MajorMUD DLL edits
MajorMUD DLL edits
Anyone recall what the purpose of the "smash, stealth, meditiate" hacks into the dll were for?
p.s. I found a bug with the v1.11p final crack. Trying to verify and fix them all.
p.s. I found a bug with the v1.11p final crack. Trying to verify and fix them all.
Re: MajorMUD DLL edits
Trying to document / figure what all these edits are. I tried to go through my documents from years ago but couldn't find any of my old notes. This is what I found so far.
Note the ** MISTAKE ** and the ** MISSED ?? ** --
Note the ** MISTAKE ** and the ** MISSED ?? ** --
Code: Select all
Offset CHANGE FROM CHANGE TO REASON FUNCTION / NOTES
====================================================================================================
000019F3 C05D F4BF ?? _init__wccmmud / chages a compare to 24000, changed to 49140
0001475B E8C67A0500 9090909090 class crack? _load_player / call compares a var to 1 and then to 15 (total stock classes).
00014777 E8907A0500 9090909090 maps crack? _load_player / call compares a var to 1 and then to 17 (max stock map number).
00014814 66C784733A0700000000 90909090909090909090 ability crack? _load_player / moves a 0 into a var just before a compare to 187 (total stock abilities).
000148BE 66C784733A0700000000 90909090909090909090 ability crack? _load_player / same thing as above, in a second spot.
000149B0 66C784733A0700000000 90909090909090909090 ability crack? _load_player / same thing as above, in a third spot, no compare to 187 below though.
0001561E E800EDFFFF 9090909090 ?? _load_player / prevents a call large sub routine (also called below)
00015794 74 EB race crack? _load_player / compare to 13 just before (total stock races). The EB forces the jump.
00018290 0F85FC02 E9FD0200 addons/maps crack? _move_user / afterwards strings regarding "Your sysop must purchase the %s%s%s before you may move through this exit"
0002F57E C800 FF7F shop crack #1? _preload_and_generate_buffers / compare to 200 (record #), changed to 32767
0004E6F8 75 EB ** MISSED ?? ** _init__wccmmud / not sure what this is for but it's present in the v1.11p-beta13 crack, but not in the v1.11p final one.
0004E789 53 50 # lines crack #1? _init__wccmmud / pushes a different var (same as the one just above it)
0004E79C 0400 0001 # lines crack #2? _init__wccmmud / changes 4 to 256
0004E9B4 75 EB addons/maps crack? _load_player (sub routine) / nullifies returns from really long sub possibly comparing addon codes
0004E9BA FF7508 909050 addons/maps crack? _load_player (sub routine) / nullifies returns from really long sub possibly comparing addon codes
0005AE3D E80300 ECFF09 shop crack #2? _restock_items / compare to 1000, changed to 655340
0005AEBD E80300 ECFF09 shop crack #3? _restock_items / compare to 1000, changed to 655340
0005AED5 E80300 ECFF09 shop crack #4? _restock_items / compare to 1000, changed to 655340
0005B01D D007 FF7F shop crack #5? _display_all_restocking_required / compare to 2000, changed to 32767
0005F879 D007 FF0F monster crack _load_monster_quickreferences / compare to 2000, changed to 4095
000649EA E856FAFCFF 9090909090 ** MISTAKE ** This is a call to "_display_list_of_limited_items". Running "SYS LIST NEWLIMITED" halts the board.
It should be this, even though I'm not sure what it's for (whatever the bash/med/stealth hacks are?):
0006469B E883FCFAFF 9090909090 ?? _cmd_sysop / prevents a call large sub routine (also called above)
0006D639 66C784433A0700000000 90909090909090909090 ?? _save_player / cancels out a bunch of checks. I see checkes to make sure... something that equals "1" has a releated value less than 22, "2" has less than 20, "3" has less than 25, "4" has less than 27, "11" has less than 27, "14" has less than 22.
0006D6E3 66C784433A0700000000 90909090909090909090 ?? _save_player / same as above, but for different numbers
0006D7D5 66C784433A0700000000 90909090909090909090 ?? _save_player / same as above, but for different numbers
0007C02F 646973636F6E6E65637465642121210D => 68756E672075702121210D0000000000 changes "%s just disconnected!!!" to "%s just hung up!!!"
- BearFather
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Re: MajorMUD DLL edits
On the abil edit, thought there was only 2, well that's what the last one you posted.
- Necrosaro420
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Re: MajorMUD DLL edits
Is there a new crack out there that fixed whatever bug you had found in the 1.11p final?
Re: MajorMUD DLL edits
Holy shit, talk about old faces! How you been? Got the 2 month itch to pay mud again 
I think the version uploaded to the files section here has it. May need to do a hex comp to confirm.

I think the version uploaded to the files section here has it. May need to do a hex comp to confirm.
- Necrosaro420
- Posts: 116
- Joined: Tue Jan 17, 2012 2:16 am
Re: MajorMUD DLL edits
Lol i've been okie. How about you? Yeah I have not played in a while either and just started again a couple weeks ago. Happened to come here and search and noticed you stating something about a bug in 1.11p that needed fixed and was trying to figure out if it was something that had been taken care of now or not =)
Re: MajorMUD DLL edits
For v1.11p, what edits are considered to be "the standard" for a vanilla install? Seems like the backstab and two-handed are most commonly mentioned.
Being somewhat new to the sysop/admin side of MajorMUD, could I get a brief explanation of the mentioned edits as well? I'm guessing the two-handed text edit is done specifically for MegaMud compatibility?
Thanks!
Being somewhat new to the sysop/admin side of MajorMUD, could I get a brief explanation of the mentioned edits as well? I'm guessing the two-handed text edit is done specifically for MegaMud compatibility?
Thanks!
Re: MajorMUD DLL edits
People generally don't "do" these type of edits. Everyone just uses the DLL that I and others have patched over the years that already contains all of them. All of the edits are functionality fixes, bug prevention, or removal of limits.
Re: MajorMUD DLL edits
Hey Syntax - thanks for the response. The reason I'm asking is because I'm not using 1.11p-NT and I would have to reverse-diff your DLL edits to see what was changed to incorporate them into my 1.11p-WG DLL.syntax wrote:People generally don't "do" these type of edits. Everyone just uses the DLL that I and others have patched over the years that already contains all of them. All of the edits are functionality fixes, bug prevention, or removal of limits.
The list you have in the first post - are these all the edits you've made so far? I notice that the backstab and two-handed edits aren't included. I'm trying to get a grasp on all the common changes (individually) done by most boards. Similar to what you did in the first post.
Thanks.
Re: MajorMUD DLL edits
I certainly can't take credit for most of the edits in the dll. I know I've done a bunch, but I don't even remember which ones at this point. All of my notes and everything are mia as well. The crack file for the dll lists the following edits:
edit: fixed the notes with the updated version of the crack.
...unfortunately to translate those edits out of that version and to another, you're going to have to compare the un-hacked to the hacked versions, note the offsets (like what I've already done in the first post), disassemble and find the relevant changes, and then disassemble whatever version you're working on and try to match up the code segments and make the same changes.-fixes sys list newlimited crash from previous crack
-surprise round fixes
-fixes "two handed"
-256 user, MOD 1-9, race/class
-shops >200 + 65000
-4000+ monsters
-hangup message fix
-smash, stealth, meditiate
-abilities
edit: fixed the notes with the updated version of the crack.