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Anyone with assembly experience around?


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Posted

Ok... maybe it's not assembly, decompiling? Not sure... please correct me if I'm wrong, I never took any programming classes.

Trying to figure out what's up with this. I've seen some people working on the lower sources and adding a bigger resolution. I haven't seen this issue on their clients, so I was wondering "What's up?". Current client version: 5065

hem4p7h.gif

I'm currently working with the following area and as you can see, everything seems shifted to the left, but the actual login screen looks centered with no issues. Seems like the issue is when I get in the game. I might be looking at the wrong thing, I'll keep looking into it, but would like some information on this either way.

YIRJOxT.png

Edit: I read something about Puzzles and that's apparently what I need to be working and looking into. Could I get some information on how to find that? I would search by hex, which is currently what I've been doing lately, but I don't know exactly what I'm looking for since the puzzle sizes vary(from what I've seen as I jump around the maps)

Posted

The screen width and height are set in several spots in the client. You've increased the window size but you also need to find the "draw" function of the puzzle (background). The reason you are seeing what you are seeing is because its still drawing the puzzle with a width of 1024. The reason it "sometimes" looks normal is because it still draws the complete puzzle piece (typically 256x256), it doesn't only draw partial puzzle pieces. There is also essentially a viewport that is passed around that will need to be set with the new window size as well.

Should be able to search for constants "768" (1024 is far more common). General rule is probably that it's only related to screen/viewport is you see both 1024 and 768 in the some chunk of asm.

Here are the address I found when searching a few years ago. I never took the time to see what each address did, I just overwrote everything, which I wouldn't recommend.

widths = { 0x10E6, 0x84A8B, 0x84A5B, 0x85721, 0x86E0E, 0x86EE8, 0x95FE5,0x96026,0x96058,0x960F4,0x96141,0x9629C,0x962CD, 0xADFF3 };

heights = { 0x10ED,0x84A95, 0x84A68, 0x8572E,0x86E1B,0x86EF5,0x95FF5,0x96032,0x9605F,0x96100,0x9614A,0x962AC,0x962DD, 0xAE00A, 0xAE02A };

Also, I think these addresses might have something to do with spawn distance(again, been a while): 0x004A0911, 0x004A0925

If you are sticking with patch 5065 I'd recommend starting a ghidra or ida project and documenting things as you discover them. Also, find the EO client source code that's floating around. 5065 is structured very similarly to that client.

Posted
Thanks for the info, I tried to search around and around, I even replaced all the widths and heights. Can't seem to change the map size. For now I'm giving up on this lol, I'll try again in the future. With work and the holidays I don't have time to spend on the client, I'd rather focus more on the server(at times I don't even have time for that). Not sure which patch your addresses are from, some of them seem to be "dump" addresses apparently. Not sure if that's the correct statement, but it doesn't look like they're going anywhere from what I found. I'll go back to this when I have more free time and don't feel like working on the source code. However, I did find the following and I'm not sure if I'm suppose to be looking in there. Would be great if you could let me know if that's something I should be looking at for future reference: HzjhqRo.png
Posted

Not sure which patch your addresses are from, some of them seem to be "dump" addresses apparently. Not sure if that's the correct statement, but it doesn't look like they're going anywhere from what I found.

Ah yeah, looking at them now those totally aren't right. They are offsets form the entry point of the app. Add 0x400000 and it should look more familair.

HzjhqRo.png

Not a whole lot of context in this image, and I haven't opened the client in a disassembler to get that context but my gut is that its not going to be relevant for screen size. This looks like it has something to be with the actual loading of each individual puzzle piece

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