1, _REL_ADDRESS) ![]() Var WND_INTERFACE_BASE = Mem.FindPattern(main, "4E 24 83 B9 B0", 31, 1, _ADDRESS) Var TARGETING_COLLECTIONS_BASE = Mem.FindPattern(main, "68 50 06 00 00", 30, 1, _ADDRESS) Var INVENTORY_ACCESS_FUNCTION = Mem.FindPattern(main, "FF 5E 5D C2 14", -13, 2, _REL_ADDRESS) Var GET_LOCAL_PLAYER = Mem.FindPattern(main, "C0 89 87 04 01", -5, 2, _REL_ADDRESS) Tell me if you run into any issues since I'm honestly wondering how many of these problems are just because of my ****** PC, lol.Ĭonstants.ProcModule main = Mem.FindProcessModule("game.bin") On this patch, this problem is present in the original as well. It still freezes for a few seconds after the initial linking/first use, but has no major problems afterwards. but you can essentially run dungeons, change maps and afk without being afraid of crashes.Ģ. This problem is present in the original as well, so it's best to eject before changing channels or etc. I'm guessing that there might be something to be fixed with GetLocalPlayer somewhere. It seems to crash very easily if you're changing channels (and by extension going to navea, guild hall, house, etc.) but works fine within maps on the same channel. Then there's that change that I mentioned earlier, removing the inventory check.ĭon't ask me why the dll's filesize is so much bigger, I really have no idea. That was when I was wondering why my game would freeze shortly after injection - removing it didn't change anything though. I can't remember all of the changes I've made, but for the injection.exe I've tried adding some simple nested while loops to prevent failed injection spam while also letting it still be possible to eject.įor the eac.dll, I removed the anti-gameguard since AKUS doesn't use it anymore. No crashes, but it's not a long-term solution since Alain has said that you'll spam the server with packets if your inventory is full. ![]() If you remove the code below, then you're disabling the inventory space check during gift retrieval. Conversations normal, linking normal, wait 10 min and crash as soon as the first connection completes. Granted it was at least possible to receive them before the patch.ĮDIT: Something is definitely wrong with the inventory space check. I'll try figuring something out later, like removing the ability to receive gifts and seeing whether I crash at all. Well, I don't really know what I'm doing since I'm still new to asm, but those are my hypotheses. ![]() Searching in Ollydbg, \x3B\x01\x7D\x1A\x0F signature still returns two addresses like before inserting breakpoints while receiving a gift will pause the game like normal, so that's definitely the right signature, and without them you can't initiate conversations or link either, so the bitwise operations shouldn't be off. It also freezes for a brief period immediately after it finishes linking for the first time. Is something wrong with inventory_access? It's able to inject smoothly, finish conversations and link normally, but as soon as it attempts retrieving a gift it crashes with an access violation. ![]()
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