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Michaelc Cheater Reputation: 0
Joined: 15 May 2016 Posts: 47
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Posted: Fri May 20, 2016 5:41 pm Post subject: There has to be a match for pointer scanning? |
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pics in url
I tried saving a .ptr and recan a 2nd time with the new addresses found with value scanning, yet no matter how many times I try, I can't get a match between 2 restarts of the game and cheat engine!
Is it possible that the rescanning could have left some pointers out?
Does there have to be matches, always, if nothing went wrong?
Is there a way to find the pointers aside from this and manual tracing as seen in the tutorials?
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Dark Byte Site Admin Reputation: 458
Joined: 09 May 2003 Posts: 25295 Location: The netherlands
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Posted: Fri May 20, 2016 5:57 pm Post subject: |
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it depends on the game and how it loads things.
Do you scan from a same location? (e.g some pointers only work when inside a specific menu)
If it's java, a browser game, an emulator, or something similar, then chances are a pointer just isn't going to work
And try a higher structuresize and/or level
You could upload one or more scandata (pointermap) files from two different restarts and then let some people scan here in a group
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ParkourPenguin I post too much Reputation: 140
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Posted: Fri May 20, 2016 6:06 pm Post subject: |
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No pointerscan you do is guaranteed to be all-encompassing. Some tips:
- Increase your max level and/or max offset; 5 / 2047 isn't a lot nowadays.
- Assuming you have the RAM, generate a few pointermaps and use them, it'll give you more reliable pointers faster.
- You're scanning under the assumption you already know the last offset. The game could be using a different last offset even if it looks like it's not.
- You can try including pointers with read-only nodes, but I don't think I've seen that many games use that.
- Increase the stack addresses being treated as static addresses.
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Michaelc Cheater Reputation: 0
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Posted: Fri May 20, 2016 6:24 pm Post subject: |
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trying that.
is there a way around having to find the right pointer address?
injection?
sorry for repeating the question, i am just green
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ParkourPenguin I post too much Reputation: 140
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Posted: Fri May 20, 2016 6:28 pm Post subject: |
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Sure. If you can find an instruction that only access that address (or some other address in the same structure) relatively often, then you can use one of the code injection templates and copy the address to some registered symbol. See the "injection copies" section of this topic.
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Michaelc Cheater Reputation: 0
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Posted: Fri May 20, 2016 9:39 pm Post subject: |
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Sorry but, what is a structure? How do I see such a thing?
Hex editor?
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ParkourPenguin I post too much Reputation: 140
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Michaelc Cheater Reputation: 0
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Posted: Sun May 22, 2016 3:04 pm Post subject: |
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would you say 5000 for offset and 8 lvls of pointer to be an overkill?
thx!
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Dark Byte Site Admin Reputation: 458
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Posted: Sun May 22, 2016 5:14 pm Post subject: |
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nope, that's a normal amount
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Michaelc Cheater Reputation: 0
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Posted: Sun May 22, 2016 8:12 pm Post subject: |
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how about 50000 offset and 30 lvls?
my other play left is to crease those 2 numbers to find my pointers.
Is there another way?
Thx!
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++METHOS I post too much Reputation: 92
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Posted: Sun May 22, 2016 8:25 pm Post subject: |
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As previously explained here:
++METHOS wrote: | Depending on the target, you may be out of luck using traditional methods.
If you can provide the name, platform/environment and language of the target, it might help to determine how you should proceed. For example, if the game is java-based, online or being emulated etc.. may all have different answers. |
If you're referring to the same target, you should know that trying to do a pointer scan on a value that is handled server-sided is probably going to be futile. I have to assume that this is not the case, since performing a pointer scan on a value that cannot be changed or that fails to stick would be pointless.
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Michaelc Cheater Reputation: 0
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Posted: Mon May 23, 2016 3:12 pm Post subject: |
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ya i am positive the value is with my end. my characters coordinates, easily viewed in game screen, as well my avatar's direction.
Also I just wanted to know what the values is at all times, not to modify it.
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++METHOS I post too much Reputation: 92
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Posted: Mon May 23, 2016 4:08 pm Post subject: |
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Can you modify the values and do the modifications stick?
If so, you can use injection and save yourself the hassle of scanning for pointers.
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Michaelc Cheater Reputation: 0
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Posted: Mon May 23, 2016 7:28 pm Post subject: |
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no it doesn't work that way in this case, as my targeted value is my xy and i just want to always know my position and i am not trying to teleport!
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++METHOS I post too much Reputation: 92
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Posted: Mon May 23, 2016 7:41 pm Post subject: |
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In that case, you should still be able to use injection, unless injection is not an option for this particular target.
Right-click on one of the coordinate values in your cheat table and check to see what accesses it. In the new debugger window, right-click on an empty, white space and click 'check if found opcodes...' and return to the game, if possible, and play for a bit. If you see any of the instructions constantly being accessed, but show (1) next to the count, then you can use that for your injection point without having to incorporate any filters.
Once you have that information, right-click again on an empty space and uncheck the 'check if found opcodes...' and click stop in the debugger window. Highlight the desired instruction and click on the button that says 'show in disassembler'. In memory viewer, with the instruction highlighted, select 'Tools' from the drop-down menu. Click on 'Auto Assemble'. In the auto assemble window, click on 'Template' and select 'AOB Injection'. Click okay, name your script and click okay again. Click on 'File' from the drop-down menu...select 'Assign to current cheat table'.
With that information, if you're not sure about how to proceed, you can paste your script here and I can help you create a script that will allow to see your coordinate values.
By the way, is the game 2D, only having XY coordinates? Are the coordinates 4 bytes apart?
Thanks.
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