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Old 06-28-2008, 06:41 PM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Yes, that would be against the law, and it would be pretty much impossible to do anyway if I understand how it works.

I have been working the past few days to find another way to get the opcodes we need. So far, I haven't had a ton of luck yet, but I figure it is worth a shot.

One thing I have seen that might be helpful is that it looks like MQ2 has all of the opcodes for all commands listed in it, unless those are only opcodes for MQ2 itself.

The thing I can't figure out is exactly where opcodes are stored in the source of the emu. I see a list of them in the emu_oplist.h, but they all look like this:

Code:
N(OP_TradeSkillCombine),
N(OP_AugmentItem),
N(OP_ItemName),
N(OP_ShopItem),
N(OP_ShopPlayerBuy),
N(OP_ShopPlayerSell),
N(OP_ShopDelItem),
N(OP_ShopRequest),
I thought that opcodes were supposed to look more like hex or actual code like; "0xffff". Maybe the ones above are being converted into code? It would help alot more if I knew exactly what I was supposed to be looking for.

Also, I was curious from a legal standpoint, what are viable options for attaining the opcodes without breaking the law? I know in the past they have been attained from packet sniffing, but what about debugging the code, or reverse engineering the source of eqgame.exe or something like that? I know all of the info we could ever need should be in there, but what are our legal options for getting it out? I know modifying the file is illegal (at least if you plan to distribute it), but I think debugging it or reading it with a hex editor/etc should be ok.
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