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Qbeh-1, finding pointer paths

 
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meggachilly
How do I cheat?
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Joined: 22 Dec 2015
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PostPosted: Tue Dec 22, 2015 8:55 pm    Post subject: Qbeh-1, finding pointer paths Reply with quote

Ok, I speedrun a game called Qbeh-1, and I am trying to create an autosplit (This will control my timer for me, making it more accurate and easier for me and the other people that speedrun the game).

To create it I need the Pointer Path of an address that changes as I finish a level, I can find address's that do this, and I try to find the pointer paths but they never work after I reset the game.

When creating the autosplit you list all your variables and there pointer paths at the top , for example:

int level1LoadScreen : "Project64.exe", 0x107AD8, 0x3480;

I'd be really great if someone could help push me in the right direction and sorry if I posted this in the wrong area of the forum.
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Rydian
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PostPosted: Tue Dec 22, 2015 9:34 pm    Post subject: Reply with quote

Try using the scanner?
http://forum.cheatengine.org/viewtopic.php?t=572465

Not sure how well it'll work in an emulator though.

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ParkourPenguin
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PostPosted: Tue Dec 22, 2015 10:09 pm    Post subject: Reply with quote

Yep. If you can't copy the address by making a code injection around some instruction that accesses the address, then the pointer scanner is your next best bet. Tips for using the pointer scanner:
  1. Select "No looping pointers". It'll slow down the scan a bit, but less disk space is used, and less invalid results are found.
  2. Make sure you're letting the stack addresses of the first few threads be handled as static. You can even try increasing the values on these a bit to possibly find more valid results.
  3. Increase the max offset value and max level if you aren't finding anything.
  4. The game might have marked some pointers as read-only. Uncheck "Don't include pointers with read-only nodes" if you want to, but it'll increase the amount of results found.
  5. If other pointers you've found have a common base address, selecting "Base address must be in specific range" will help narrow down your results by a lot, but you'll also miss it if it's not in that range.
  6. You might be able to use "First element of pointerstruct must point to module" depending on the game.
  7. The "Improve pointerscan with gathered heap data" option might help as well, depending on the game.
  8. If you're having trouble with diskspace, using "Pointers must end with specific offsets" will help, but you might miss valid results (see the topic Rydian linked to).
  9. If you're really having trouble with disk space, use max different offsets per node. You'll miss tons of pointer paths, though, so you'll need to be lucky.

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Dark Byte
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PostPosted: Wed Dec 23, 2015 2:42 am    Post subject: Reply with quote

pointerscans on an emulator will most likely not result in useful results though.

perhaps if you redirect ce's memory access api's to use the base address of the emulated memory as address 0 it might return less useless results but may take more wirth than you wish.

perhaps a groupscan can help finding it

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meggachilly
How do I cheat?
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Joined: 22 Dec 2015
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PostPosted: Wed Dec 23, 2015 7:06 pm    Post subject: Reply with quote

Rydian wrote:
Try using the scanner?

Not sure how well it'll work in an emulator though.


Something that I think that isn't helping is that there are quite a few different addresses that change during the end level screen, so I find an address to use but when I restart to try a narrow my previous scan down, I have no idea what address is the one I used before. I tried looking to see what value it changed to before and after, and found one that changed to that after, but there were no matches when I rescanned.
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cloudzero
How do I cheat?
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PostPosted: Mon Mar 14, 2016 3:34 pm    Post subject: Reply with quote

Dark Byte wrote:

perhaps if you redirect ce's memory access api's to use the base address of the emulated memory as address 0 it might return less useless results but may take more wirth than you wish.


hwo do you do that?
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