Posted: Sat Dec 12, 2020 11:27 am Post subject: step 5 to step 6 in tutorial visualisation
So, I can understand that you guys have explained this a gazillion times and haven't got any patience left. Still, I just need some insight, I need to understand the PRINCIPLE behind what I'm trying to do. It is possible that I do not understand this step, because I have never done anything with coding or programming. So help me out if you can/will please.
I understand the principle behind finding an exact value. One can change this and it's done. Easy as pie. But then most games nowadays change these values every time.
Here is my issue: I find the value I am looking for. I right click on "what accesses this value", I find that value also. I click on "replace with NOP". That worked as well.
But from here on I do not understand what I am trying to do. Can someone perhaps explain the "philosophy" behind the next step?
Example: I am now in this game Subnautica Below Zero early access. I am just using this as an example, because I have played earlier versions and I will probably replay it when it really comes out. I am trying to freeze the o2 value. I have done everything up to the point of replace this value with NOP and the o2 value doesn't go down anymore. But what do I now do to make cheat engine freeze this value again next time I play? I have found the adress. But I cannot directly add it to the adress list in the lower half of CE like I can with exact values and then simply checking the box.
- am I now done once I save this value and the NOP? I mean for the next time I start the game
- what other process is required and why if there is any required?
I have looked at the next steps, step 6, pointers looks very different from what I have found. In my list there is no value with rdx. Step 7 is probably where I need to go to keep my o2 value for all next play sessions? But it's like gibberish to me. For now.
I really need to understand the PRINCIPLE behind what I'm trying to do in very simple terms, from there I hope I can piece it together myself by experimenting. Thanks all!
The OS loads the data in the exe stored on disk into memory (RAM) when the program is launched. Any changes CE makes in memory generally won't affect what's stored on disk. The next time the game is launched, you'll need to make those same changes again.
Make an AA script to do this automatically. If the code is stored in static memory (i.e. address is game.exe+1234 or foo.dll+5678), you can use the "full injection" template; otherwise, use the aobscan template.
You generally won't find pointers in the same manner as the tutorial teaches you. Try the pointer scanner. This video by DB shows how to do it correctly.
If the pointer scanner doesn't find any easy path, try code injection instead. Search for "injection copy". You could try manually finding the pointer path(s) the game uses, but doing that could take longer and require more knowledge of assembly. _________________
I don't know where I'm going, but I'll figure it out when I get there.
Thanks for your reply ParkourPenguin. Ik have watched that video and the ones that came before that one.
I now understand a bit better what the issue is. I was wondering if I had to write or code something myself, but it is actually still a search for an adress, but an adress that's one (or more) steps removed from what I actually find at a first search.
And I understand that in this "elevated search" it is important not only to find the adress that's accessing the value you see in game, but also something called an offset. I am now stuck at understanding this offset. I thought I was done when I found the value that worked with the NOP, but apparently I wasn't. I think undersanding wat this offset is and what it does will give me a better understanding of the whole process.
Those videos are really helpful and I guess I need to give it some time and just practice and experiment.
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