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Attempting to find pointers for Collision values

 
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hausevult
How do I cheat?
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Joined: 21 Jun 2019
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PostPosted: Sat Jun 22, 2019 9:44 pm    Post subject: Attempting to find pointers for Collision values Reply with quote

I've run into a rather annoying issue now. I have done some testing and narrowed down the collision value to two addresses, both of which are rather close to each other in memory. One address seems to be constantly running, whereas the other runs other lines of code upon colliding with walls and objects. Notably, the one that runs constantly seems to be placed a "lower" address. Both values change to 1 (true) upon collisions, though.

First Address - First Image


Second Address (a bit after a collision) - Second Image


I took the pointer value from several of these and scanned for them (with hex ticked) to no avail. I had known it would be a multi-level pointer and I would have to search for a bit, but now I am simply getting no results at all. Because of this, I attempted to pointer scan for the second address. First I generated a pointermap to use in the scan, then, while doing the scan, I collided and didn't collide with objects so as to change the value a few times. This netted me 7511 pointer paths, but I am unsure what to do now. Should I continue doing this with the pointer values themselves until I find a static base address or what? Because I cannot find what accesses the pointers themselves... Not sure what to do here, any tutorials and such would be great. Rolling Eyes



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Roogue
Newbie cheater
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Joined: 31 May 2019
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PostPosted: Wed Jun 26, 2019 12:30 pm    Post subject: Reply with quote

As you said they are pretty close to each other in memory, that means they are in the same function which apparently looks like a
Code:
 BOOL IsCollision(args)
. This adresses are dynamic for sure, but the function address should not be. So, click on any of this instructions you see on the images, "show disassembler", right click selected opcode then Select Current Function, and now do CTRL+G to get the function address. Note it somewhere, and now whenever you want to cancel the collisions you can just modify the value of EAX register before the return at the end of the function
Code:
 mov eax, 0 // no collision


If you need more help, i'm here.
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