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How can i find percents?
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tedomedo
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PostPosted: Sat Oct 18, 2008 5:34 pm    Post subject: How can i find percents? Reply with quote

Hi! I have a game named Unreal World (UrW is abbreviation) and there's lots of percents in game. For example: i attack someone with a new weapon (i. e. sword). After fight i see: "sword (90% left)" Soon or later after many fights there's 0% left, weapon is ruined and no longer available. I'd like to change that percent back to higher value in order to be able to use it always.
How can i find percents in CE and how do i have to enter these values?
Thanx.
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SilentStorm
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PostPosted: Sat Oct 18, 2008 6:17 pm    Post subject: Reply with quote

Well, there's numerous ways to attack the problem I suppose, but one way would be to first do a "First Scan" using "Unknown initial value" upon loading a game and your sword is at 100%.

Then do something to lessen the sword's value to whatever, say 90%. So now in CE you would do your "Next Scan" selecting the "Decreased value by..." scan type, tick the "at least xx%" next to it, and enter "10" (100% - 90% = 10%) in the "Value" edit box.

Rinse and repeat.

I'm sure someone else will have a better method, but at least that will get you started until they respond. Smile
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Dark Byte
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PostPosted: Sat Oct 18, 2008 7:56 pm    Post subject: Reply with quote

best to just scan for unknown initial value and then decreased value / unchanged value scans to find it (just hope you don't get 1 hit killed, since then you'll have to start over
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tedomedo
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PostPosted: Sun Oct 19, 2008 1:46 am    Post subject: Reply with quote

Using "at least xxx %" doesn't work, because i get milion results after every Next Scan.

I tried "decreased value" and i found this 3 weird values for 88% (i was drinking water from wooden tub, then refilled it and used "increased value", then again drink and "decreased value" etc. etc. until i found this):

1814049115
1651253297
1935830048

Lol - does someone have any idea how the f... should i change these shitty numbers to get 100%? Smile


Last edited by tedomedo on Sun Oct 19, 2008 2:34 am; edited 1 time in total
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Psy
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PostPosted: Sun Oct 19, 2008 2:28 am    Post subject: Reply with quote

Just use the standard increased/decreased scanning methods, and eventually narrow it down enough. Sometimes, in certain games, it can take a bit more creative thinking as you don't always have enough time or health to last for the complete scan Wink Also, just because you see a value in-game that is something like "90%" does NOT necessarily mean that you will find that by doing percentage scans.

~Psy
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tedomedo
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PostPosted: Sun Oct 19, 2008 2:37 am    Post subject: Reply with quote

I know 90% can also be 0.9 - i've tried that but no effect.
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Psy
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PostPosted: Sun Oct 19, 2008 2:41 am    Post subject: Reply with quote

Did you do unknown scans like darkbyte said? Forget trying to pick more exact values, as the game clearly stores it in memory differently to what you think.

~Psy
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tedomedo
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PostPosted: Sun Oct 19, 2008 3:36 am    Post subject: Reply with quote

Yeah i tried with unknown initial value and decreased/increased value - i got those 3 weird values.
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Psy
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PostPosted: Sun Oct 19, 2008 4:18 am    Post subject: Reply with quote

Do they have any effect when you change/freeze them? If so, you've got em. If not, maybe try unchanged/changed scans or try a different data-type (the 'all' type if you have it in you're CE version).

~Psych
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SilentStorm
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PostPosted: Sun Oct 19, 2008 3:02 pm    Post subject: Reply with quote

tedomedo wrote:
I know 90% can also be 0.9 - i've tried that but no effect.

No, you are thinking about the problem wrong. In most games, the health displayed--be it health of the player, health of an item, etc.--is just a ratio of its CurrentHealth and MaxHealth.

So let's say the sword has a max "health" of 250.0. Then here's what you would look for when searching for the CurrentHealth:

Code:
-----------+---------
 Displayed |  Real
  Health   | Health
-----------+---------
    100%   | 250.0
     90%   | 225.0
     80%   | 200.0
     70%   | 175.0
     60%   | 150.0
     50%   | 125.0
     40%   | 100.0
     30%   |  75.0
     20%   |  50.0
     10%   |  25.0
      0%   |   0.0
-----------+---------


So as suggested above, you would do searches for decreased values, but admittedly and as you have found out for yourself, blind searches (i.e., "unknown initial value" searches) followed by decreased/increased searches yield a nearly unusable collection of addresses.

So to prune the list, you would need to do things like searching for unchanged values (just run around for a bit and don't damage the sword), range searches (play with possible min/max limits, for instance, assume health wouldn't be greater than 1000.0, so do a next search for values smaller than that, etc.), and other pruning methods like that.
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guy960915
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PostPosted: Sun Oct 19, 2008 7:18 pm    Post subject: Reply with quote

tedomedo wrote:
Using "at least xxx %" doesn't work, because i get milion results after every Next Scan.

I tried "decreased value" and i found this 3 weird values for 88% (i was drinking water from wooden tub, then refilled it and used "increased value", then again drink and "decreased value" etc. etc. until i found this):

1814049115
1651253297
1935830048

Lol - does someone have any idea how the f... should i change these shitty numbers to get 100%? Smile


did you test looking it on float or double perhaps because
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Psy
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PostPosted: Mon Oct 20, 2008 2:33 am    Post subject: Reply with quote

SilentStorm wrote:

No, you are thinking about the problem wrong. In most games, the health displayed--be it health of the player, health of an item, etc.--is just a ratio of its CurrentHealth and MaxHealth.


I have to disagree with this. I train 'most' games, and it is not always the case. In fact I find more games store it pretty much as it is displayed in game. Although it may bring up multiple addresses that have the same value, and you just have to test which one is the 'real' one.

There should be no problem finding any address if he dropped onto unknown scans, using the 'all' data-type and ensuring the 'all' memory range is ticked. He hasn't responded back yet though, so we'll see...

~Psych
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tedomedo
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PostPosted: Mon Oct 20, 2008 4:48 am    Post subject: Reply with quote

Ah don't worry - i've used CE for changing amount of swords - i have 100 of them now, so when one of them will go to hell, i will use another one Smile
However, if someone wants to try and find these percents for me - my MSN name: tedomedo(at)hotmail,com. Contact me and i will give you the game (10 mb zip).
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SilentStorm
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PostPosted: Mon Oct 20, 2008 12:35 pm    Post subject: Reply with quote

[Psych] wrote:
I have to disagree with this. I train 'most' games, and it is not always the case. In fact I find more games store it pretty much as it is displayed in game.

I guess we just play and hack different games then. Wink And I didn't state that it is always the case, just to be clear. However, in my experience, "health"-type values that are shown on the screen are often calculated values or, at best, just shadow copies.

In any event, each game is a unique beast, and all possibilities need to be taken into consideration when initially trying to tackle the problem of reverse engineering them.
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Heliros
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PostPosted: Mon Aug 24, 2009 2:12 pm    Post subject: Reply with quote

Sorry for the thread ressurection!
Is this the game called Unreal World Rpg?

I'd very much like a character editor/trainer for this game. I'm fiddeling around with cheat engine, but most of the numbers I'm coming up with don't make much sense.
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