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 Post subject: Sheppard's Blog
PostPosted: Fri Oct 19, 2007 3:53 pm 
 
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Did you know that the Diablo "LoadAct" function is located at D2Common.#10669 ?

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PostPosted: Fri Oct 19, 2007 4:15 pm 
 
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theruins wrote:
outcast1 wrote:
Sheppard²³ wrote:
I gotta go to mcDonalds, kinda hungry.. Later ;)


what programs are used to view the contents of the bots dll file?


PE Explorer to view/decompile the dll


It's not possible to "decompile" a dll goddamnit ._.

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PostPosted: Fri Oct 19, 2007 4:22 pm 
 
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hugogggg wrote:
Sheppard²³ wrote:
theruins wrote:
outcast1 wrote:
Sheppard²³ wrote:
I gotta go to mcDonalds, kinda hungry.. Later ;)


what programs are used to view the contents of the bots dll file?


PE Explorer to view/decompile the dll


It's not possible to "decompile" a dll goddamnit ._.

Disassemble?

It's still not decompiled then :]

flaw_less wrote:
Sheppard²³ wrote:
theruins wrote:
outcast1 wrote:
Sheppard²³ wrote:
I gotta go to mcDonalds, kinda hungry.. Later ;)


what programs are used to view the contents of the bots dll file?


PE Explorer to view/decompile the dll


It's not possible to "decompile" a dll goddamnit ._.


back already?:D


No, I will go to mcDonalds in a hour or so :/

well, I checked the "LoadAct" function that's what I have found so far

DWORD __stdcall LoadAct(DWORD ActNumber, DWORD MapId, DWORD Unk, DWORD Unk_2, DWORD Unk_3, DWORD TownLevelId, DWORD Func_1, DWORD Func_2);

Function 1: D2CLIENT + 52F40
Function 2: D2CLIENT + 52C00

Unk is always 1 the other Unk parameters are NULL :]

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PostPosted: Fri Oct 19, 2007 5:32 pm 
 
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Chaos31 wrote:
Geez Shep you filled my pm box up...cleaning time O.o


You started to PM me ;)

Okay, I got it now
FUNCPTR(D2COMMON, LoadAct, Act* __stdcall, (DWORD ActNumber, DWORD MapId, DWORD Unk, DWORD Unk_2, DWORD Unk_3, DWORD TownLevelId, DWORD Func_1, DWORD Func_2),-10669)

Unk is 1, Unk_2 and Unk_3 are Zero! Func_1 and Func_2 are some special functions, I listed them up in one of the lastest posts. The whole function returns the Pointer to the act. Overwrite the global Act pointer, it's located at D2CLIENT + 0x11C2D0

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PostPosted: Fri Oct 19, 2007 5:37 pm 
 
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hugogggg wrote:
Sheppard²³ wrote:

FUNCPTR(D2COMMON, LoadAct, Act* __stdcall, (DWORD ActNumber, DWORD MapId, DWORD Unk, DWORD Unk_2, DWORD Unk_3, DWORD TownLevelId, DWORD Func_1, DWORD Func_2),-10669)

Unk is 1, Unk_2 and Unk_3 are Zero! Func_1 and Func_2 are some special functions, I listed them up in one of the lastest posts. The whole function returns the Pointer to the act. Overwrite the global Act pointer, it's located at D2CLIENT + 0x11C2D0


What?


Forgot to tell you how to get the MapId. It's a DWORD* at D2CLIENT + 0x11C2D4 now you can use the LoadAct function. Good luck ;)

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PostPosted: Fri Oct 19, 2007 5:55 pm 
 
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Sorry, I just noticed I made a mistake

FUNCPTR(D2COMMON, LoadAct, Act* __stdcall, (DWORD ActNumber, DWORD MapId, DWORD Unk, DWORD Unk_2, DWORD Unk_3, DWORD Unk_4, DWORD TownLevelId, DWORD Func_1, DWORD Func_2),-10669)

That's the real function

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PostPosted: Fri Oct 19, 2007 10:36 pm 
 
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It would be so damn amazing to be able to generate a map from that....

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PostPosted: Fri Oct 19, 2007 10:56 pm 
 
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Rename it to "Sheppard's Blog" please

Ramadash wrote:
It would be so damn amazing to be able to generate a map from that....

You can generate the real map from this if you can load the Diablo librarys. Just use the LoadAct function to generate the rooms and you are done ;)

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PostPosted: Fri Oct 19, 2007 11:01 pm 
 
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Sheppard²³ wrote:
Rename it to "Sheppard's Blog" please

Ramadash wrote:
It would be so damn amazing to be able to generate a map from that....

You can generate the real map from this if you can load the Diablo librarys. Just use the LoadAct function to generate the rooms and you are done ;)
Yeah I guess its possible but I dont think id b able to do that lol...

Btw I started converting ur collisionmap code to c# I jsut dont have much time for that right now. And I found out that I understand c++ alot more than I tough lol }:p

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PostPosted: Fri Oct 19, 2007 11:02 pm 
 
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Ramadash wrote:
Sheppard²³ wrote:
Rename it to "Sheppard's Blog" please

Ramadash wrote:
It would be so damn amazing to be able to generate a map from that....

You can generate the real map from this if you can load the Diablo librarys. Just use the LoadAct function to generate the rooms and you are done ;)
Yeah I guess its possible but I dont think id b able to do that lol...

Why not? Can't you load DLLs with C#?
Ramadash wrote:
Btw I started converting ur collisionmap code to c# I jsut dont have much time for that right now. And I found out that I understand c++ alot more than I tough lol }:p

Feel free to post the sourcecode when you are done with it

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PostPosted: Fri Oct 19, 2007 11:03 pm 
 
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Sheppard²³ wrote:
Ramadash wrote:
Sheppard²³ wrote:
Rename it to "Sheppard's Blog" please

Ramadash wrote:
It would be so damn amazing to be able to generate a map from that....

You can generate the real map from this if you can load the Diablo librarys. Just use the LoadAct function to generate the rooms and you are done ;)
Yeah I guess its possible but I dont think id b able to do that lol...

Why not? Can't you load DLLs with C#?
Ramadash wrote:
Btw I started converting ur collisionmap code to c# I jsut dont have much time for that right now. And I found out that I understand c++ alot more than I tough lol }:p

Feel free to post the sourcecode when you are done with it


Yeah but I really suck with that kind of stuff (eh im not a c++ geek :P) and I dont feel like starting my pathing over :P well when I have some free time I will probably try that!

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PostPosted: Fri Oct 19, 2007 11:05 pm 
 
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Ramadash wrote:
Sheppard²³ wrote:
Ramadash wrote:
Sheppard²³ wrote:
Rename it to "Sheppard's Blog" please

Ramadash wrote:
It would be so damn amazing to be able to generate a map from that....

You can generate the real map from this if you can load the Diablo librarys. Just use the LoadAct function to generate the rooms and you are done ;)
Yeah I guess its possible but I dont think id b able to do that lol...

Why not? Can't you load DLLs with C#?
Ramadash wrote:
Btw I started converting ur collisionmap code to c# I jsut dont have much time for that right now. And I found out that I understand c++ alot more than I tough lol }:p

Feel free to post the sourcecode when you are done with it


Yeah but I really suck with that kind of stuff (eh im not a c++ geek :P)

I'm a geek just because I'm able to write some stuff in c++? ?_?
Ramadash wrote:
and I dont feel like starting my pathing over :P well when I have some free time I will probably try that!

Good luck

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PostPosted: Fri Oct 19, 2007 11:09 pm 
 
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well its a compliment!

and yeah I will need a SHITLOAD of luck!

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PostPosted: Fri Oct 19, 2007 11:11 pm 
 
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Ramadash wrote:
well its a compliment!

and yeah I will need a SHITLOAD of luck!

That collisionmap only took me like one day.

Thanks for renaming it Snarg!

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PostPosted: Fri Oct 19, 2007 11:14 pm 
 
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Sheppard²³ wrote:
Ramadash wrote:
well its a compliment!

and yeah I will need a SHITLOAD of luck!

That collisionmap only took me like one day.

Thanks for renaming it Snarg!
geek

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