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Difference between revisions of "User:Mattmoss/MacMemoryHacking"

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(initial offsets, page explanation)
(→‎Addresses: revised dump method, fixed addresses)
 
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==Addresses==
 
==Addresses==
 
The table below was taken (as a template) from  [[User:AzureLightning/Memory_research|AzureLightning's memory research]] page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.
 
The table below was taken (as a template) from  [[User:AzureLightning/Memory_research|AzureLightning's memory research]] page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.
 
The offsets are small, but they are into a single (approx. 10MiB) chunk of memory pulled from the running executable that I search rather than the whole process memory (which includes other libs and dynamically loaded crap that has nothing to do with DF). For others interested in hacking around and want to know the particular memory chunk I'm pulling...
 
 
* Run DF. Start game, pause it.
 
* Run '''ps''' on the command-line to get DF's process ID.
 
* Run '''vmmap <ps> | grep '__DATA.*dwarfort.exe' ''' on the command-line, replacing <ps> with the number from the previous step.
 
* You should get output that looks something like this:
 
 
__DATA                00799000-01247000 [ 10.7M] rw-/rwx SM=COW  dwarfort.exe
 
__DATA                01247000-01275000 [  184K] rw-/rwx SM=S/A  dwarfort.exe
 
 
That 10.7M is the desired chunk of data. The two numbers before it is an address range you can use in calls to '''vm_read_overwrite''' (and supposedly '''vm_write'''). (Don't assume that those addresses are consistent; I suspect they are, but I don't know for certain.) If you know what '''vm_read_overwrite''' is, you should be ready to go. If you don't..... well, you'll just have to wait until someone comes up with the tools you like, because beyond what I've just shown you, it's now hunt, peck, code, debug, and profit time. (Okay, no profit.)
 
  
 
How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.
 
How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.
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| 4
 
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Latest revision as of 15:28, 17 October 2009

Addresses[edit]

The table below was taken (as a template) from AzureLightning's memory research page. I've copied it here as a work-in-progress for myself, to keep track of data, not to steal or misrepresent anything of AzureLightning's work. This is information gathering for Mac memory hacking.

How far am I with hacking? Right now, I've just started. It'll take me a while, especially since I'm at school and doing tons of reading and other things that are far more important than DF. This page (and my main user page) will change as things progress.


Address Size Type Name Description
0x00799104 4 long Cursor X Coordinate Number of cells EAST from the west side. Value is -30000 when cursor is not in use.
0x00799108 4 long Cursor Y Coordinate Number of cells SOUTH from the north side.
0x0079910C 4 long Cursor Z Coordinate Number of levels UP from the bottom level
4 long Creature Focus Indexes into the full creature list
4 long Dwarven Race ID Used to identify dwarves (Or it could just be the "controlling" civilization you are playing as.)
4:4 vector Full Creature list List of of all creatures. There are other vectors based upon various factors
4 pointer Map data Points to a list of addresses measuring Block Count X long.

Those each reference a list of addresses measuring Block Count Y long. Each of those reference a list of addresses Block Count Z long. And finally, each of those addresses references a map block.

0x009E4FD0 4 long Block Count X Number of 16x16 blocks in the X direction
0x009E4FD4 4 long Block Count Y Number of 16x16 blocks in the Y direction
0x009E4FD8 4 long Block Count Z Number of Z levels
0x009E4FDC 4 long Cell Count X Number of cells in the X direction (Should be Block Count X * 16)
0x009E4FE0 4 long Cell Count Y Number of cells in the X direction (Should be Block Count Y * 16)
0x009E4FE4 4 long Cell Count Z Number of Z levels (Should equal the Block Count Z)