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frenchiveruti Cheater Reputation: 0
Joined: 07 Jun 2009 Posts: 35
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Posted: Sun Nov 14, 2021 12:54 pm Post subject: Pointer scan feature returns me no values whatsoever. |
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Hello, I'm struggling when it comes to finding a good pointer for the game called "Until we die".
I'm able to find the value reliably every time the game starts or restarts, but the pointer scanner is giving me a lot of issues when it comes to finding a good path that remains viable after restarting it.
I've tried using the pointer scanner feature, leaving it running for a few minutes, getting 100GB of data and yet, when I try to find the value again, I have no luck.
So far I've tried:
- Increasing amount of levels, I've reached up to 60.
- Setting the max offset value to 65536
- Adding the offset of 14 to try to find at least one of the values, for example materials, and yet I can't find it anyways after I do another search
What could I be doing wrong?
Should I change or set my pointer scan settings to something else?
I didn't find any good information on pointer scanning (there's a post but all the images are dead).
Also, another particular thing is that when I try running a "manual" pointer search.
I get a first "find what accesses this address" on the first round, no problem, offset 14.
When I try to run the same search on one of the pointers I find, I get nothing, I guess I should find another pointer but so far It's been, unsuccessful.
Thanks.
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ParkourPenguin I post too much Reputation: 147
Joined: 06 Jul 2014 Posts: 4518
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Posted: Sun Nov 14, 2021 1:28 pm Post subject: |
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The pointer scanner finds static pointers (i.e. base address is in an exe/dll or deep in the stack). All those pointers with values of rax are in dynamically allocated memory.
There are pointers the pointer scanner can't find. e.g. I recall in some JIT-compiled game (unity engine IIRC) the base address the game was using was JIT-compiled as an immediate in an instruction in dynamically allocated memory. CE's pointer scanner can't find that AFAIK.
I see there are mono features available. You could try using that.
I'd use code injection and copy the address. Search for "injection copy".
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frenchiveruti Cheater Reputation: 0
Joined: 07 Jun 2009 Posts: 35
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Posted: Sun Nov 14, 2021 1:31 pm Post subject: |
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ParkourPenguin wrote: | The pointer scanner finds static pointers (i.e. base address is in an exe/dll or deep in the stack). All those pointers with values of rax are in dynamically allocated memory.
There are pointers the pointer scanner can't find. e.g. I recall in some JIT-compiled game (unity engine IIRC) the base address the game was using was JIT-compiled as an immediate in an instruction in dynamically allocated memory. CE's pointer scanner can't find that AFAIK.
I see there are mono features available. You could try using that.
I'd use code injection and copy the address. Search for "injection copy". |
Oh I see!
I was trying to find something impossible to find.
I'll have to learn some injection code then haha.
Beyond my skillset but good to know that I was not insane.
Thanks!
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Dark Byte Site Admin Reputation: 465
Joined: 09 May 2003 Posts: 25509 Location: The netherlands
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Posted: Sun Nov 14, 2021 2:16 pm Post subject: |
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pointerscan will work fine as well. You just have to increase the level and structsize
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leaving it running for a few minutes,
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Don't ever stop a pointerscan. Stopping it is the same as throwing away the results
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getting 100GB of data and yet
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You need to use pointermaps of multiple runs of the game
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frenchiveruti Cheater Reputation: 0
Joined: 07 Jun 2009 Posts: 35
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Posted: Sun Nov 14, 2021 2:55 pm Post subject: |
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Dark Byte wrote: | pointerscan will work fine as well. You just have to increase the level and structsize
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leaving it running for a few minutes,
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Don't ever stop a pointerscan. Stopping it is the same as throwing away the results
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getting 100GB of data and yet
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You need to use pointermaps of multiple runs of the game |
Wait, so I actually need to leave it running until it finishes itself?
That would literally be terabytes of information stored in a pointerscan, right?
What are the 'recommended' options if you were trying to make it faster but also accurate? A good in-between
Also, what would it be 'structurize'?
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Dark Byte Site Admin Reputation: 465
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Posted: Sun Nov 14, 2021 3:06 pm Post subject: |
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Yes, always leave it running until it finishes. quitting before it's done only gets you 0.0001% of the possible results. That's like buying one ticket to the lottery. You're likely not going to win. You need to buy them all
If you use proper pointermaps from different runs of the game you won't get this amount of results. The bad results will be thrown out before they get written to disk, leaving only results that are valid for the previous and current run.
I recommend you start with a level 7 with a structsize of 4096
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frenchiveruti Cheater Reputation: 0
Joined: 07 Jun 2009 Posts: 35
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Posted: Sun Nov 14, 2021 3:50 pm Post subject: |
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Dark Byte wrote: | Yes, always leave it running until it finishes. quitting before it's done only gets you 0.0001% of the possible results. That's like buying one ticket to the lottery. You're likely not going to win. You need to buy them all
If you use proper pointermaps from different runs of the game you won't get this amount of results. The bad results will be thrown out before they get written to disk, leaving only results that are valid for the previous and current run.
I recommend you start with a level 7 with a structsize of 4096 |
Hey Dark Byte, I have to say that your answers are appreciated.
Just to be clear then on the instructions.
- Open game and load CE.
- Create PointerMap for game.
- Close game, reboot computer.
- Open game again, attach CE.
- Create NEW pointermap
- ??? Something about comparing pointermaps to drop bad results?
- Do pointer scan with lvl7 and struct of 4kb.
- Profit, hopefully.
Am I missing something?[/list]
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Dark Byte Site Admin Reputation: 465
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Posted: Sun Nov 14, 2021 4:07 pm Post subject: |
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yes. Although at 5 you can do a normal pointerscan, but tick the option to "compare results with other pointermaps" , select your pointermap file, enter the old address (or select it from the addresslist dropdown)
and then scan
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frenchiveruti Cheater Reputation: 0
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Posted: Sun Nov 14, 2021 5:41 pm Post subject: |
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Yeah I understand now.
I was able to find my pointers by doing the pointermaps the appropriate way,.
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