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some more function ideas

 
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shadel
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PostPosted: Wed Sep 08, 2010 6:27 pm    Post subject: some more function ideas Reply with quote

Hi,

I got some more ideas for functionalities.

I noticed that sometimes scripts takes lots of time to get enabled/disabled.
It is because they have incorporated aobscan, right ?
Is it possible to have another version of aobscan that scan only in a set range ?

Scripts can be added to cheat list only if they have [enable] [disable].
Can we add [run] scripts that we can run at a chosen time with a hotkey ?
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XaLeX
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PostPosted: Wed Sep 08, 2010 8:21 pm    Post subject: Re: some more function ideas Reply with quote

shadel wrote:
Scripts can be added to cheat list only if they have [enable] [disable].
Can we add [run] scripts that we can run at a chosen time with a hotkey ?
That'd be a nice idea. In the meanwhile, you can achieve that with
Code:
globalalloc(blah,1024)
createthread(blah)
blah:
//yourcode
ret
[ENABLE]
[DISABLE]
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Dark Byte
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PostPosted: Wed Sep 08, 2010 8:24 pm    Post subject: Reply with quote

for the range: I could add it, but if you need to use an aobscan I doubt you know the range. Sure, most of the time it's allocated at 01xxxxxx, but that doesn't mean it's always that way, it could just as well be allocated at 7xxxxxxx next time you run it

At most I could group the aobscan commands to one big scan, but that's only useful if you did multiple aobscans, which is really slow

as for [run], perhaps, I was more thinking about an [interval] script (one that can go together with [enable]/[disable] and triggered each time the freeze interval is handled.

an alternate method of a [run] script is:
Code:

yourcode

[enable]
[disable]

Just empty enable and disable section and have the code in the global part, that causes the script to get run each time it's checked and unchecked

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shadel
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PostPosted: Thu Sep 09, 2010 12:41 pm    Post subject: Reply with quote

I see... you could do that with scripts...

About aobscan, yes I do know the range of what I'm looking for.
It will always be between 201xxxxx and 207xxxxx and it will always end with CCC :
Code:
20234CCC
2045aCCC
20501CCC
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shadel
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PostPosted: Tue Sep 21, 2010 12:55 pm    Post subject: Reply with quote

Pointers are very numerous so having more criterias to whittle them down is a good thing.

I have come up with scanning for pointers that points to nothing meaning, when you see them as P->???.

I see in this criteria the elimination of pointers paths that are temporary.

When you find a list of pointers and restart the game without loading an actual game,
I think the pointers paths that points to something when you are in the menu of a game are unstable.

If there are static paths, they should point to an unaccessible memory, so ???.

Maybe you could also remove from the list pointers that have the same succession of addresses/offset than those unstables ones.

Was I clear enough ?
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Dark Byte
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PostPosted: Tue Sep 21, 2010 1:06 pm    Post subject: Reply with quote

when you do a rescan pointers that don't point to anything valid will be taken out.

You can set a delay for the rescan so you can get into the game and do something (e.g get inside the game without a menu open)

As for removing addresses with ?? automatically isn't possible in case of a game crash or during a map load (pointers that turn to ?? during a map load are not bad pointers)

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shadel
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PostPosted: Tue Sep 21, 2010 1:22 pm    Post subject: Reply with quote

Sorry, it seems I did not explain it well.

I was talking about keeping those ??? and removing those with an address.

It's not about having some time to do something in game before the scan.

Because when you didn't load your game yet, the played character shouldn't be in memory yet.

Or... maybe with default values...
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