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[Suggestion] About Pointers

 
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caiocarvv
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PostPosted: Thu May 06, 2010 4:57 pm    Post subject: [Suggestion] About Pointers Reply with quote

Hello guys, I'm had been thinking if you can make an "Auto Founder" of the adress pointer like the "t-search program". Can you include this in the next version ? Thanks, me and many others will be so grateful. Smile
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Dark Byte
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PostPosted: Thu May 06, 2010 5:03 pm    Post subject: Reply with quote

Just use the pointerscan

Or the option to find out what accesses an address to find out the base and offset

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Fantasy
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PostPosted: Thu May 06, 2010 11:59 pm    Post subject: Reply with quote

Finding basic pointers really ain't that hard or time consuming once you get the hang of it.
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dharthoorn
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PostPosted: Fri May 07, 2010 3:21 am    Post subject: Reply with quote

[quote]Finding basic pointers really ain't that hard or time consuming once you get the hang of it.[/quote]

Neither is quantum physics.

I agree that finding multi-level pointers CAN be a pain. CE, while being thorough, is definitely not the worst pointer finder out there (it gets the job done) but there may certainly be room for improvement yet. T-search does seem to be a lot quicker in some cases.
No reason to slam the door on striving to keep improving CE, right?
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Dark Byte
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PostPosted: Fri May 07, 2010 4:27 am    Post subject: Reply with quote

I'm asuming you're talking about 5.6, and not 5.5
Anyhow, CE's pointerscanner is optimized for multilevel pointers so even if you do a single level pointer scan, the first time you do such a scan, it will map all pointers in a tree and when that's finished it will go through it.(that's the progress bar at the bottom)
The second time you scan for a new address, or the same one with a deeper level the mapping will be skipped and it'll immediately scan. For a level 1 pointerscan trhis never takes longer than 0.0001 seconds even on a huge game

Of course, a level 1 pointer is nowadays completely useless

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dharthoorn
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PostPosted: Fri May 07, 2010 12:04 pm    Post subject: Reply with quote

I am using 5.6 yes. Perhaps I have misunderstood, my comment was more aimed at Fantasy because I refuse to believe something is beyond improvement.

The building of the pointer tree in CE takes time, up to 30mins even. Is there no way to speed that up besides upgrading ones system?

I have also noticed that with some games some kind of weird memory-leakage is happening during the buildup of the pointer tree file. It has never lead to crashes and it *usually* reverts back to normal size after the file has been compiled. Is this a known phenomenon?
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Dark Byte
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PostPosted: Fri May 07, 2010 12:46 pm    Post subject: Reply with quote

the time to generate the tree can be halved, but then more memory is needed.
Currently it goes in two passes, first pass is find out how much memory is going to be needed, second pass is allocate the memory and then fill it in

By immediately filling in there will be memory gaps of unused memory

As for the memory increase to up to 1.5GB ram, that's actually normal, and it should go back to normal when you close the pointerscan window. It is recommended though to keep it open an do a secondary scan for a deeper level or higher structsize if you have the time and diskspace


Also, just adding more ram (to at least 4GB ram) instead of upgrading the whole system should cut down on that time. (for me it only takes 1 minute on a game like the settlers 7)

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caiocarvv
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PostPosted: Fri May 07, 2010 1:05 pm    Post subject: Reply with quote

Maybe it's easy, I know how to do it but, it's so much easy by the t-search way, can't you put it anyway ? Thank you !
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Dark Byte
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PostPosted: Fri May 07, 2010 4:22 pm    Post subject: Reply with quote

how hard is it to rightclick an address, choose pointerscan for this addres, and then click on ok ?
You don't have to make any adjustments, the default settings are usually more than good enough

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