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Cheat Engine Pro's, I need your help. Massive Addresses

 
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 8:13 pm    Post subject: Cheat Engine Pro's, I need your help. Massive Addresses Reply with quote

Ok. For this game hack I need to 'add' 320,000 addresses to my table, freeze them, and change their values. I found the addresses I need, but when I go to add them it takes hours, and eventually says 'Not Responding' and crashes.

So how do I accomplish this feat? Is there something I'm overlooking?
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Labyrnth
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PostPosted: Wed Oct 22, 2008 8:50 pm    Post subject: Re: Cheat Engine Pro's, I need your help. Massive Addresses Reply with quote

adaptusaaf wrote:
Ok. For this game hack I need to 'add' 320,000 addresses to my table, freeze them, and change their values. I found the addresses I need, but when I go to add them it takes hours, and eventually says 'Not Responding' and crashes.

So how do I accomplish this feat? Is there something I'm overlooking?


1. You will never need to freeze or change value on this many address's.
2. You can add them to a table, but only one is the address you need.
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 9:03 pm    Post subject: Reply with quote

Im sure you're right for most of the time, but I know what Im doing, Im map-hacking, and each tile has a fog of war 'lightswitch'. there are 320,000 tiles. By turning 'on' the lightswitch value of the first 3,200 addresses, 1% of the map shows up. I know what I'm doing, and I need help, not criticism.

Thanks in advance,

Ive been messing around with it, since the addresses are in sequence of eachother, I added them all to a code list and hit replace with code that does nothing, that worked, but only halfway, I need to be able to freeze all of those addresses, how?

How do I add them to a table, do you mean by hitting the down-right red arrow button? That crashes CE with so many addresses.
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Labyrnth
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PostPosted: Wed Oct 22, 2008 9:08 pm    Post subject: Reply with quote

It isnt sarcasm, it experience in hacking games.

Ill bet you there is not that many switches in the game,
If so then the game is spaghetti code.

There will be one trigger for this mate, so i say attach the debugger and see what access's ,writes or reads from one of the address's you think is the one. They could all very well be triggered by one assembly instruction thus leading down to a single address.
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 9:15 pm    Post subject: Reply with quote

if they were all triggered by one address, how can you see one tile at one time, and another be in fog of war? makes no sense.. Ive played this game for 3+years I know how it operates and I promise you need all of these values, I just need to know how to handle so many addresses. the Exact addresses are:



00725724 - 00773924

Is there a simple way to freeze all of them to a higher value than 0?

edit: take back the 'simple'.. is there ANY way?
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Labyrnth
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PostPosted: Wed Oct 22, 2008 9:31 pm    Post subject: Reply with quote

Because one global function can be used from any wheres in the games code.

I will try and explain to you how this can work.
If the character pixel collision of the tile is true then it can set light to 1 = on
If the character pixel is not colliding with the tile then it is 0.

If $_collision = 1 then illuminate the tile
If $_collision = 0 do not illuminate the tile


This is about the best i can explain how it will boil down to one address.
You would have to know a little about game programming in order to fully understand how many different ways this can be done.

I hope you understand now what im talking about.
Collision detection is the key function behind whats going on in the game your playing. It doesnt really matter how long you have been playing it mate. It still will be a single function you can find by address.

By the way, you never said what game we are taking about?
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 9:33 pm    Post subject: Reply with quote

thanks, I understand. But I dont have the skills to find that address, so can you just tell me how to freeze all of the addresses, for now?
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Labyrnth
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PostPosted: Wed Oct 22, 2008 9:39 pm    Post subject: Reply with quote

Not going to say the Game name?

Adding that many address's will crash always, unless you have a pc with unlimited supply of ram.

My question is what was your method to get as far as you got right now?
Did you find a spot that the light goes out and you move and it comes back on ?
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 9:41 pm    Post subject: Reply with quote

I also want to add that all 320,000 are in green, and I did the 'find out what writes to this address' two things popped up when I moved a unit to the tile, and both said the pointer that leads to this address is 00763137, which is one of the 320,000 addresses in green, which I right clicked to find out what writes to it. It writes to itself.


EDIT: yes, all tiles work that way, a lightswitch
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Labyrnth
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PostPosted: Wed Oct 22, 2008 9:47 pm    Post subject: Reply with quote

Ok now we are getting somewheres show what popped up and the address's with what popped,

Also, since you say the pointer is that single address, try watching the value of it when you move across tiles in game and see what it does. It could be the only one you need. * If it is the same address after restart of the game.
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 9:58 pm    Post subject: Reply with quote

file attached, showing what you asked

When a unit moves within a certain range of any tile, it lights up. The value goes above 0, depending on what unit sees it it could be a value of 5, or of 635045, or some other number. When the unit moves away from the tile, the number starts decreasing by 20% every second. so if the value was 5, when the unit moves away the value goes 4..3..2..1..0 and then when it turns to 0, the fog of war covers it once again.


EDIT: yes it is always same addresses



333333333333.jpg
 Description:
 Filesize:  46.52 KB
 Viewed:  9135 Time(s)

333333333333.jpg


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Labyrnth
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PostPosted: Wed Oct 22, 2008 10:07 pm    Post subject: Reply with quote

ok did you try freezing that address to 5?
Do more info on the second instruction.

Also check out ebx and edx registers are 1.
If you move off the tile are those 0?


Last edited by Labyrnth on Wed Oct 22, 2008 10:10 pm; edited 1 time in total
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 10:08 pm    Post subject: Reply with quote

yes, thats what I need to do with all 320,000 addresses, once frozen to 5 it stays lit up. If all 320,000 were frozen at 5, I would see the entire map...
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Labyrnth
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PostPosted: Wed Oct 22, 2008 10:11 pm    Post subject: Reply with quote

You got msn mate lets talk Razz
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adaptusaaf
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PostPosted: Wed Oct 22, 2008 10:18 pm    Post subject: Reply with quote

yes:

Edited for privacy
wouldnt let me post urls so had to use DOT
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