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  1. #1
    zach881's Avatar
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    d3d8 Device pointer offsets

    Here are the device pointer offsets for you d3d8

    Useful for making a wallhack.
    Code:
    ApplyStateBlock = 0x6D9D22A0;
    BeginScene = 0x6D9D9250;
    BeginStateBlock = 0x6D9D4160;
    CaptureStateBlock = 0x6D9D2400;
    Clear = 0x6D9D7C10;
    CopyRects = 0x6D9EE650;
    CreateAdditionalSwapChain = 0x6D9EC830;
    CreateCubeTexture = 0x6D9ED950;
    CreateDepthStencilSurface = 0x6D9EDA60;
    CreateImageSurface = 0x6D9EDAE0;
    CreateIndexBuffer = 0x6D9EDBC0;
    CreatePixelShader = 0x6D9DA450;
    CreateRenderTarget = 0x6D9ED9D0;
    CreateStateBlock = 0x6D9D4780;
    CreateTexture = 0x6D9ED830;
    CreateVertexBuffer = 0x6D9EDB40;
    CreateVertexShader = 0x6D9DB190;
    CreateVolumeTexture = 0x6D9ED8C0;
    DeletePatch = 0x6D9D7600;
    DeletePixelShader = 0x6D9D7080;
    DeleteStateBlock = 0x6D9D21C0;
    DeleteVertexShader = 0x6D9D6C90;
    DrawIndexedPrimitive = 0x6D9D73A0;
    DrawIndexedPrimitiveUP = 0x6D9D7890;
    DrawPrimitive = 0x6D9D72C0;
    DrawPrimitiveUP = 0x6D9D76F0;
    DrawRectPatch = 0x6D9D7480;
    DrawTriPatch = 0x6D9D7540;
    EndScene = 0x6D9D93A0;
    EndStateBlock = 0x6D9D4320;
    GetAvailableTextureMem = 0x6D9ED050;
    GetBackBuffer = 0x6D9ECBC0;
    Ge***ipPlane = 0x6D9D87B0;
    Ge***ipStatus = 0x6D9D5E90;
    GetCreationParameters = 0x6D9ECF70;
    GetCurrentTexturePalette = 0x6D9D6370;
    GetDepthStencilSurface = 0x6D9D9970;
    GetDeviceCaps = 0x6D9EDCC0;
    GetDirect3D = 0x6D9ECEF0;
    GetDisplayMode = 0x6D9ECFE0;
    GetFrontBuffer = 0x6D9EDE40;
    GetGammaRamp = 0x6D9ECB60;
    GetIndices = 0x6D9D6AE0;
    GetInfo = 0x6D9D9EF0;
    GetLight = 0x6D9D87B0;
    GetLightEnable = 0x6D9D87B0;
    GetMaterial = 0x6D9D8770;
    GetPaletteEntries = 0x6D9D6420;
    GetPixelShader = 0x6D9D8770;
    GetPixelShaderConstant = 0x6D9D8830;
    GetPixelShaderFunction = 0x6D9D8CE0;
    GetRasterStatus = 0x6D9ECE00;
    GetRenderState = 0x6D9D87B0;
    GetRenderTarget = 0x6D9D98B0;
    GetStreamSource = 0x6D9D6830;
    GetTexture = 0x6D9D6060;
    GetTextureStageState = 0x6D9D87F0;
    GetTransform = 0x6D9D87B0;
    GetVertexShader = 0x6D9D8770;
    GetVertexShaderConstant = 0x6D9D8830;
    GetVertexShaderDeclaration = 0x6D9D8870;
    GetVertexShaderFunction = 0x6D9D8B00;
    GetViewport = 0x6D9D8770;
    LightEnable = 0x6D9D9D50;
    MultiplyTransform = 0x6D9D94B0;
    Present = 0x6D9ECC50;
    ProcessVertices = 0x6D9D5ED0;
    Release = 0x6D9EC750;
    Reset = 0x6D9EE3B0;
    ResourceManagerDiscardBytes = 0x6D9DB0A0;
    Se***ipPlane = 0x6D9D5E90;
    Se***ipStatus = 0x6D9D5E90;
    SetCurrentTexturePalette = 0x6D9D6290;
    SetCursorPosition = 0x6D9ECA30;
    SetCursorProperties = 0x6D9EC980;
    SetGammaRamp = 0x6D9ECB00;
    SetIndices = 0x6D9D68E0;
    SetLight = 0x6D9D9A50;
    SetMaterial = 0x6D9D5C80;
    SetPaletteEntries = 0x6D9DA0F0;
    SetPixelShader = 0x6D9D6F10;
    SetPixelShaderConstant = 0x6D9D7160;
    SetRenderState = 0x6D9D9BE0;
    SetRenderTarget = 0x6D9D9670;
    SetStreamSource = 0x6D9D65A0;
    SetTexture = 0x6D9D5F70;
    SetTextureStageState = 0x6D9D6130;
    SetTransform = 0x6D9D9560;
    SetVertexShader = 0x6D9DA2C0;
    SetVertexShaderConstant = 0x6D9D6D90;
    SetViewport = 0x6D9D5B90;
    ShowCursor = 0x6D9ECA90;
    TestCooperativeLevel = 0x6D9ECCE0;
    UpdateTexture = 0x6D9ED770;
    ValidateDevice = 0x6D9D91A0;
    Credz: *** gaming
    Me for going into d3d api

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  3. #2
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    Quote Originally Posted by zach881 View Post
    Here are the device pointer offsets for you d3d8

    Useful for making a wallhack.
    Code:
    ApplyStateBlock = 0x6D9D22A0;
    BeginScene = 0x6D9D9250;
    BeginStateBlock = 0x6D9D4160;
    CaptureStateBlock = 0x6D9D2400;
    Clear = 0x6D9D7C10;
    CopyRects = 0x6D9EE650;
    CreateAdditionalSwapChain = 0x6D9EC830;
    CreateCubeTexture = 0x6D9ED950;
    CreateDepthStencilSurface = 0x6D9EDA60;
    CreateImageSurface = 0x6D9EDAE0;
    CreateIndexBuffer = 0x6D9EDBC0;
    CreatePixelShader = 0x6D9DA450;
    CreateRenderTarget = 0x6D9ED9D0;
    CreateStateBlock = 0x6D9D4780;
    CreateTexture = 0x6D9ED830;
    CreateVertexBuffer = 0x6D9EDB40;
    CreateVertexShader = 0x6D9DB190;
    CreateVolumeTexture = 0x6D9ED8C0;
    DeletePatch = 0x6D9D7600;
    DeletePixelShader = 0x6D9D7080;
    DeleteStateBlock = 0x6D9D21C0;
    DeleteVertexShader = 0x6D9D6C90;
    DrawIndexedPrimitive = 0x6D9D73A0;
    DrawIndexedPrimitiveUP = 0x6D9D7890;
    DrawPrimitive = 0x6D9D72C0;
    DrawPrimitiveUP = 0x6D9D76F0;
    DrawRectPatch = 0x6D9D7480;
    DrawTriPatch = 0x6D9D7540;
    EndScene = 0x6D9D93A0;
    EndStateBlock = 0x6D9D4320;
    GetAvailableTextureMem = 0x6D9ED050;
    GetBackBuffer = 0x6D9ECBC0;
    Ge***ipPlane = 0x6D9D87B0;
    Ge***ipStatus = 0x6D9D5E90;
    GetCreationParameters = 0x6D9ECF70;
    GetCurrentTexturePalette = 0x6D9D6370;
    GetDepthStencilSurface = 0x6D9D9970;
    GetDeviceCaps = 0x6D9EDCC0;
    GetDirect3D = 0x6D9ECEF0;
    GetDisplayMode = 0x6D9ECFE0;
    GetFrontBuffer = 0x6D9EDE40;
    GetGammaRamp = 0x6D9ECB60;
    GetIndices = 0x6D9D6AE0;
    GetInfo = 0x6D9D9EF0;
    GetLight = 0x6D9D87B0;
    GetLightEnable = 0x6D9D87B0;
    GetMaterial = 0x6D9D8770;
    GetPaletteEntries = 0x6D9D6420;
    GetPixelShader = 0x6D9D8770;
    GetPixelShaderConstant = 0x6D9D8830;
    GetPixelShaderFunction = 0x6D9D8CE0;
    GetRasterStatus = 0x6D9ECE00;
    GetRenderState = 0x6D9D87B0;
    GetRenderTarget = 0x6D9D98B0;
    GetStreamSource = 0x6D9D6830;
    GetTexture = 0x6D9D6060;
    GetTextureStageState = 0x6D9D87F0;
    GetTransform = 0x6D9D87B0;
    GetVertexShader = 0x6D9D8770;
    GetVertexShaderConstant = 0x6D9D8830;
    GetVertexShaderDeclaration = 0x6D9D8870;
    GetVertexShaderFunction = 0x6D9D8B00;
    GetViewport = 0x6D9D8770;
    LightEnable = 0x6D9D9D50;
    MultiplyTransform = 0x6D9D94B0;
    Present = 0x6D9ECC50;
    ProcessVertices = 0x6D9D5ED0;
    Release = 0x6D9EC750;
    Reset = 0x6D9EE3B0;
    ResourceManagerDiscardBytes = 0x6D9DB0A0;
    Se***ipPlane = 0x6D9D5E90;
    Se***ipStatus = 0x6D9D5E90;
    SetCurrentTexturePalette = 0x6D9D6290;
    SetCursorPosition = 0x6D9ECA30;
    SetCursorProperties = 0x6D9EC980;
    SetGammaRamp = 0x6D9ECB00;
    SetIndices = 0x6D9D68E0;
    SetLight = 0x6D9D9A50;
    SetMaterial = 0x6D9D5C80;
    SetPaletteEntries = 0x6D9DA0F0;
    SetPixelShader = 0x6D9D6F10;
    SetPixelShaderConstant = 0x6D9D7160;
    SetRenderState = 0x6D9D9BE0;
    SetRenderTarget = 0x6D9D9670;
    SetStreamSource = 0x6D9D65A0;
    SetTexture = 0x6D9D5F70;
    SetTextureStageState = 0x6D9D6130;
    SetTransform = 0x6D9D9560;
    SetVertexShader = 0x6D9DA2C0;
    SetVertexShaderConstant = 0x6D9D6D90;
    SetViewport = 0x6D9D5B90;
    ShowCursor = 0x6D9ECA90;
    TestCooperativeLevel = 0x6D9ECCE0;
    UpdateTexture = 0x6D9ED770;
    ValidateDevice = 0x6D9D91A0;
    Credz: *** gaming
    Me for going into d3d api
    So you cant make it?

  4. #3
    zach881's Avatar
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    I can make a wallhack lol. I have 2 my first one wich is just fatboy88 witch then i d3d hooked it and then i have my very own wallhack wich uses these d3d offsets.

  5. #4
    bobmarley1's Avatar
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    so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

    i thought soldierfront now uses d3d9 so you can use d3d8?

  6. #5
    zach881's Avatar
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    Quote Originally Posted by bobmarley1 View Post
    so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

    i thought soldierfront now uses d3d9 so you can use d3d8?
    d3d9 wtf?

    No it uses d3d8 and thisis no api hook.

    Its what you use to render your wallhack.

  7. #6
    justhen234's Avatar
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    huhuhu...

    how and where to download this d3d8 thing or what so ever..??

    how ..

    where..?? please..!

  8. #7
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    can you share your wallhack? or at least create a simple one...

  9. #8
    demonyosila's Avatar
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    Quote Originally Posted by bobmarley1 View Post
    so you can use fatboys code and attach this and it will be allright?? also is this the code for api hooking the wallhack

    i thought soldierfront now uses d3d9 so you can use d3d8?
    if u done download that d3d8 wer do u go ?

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