esta é uma coletanea de src do sobieh, assim eu tenho escrito e guardado, estou postando a pedido de um amigo que esta mechendo com versao antiga e me pediu.
[Somente usuários registrados podem vem os links. ]

bom vou deixar em hide para dar uma ideia do que se trata.
//1.02D ------------------
#ifdef V102D
float *102D_Camera_ClipX = (float*) 0x6BA6C0;
float *102D_Camera_ClipY = (float*) 0x6BA6C8;
float *102D_Camera_GlClip = (float*) 0x63588B;
float *102D_Camera_PosZ = (float*) 0x6B87AC;
float *102D_Camera_RotZ = (float*) 0x7D36870;
float *102D_Camera_RotY = (float*) 0x6BA7B8;
float *102D_Camera_Zoom = (float*) 0x635541;
DWORD *102D_MousePos_X = (DWORD*) 0x7D53540 + 0x34;
DWORD *102D_MousePos_Y = (DWORD*) 0x7D53540 + 0x38;
DWORD *102D_Screen_W = (DWORD*) 0x6D5D60;
DWORD *102D_Screen_H = (DWORD*) 0x6D5D64;
#endif

//1.02N ------------------
#ifdef V102N
float *102N_Camera_ClipX = (float*) 0x6D76F8;
float *102N_Camera_ClipY = (float*) 0x6D7700;
float *102N_Camera_GlClip = (float*) 0x6676CC;
float *102N_Camera_RotZ = (float*) 0x7DB4368;
float *102N_Camera_Zoom = (float*) 0x6673B1;
// NOT COMPLETE (im lazy :P)
#endif

//1.03R ------------------
#ifdef V103R
float *103R_Camera_ClipX = (float*) 0x70E774;
float *103R_Camera_ClipY = (float*) 0x5F00D1;
float *103R_Camera_GlClip = (float*) 0x646C18;
float *103R_Camera_PosZ = (float*) 0x70D948;
float *103R_Camera_RotZ = (float*) 0x7B8CBE4;
float *103R_Camera_RotY = (float*) 0x70E8E0;
float *103R_Camera_Zoom = (float*) 0x6468F0;
DWORD *103R_MousePos_X = (DWORD*) 0x73CD64;
DWORD *103R_MousePos_Y = (DWORD*) 0x73CD68;
DWORD *103R_Screen_W = (DWORD*) 0x7328B8;
DWORD *103R_Screen_H = (DWORD*) 0x7328BC;
#endif

// 0.97D -----------------
// OLD SCHOOL METHOD WITH MANUAL MAP CLIPPING RECTANGLE
#ifdef V097D
float *Camera_Zoom = (float*) 0x51F7F1;
float *Camera_PosZ = (float*) 0x54D970;
float *Camera_RotZ = (float*) 0x88A35E0;
float *Camera_RotY = (float*) 0x54DD4C;

float *Camera_TLeft = (float*) 0x4F4468;
float *Camera_TRight = (float*) 0x4F447E;
float *Camera_BLeft = (float*) 0x4F448E;
float *Camera_BRight = (float*) 0x4F449E;
float *Camera_ClipX = (float*) 0x54DCB0;
float *Camera_GlClip = (float*) 0x51F862;

DWORD *Screen_W = (DWORD*) 0x55C4EC;
DWORD *Screen_H = (DWORD*) 0x55C4F0;

//////////////research-99.62//////////////
################################################## #################################################
## Functions
################################################## #################################################

$43104F = DropItem
$4042CD = gMoneySend (PlayerID , Money); stdcall;
$5132C7 = WndProc - MenuItems

################################################## #################################################
## lpObj
################################################## #################################################

lpObj = STRUCT (PlayerID * $158C) + $3CCEF10
lpItem = STRUCT= $A8 Bytes
lpInv = STRUCT lpObj + 0xc80

+$BC Float = Max HP
+$B8 Float = Current HP
+$9C WORD = Current Level
+$A0 WORD = Current Pet Level
+$A4 DWORD = Current Expirience
+$AC DWORD = Current Money

+$FC BYTE = Current PosX
+$FE BYTE = Current PosY
+$101 BYTE = Current Map
+$1A0 BYTE = CtlCode
+$2A8
+$2AC PTR =
+$C80 = Inventory Pointer
+$CD0 = ChaosBox Pointer
+$1542 = Something about CS : Crown

################################################## #################################################
## lpItem
################################################## #################################################

+6 = ItemNr item(kor)
+7B = ExcOpt
+24 = Durability

################################################## #################################################
## Unicorn Set BUG FIX CharList for 1.02D Main
################################################## #################################################

00421A05 MOV EAX, DWORD PTR SS:[EBP-8]

00421A08 CMP BYTE PTR DS:[EAX+19], 0F ; <DB Armor>
00421A0C JNZ SHORT 00421A20
00421A0E MOV DL, BYTE PTR SS:[EBP-12F]
00421A14 SHL DL, 4
00421A17 SHR DL, 4
00421A1A MOV BYTE PTR SS:[EBP-12F], DL


00421A20 CMP BYTE PTR DS:[EAX+1C], 2F ; <DB Pants>
00421A24 JNZ SHORT 00421A38
00421A26 MOV DL, BYTE PTR SS:[EBP-12F]
00421A2C SHR DL, 4
00421A2F SHL DL, 4
00421A32 MOV BYTE PTR SS:[EBP-12F], DL


00421A50 CMP BYTE PTR DS:[EAX+1F], 4F ; <DB Gloves>
00421A54 JNZ SHORT 00421A68
00421A56 MOV DL, BYTE PTR SS:[EBP-12E]
00421A5C SHL DL, 4
00421A5F SHR DL, 4
00421A62 MOV BYTE PTR SS:[EBP-12E], DL


00421A38 CMP BYTE PTR DS:[EAX+22], 6F ; <DB Boots>
00421A3C JNZ SHORT 00421A50
00421A3E MOV DL, BYTE PTR SS:[EBP-12E]
00421A44 SHR DL, 4
00421A47 SHL DL, 4
00421A4A MOV BYTE PTR SS:[EBP-12E], DL

#####################

MOV EDX, DWORD PTR SS:[EBP+8]
MOV ECX, DWORD PTR DS:[EDX]

IMUL ECX, ECX, 158C
ADD ECX, 3CCEF10
MOV EAX, DWORD PTR DS:[ECX+C80]
MOV lpInventory , EAX

MOV EDX, DWORD PTR SS:[EBP-1394]
LEA ECX, DWORD PTR SS:[EDX+EBP-1390]
ADD ECX, 5
MOV lpCharacter , ECX

MOV EDX, 8
IMUL EDX, EDX, 0A8
ADD EDX, lpInventory
MOVSX ECX, WORD PTR DS:[EDX+6]
CMP ECX, 10F
JNZ NotUnicorn:
MOV ECX , lpCharacter
MOV AL , BYTE PTR SS:[ECX+E]
SHL AL , 4
SHR AL , 4
MOV BYTE PTR SS:[ECX+E] , AL
NotUnicorn:


//////////////////////////
99.87 GS Research

---------------------------------------------------------
-- gObj --
---------------------------------------------------------
gObj = 0x658ACA8
gObjSize = 0x1938

---------------------------------------------------------
-- lpObj --
---------------------------------------------------------

lpObj + 4 = InGame
lpObj + 64 = AltarState ( 1 - can enter / 3 is owned )
lpObj + 68 = Nick
lpObj + 73 = Login
lpObj + 9C = MobNR

lpObj + A0 = Level
lpObj + A4 = LevelUpPoints
lpObj + A8 =
lpObj + AC =
lpobj + B0 = Money?
lpobj + B4 =
lpObj + B8 = Strength
lpObj + BA = Agility
lpObj + BC = Vitality
lpObj + BE = Energy
lpObj + D8 = Leadership

lpObj + C0 = HP
lpObj + C4 = MaxHP

lpObj + D0 = Mana
lpObj + D4 = ManaMax

lpObj + E4 =
lpObj + E6 =
lpObj + E8 = Stamina
lpObj + EC = StaminaMax
lpObj + 109 = Map
lpObj + 104 = PosX
lpObj + 106 = PosY
lpObj + 1C4 = LastMoveTime or Aura

lpObj + 2D8 = ShopID

Altar / Wolf State ----------------------------------------------

1 - 0C2313B8 + (0 * 1C) + 4
2 - 0C2313B8 + (1 * 1C) + 4
3 - 0C2313B8 + (2 * 1C) + 4
4 - 0C2313B8 + (3 * 1C) + 4
5 - 0C2313B8 + (4 * 1C) + 4

0C231478 = WolfHP

Altar+4 - Highlight ( 00 / 01 / 02 )
Altar+10 - Status2 ( 00 / 01 / 02)

Packets --------------------------------------------------
Object Aura --- C1 0C 07 01 00 00 00 00 0D F2 00 00
Used to make Altar yellow.


//////////////////
/////////////////nao sei o que é =p algo com protocol de kantru...
C1 06 D1 00 xx xx - Odpowiedzialne za okienka Entrance. W kazdej wersji inaczej, wiec trzeba sprawdzac samemu

C1 07 D1 00 04 01 01 - Okienko Entrance z aktywnym klawiszem "ENTER"

C1 04 D1 01 - Pakiet po zakonczeniu animacji Entrance

C1 08 D1 05 A0 BB 0D 00 - Ustawia Timer na 15 minut.

C1 06 D1 07 [MOBY] [GRACZE] - Ustawia interfejs.

C1 06 D1 02 02 03 - Pokazuje Timer i interfejs I fazy eventu

C1 06 D1 02 02 02 - Animacja mayi

C1 06 D1 02 02 10 - Maya wybucha

C1 06 D1 02 03 02 - Animacja 2 moba

C1 06 D1 02 02 04 - Interfejs 2 fazy

C1 05 D1 04 00 - Animacja Failure

/////////////////////////////////////////////
C1 06 D1 02 03 04 - wylacza sie podloga - potrzebne do pojawienia sie success
C1 05 D1 04 01 - Animacja success
////////////////////////////////////////////

C1 06 D1 02 04 02 - otwiera sie brama za Mare

C1 08 D1 06 01 00 01 00 - leca jakies meteoryty

C1 07 D1 06 01 00 01 - jakies burze

C1 07 D1 06 02 - jakies fale



/////////////////////
////////////////////


tem mais coisa junto, so deixei esse txt de exemplo.

creditos : bom axei no meio de um mont de src e estava dizendo que era do sobieh , caso esteja errado me avise por mp.
so postei para ajudar.