Post by Joe Staff on Dec 27, 2011 17:44:23 GMT -5
I was doing some research on HardWar hacking and I came up with a list of interesting values.
The offset is based on the lowest address I could identify, so it's possibly that more useful value could be located lower than the ones provided
I used Cheat Engine to obtained this information on the HardWar SERVER process (UIM 06, UK Disc)
Note about Moth-Transportable Cargo:
Each item load is its own entity, with its own ID and everything. Your moth carries the information of which Cargo entities it has and the Cargo entity carries information of which moth it's on. You could technically carry 2 different loads of the same item but with different amounts and IDs (although I believe they're generally combined).
There are a lot of memory address for moths that I couldn't identify, I'll mark those with a '???' for the time being. Some addresses I could only assume what they were.
These address are per-moth, so a different moth will have different addresses regardless of its pilot.
List of Weapon IDs for Equipped Weapon ( Slot XX ) addresses
How to effectively use these offsets:
Not going to go into a lot of detail, but you need basic memory editor skills. Using a memory editor (I suggest http://www.CheatEngine.org) attempt to find one of the addresses on your own and then offset that address to reach the others. Example, use the memory editor to find the address for Scrap Metal then to get the address for Food you would take the offset of the higher of the two addresses ( In this case, Food has a higher address than Scrap Metal ) and subtract them to get a positive number ( Food:00A8 - Scrap Metal:0090 = 0018 ) then, based on what direction you're moving on the address list, you add or subtract that offset amount to the address you already have (Example: Scrap Metal:1234567 + Offset:0018 = Food:123457F)
The offset is based on the lowest address I could identify, so it's possibly that more useful value could be located lower than the ones provided
I used Cheat Engine to obtained this information on the HardWar SERVER process (UIM 06, UK Disc)
Hangar | Offsets |
Description | Offset |
Name | 0000 |
Ore (Stocked) | 0048 |
Pure Water | 0060 |
Chemicals | 0078 |
Scrap Metal | 0090 |
Food | 00A8 |
Body Parts | 00C0 |
Gems | 00D8 |
ExMetal | 00F0 |
SheetMetal | 0108 |
ConstMat | 0120 |
CompComp | 0138 |
MachParts | 0150 |
Plastics | 0168 |
Explosives | 0180 |
Fusion Parts | 0198 |
Trigger | 01B0 |
Matter | 01C8 |
Engine 1 | 01E0 |
Engine 2 | 01F8 |
Engine 3 | 0210 |
Cell 1 | 0228 |
Cell 2 | 0240 |
Cell 3 | 0258 |
Cell 4 | 0270 |
Fusion Cell | 0288 |
After Burner | 02A0 |
Smallest Pod | 02B8 |
Small Pod | 02D0 |
Medium Pod | 02E8 |
Large Pod | 0300 |
Largest Pod | 0318 |
Salvage Drone | 0330 |
Super Drone | 0348 |
Frame MM | 0360 |
Frame SY | 0378 |
Frame NT | 0390 |
Frame HK | 03A8 |
Frame DH | 03C0 |
Frame PL | 03D8 |
Frame AL | 03F0 |
Sprat x 10 | 0408 |
Swarm x 10 | 0420 |
Devastator | 0438 |
Leach x 10 | 0450 |
Flares x 10 | 0468 |
Chaff x 10 | 0480 |
Star Shells x 10 | 0498 |
Tac-Nuke | 04B0 |
Big Bob Missile | 04C8 |
Fire Burst x 10 | 04E0 |
Fire Burst Sub | 04F8 |
Swarm Sub | 0510 |
Underkill x 5 | 0528 |
Ground Base x 5 | 0540 |
Ground Base Sub | 0558 |
Hologram x 5 | 0570 |
Laser | 0588 |
Plasma Kannon | 05A0 |
Laser Turret | 05B8 |
Pulse Laser | 05D0 |
Death Ray | 05E8 |
New Moth NT | 0600 |
New Moth HK | 0618 |
New Moth DH | 0630 |
New Moth MM | 0648 |
New Moth SY | 0660 |
New Moth PL | 0678 |
Unknown Origin | 0690 |
Mass Driver Part | 06A8 |
Mystery Package | 06C0 |
Black Box | 06D8 |
Minerals | 06F0 |
Air Filters | 0708 |
Pleasure Cubes | 0720 |
Alcohol | 0738 |
Textiles | 0750 |
Furs | 0768 |
Huskar Cigars | 0780 |
Servant Droids | 0798 |
Narcotics | 07A0 |
Cloning Device | 07C8 |
Frame SW | 07E0 |
Trojan | 07F8 |
New Moth SW | 0810 |
Munitions Machinery | 0828 |
Components Machinery | 0840 |
Ore Processor | 0858 |
Destiller | 0870 |
Narcotron | 0888 |
Money | 08AC |
Note about Moth-Transportable Cargo:
Each item load is its own entity, with its own ID and everything. Your moth carries the information of which Cargo entities it has and the Cargo entity carries information of which moth it's on. You could technically carry 2 different loads of the same item but with different amounts and IDs (although I believe they're generally combined).
Cargo Entity | Offsets |
Description | Offset |
Item ID ( 0-88, where 0 = Ore, 1 = Pure Water, etc ) | 00 |
Amount | 04 |
Vehicle Carrier ID | 0C |
Cargo Entity ID | 10 |
There are a lot of memory address for moths that I couldn't identify, I'll mark those with a '???' for the time being. Some addresses I could only assume what they were.
These address are per-moth, so a different moth will have different addresses regardless of its pilot.
Moth | Offsets |
Description | Offset |
Entered Hangar ID | 0000 |
Spectating?? (Changing results in a view of a different moth) | 0004 |
Owner ID | 0008 |
Moth Type ( 1-8 where 1=Moon Moth, 2=Siler-Y, etc ) | 000C |
Power | 0010 |
Power Drain | 0014 |
Power Recharge Rate ( cannot change ) | 0018 |
Targeted Type ( 0=None, 1=Moth, 2=Hangar, 3=Cargo Entity, 4=MonorailCar | 001C |
Target ID | 0020 |
Equipped Salve Drone ( 0-2, where 0=None, 1=Salvage Drone, etc ) | 0024 |
??? | 0028 |
Control Status?? ( 0=Normal, 1=No Control + Gravity, 2=No Control other than Throttle ) | 002C |
Equipped Engine ( 1-3, Where 1=Engine 1, 2=Engine 2, etc ) | 0030 |
Equipped Cell ( 1-5, Where 1=Cell 1, 2=Cell3, etc) | 0034 |
Equipped Pod ( 0-5, Where 0=None, 1=Smallest Pod, etc) | 0038 |
Currently Equipped Weapon ( 0-9 ) | 003C |
??? ( 0 when outside, 16384 when inside ) | 0040 |
??? | 0044 |
??? | 0048 |
Equipped Weapon ( Slot 0 ) | 004C |
( Slot 1 ) | 0050 |
( Slot 2 ) | 0054 |
( Slot 3 ) | 0058 |
( Slot 4 ) | 005C |
( Slot 5 ) | 0060 |
( Slot 6 ) Typically After Burner | 0064 |
( Slot 7 ) | 0068 |
( Slot 8 ) | 006C |
( Slot 9 ) Typically Laser Turret | 0070 |
Weapon Ammo ( Slot 0 ) | 0074 |
( Slot 1 ) | 0078 |
( Slot 2 ) | 007C |
( Slot 3 ) | 0080 |
( Slot 4 ) | 0084 |
( Slot 5 ) | 0088 |
( Slot 6 ) | 008C |
( Slot 7 ) | 0090 |
( Slot 8 ) | 0094 |
( Slot 9 ) | 0098 |
Weapon Cool Down ( Slot 0 ) 0=Ready To Fire | 009C |
( Slot 1 ) | 00A0 |
( Slot 2 ) | 00A4 |
( Slot 3 ) | 00A8 |
( Slot 4 ) | 00AC |
( Slot 5 ) | 00B0 |
( Slot 6 ) | 00B4 |
( Slot 7 ) | 00B8 |
( Slot 8 ) | 00BC |
( Slot 9 ) | 00C0 |
Shield ( Full = 16384 ) | 00C4 |
Engine Damage ( Perfect = 0 ) | 00C8 |
Structure Damage | 00CC |
CPU Damage | 00D0 |
Power Damage | 00D4 |
Weapons Damage | 00D8 |
??? Addresses | 00DC-00E8 |
Mass ??? ( Goes up with added Cargo and Pod size ) | 00EC |
Engine Speed | 00F0 |
Cargo Speed Adjuster ( Goes down with added Cargo and Pod Size ) | 00F4 |
Loaded Cargo Entity ID ( Slot 0 ) | 00F8 |
( Slot 1 ) | 00FC |
( Slot 2 ) | 0100 |
( Slot 3 ) | 0104 |
( Slot 4 ) | 0108 |
Pilot ID | 010C |
Passenger ID | 0110 |
??? Addresses | 0114-0168 |
Has Turret ( 0=No Turret, 1=Has Turret. Safe to use while in hangar, results in crash if non-turret moth sets primary weapon as turret ) | 016C |
??? Addresses | 0170-0194 |
Amount of Flares | 0198 |
??? Addresses | 019C-01A4 |
Amount of Chaffs | 01A8 |
Amount of Star Shells | 01AC |
??? | 01B0 |
??? | 01B4 |
Flare,Chaff, and Star Shell Cool Down ( 0 = Ready to fire ) | 01B8 |
??? Addresses | 01BC-01C8 |
Being Targeted Cool Down ??? ( Starts high once targeted but lowers over time ) | 01CC |
List of Weapon IDs for Equipped Weapon ( Slot XX ) addresses
Weapon | IDs |
Name | ID |
Sprat | 40 |
Swarm | 41 |
Devastator | 42 |
Power Leach | 43 |
Tac-Nuke | 47 |
Big Bob | 48 |
FireBurst | 49 |
FireBurst | 50 |
Swarm | 51 |
UnderKill | 52 |
GroundBase | 53 |
GroundBase | 54 |
Hologram | 55 |
Laser | 56 |
Plasma Kannon | 57 |
Laser Turret ( Will have no effect if not equipped properly ) | 58 |
Pulse Laser | 59 |
Death Ray | 60 |
Trojan | 82 |
How to effectively use these offsets:
Not going to go into a lot of detail, but you need basic memory editor skills. Using a memory editor (I suggest http://www.CheatEngine.org) attempt to find one of the addresses on your own and then offset that address to reach the others. Example, use the memory editor to find the address for Scrap Metal then to get the address for Food you would take the offset of the higher of the two addresses ( In this case, Food has a higher address than Scrap Metal ) and subtract them to get a positive number ( Food:00A8 - Scrap Metal:0090 = 0018 ) then, based on what direction you're moving on the address list, you add or subtract that offset amount to the address you already have (Example: Scrap Metal:1234567 + Offset:0018 = Food:123457F)