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address pattern filtering

 
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shadel
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PostPosted: Sun Sep 05, 2010 1:34 pm    Post subject: address pattern filtering Reply with quote

Hi,

I saw in some games where addresses changes that they follow patterns.
For example, in The Scourge Project, ammo addresses arelike xxxxxx74.
The player health is something like xxxxxxE8.

Could you add a search criteria to take that filter into account ?
I think this filter is a good one to size down results for repeated searches.
What do you think ?
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Dark Byte
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PostPosted: Sun Sep 05, 2010 1:58 pm    Post subject: Reply with quote

ce 6 had some empty space left after the fastscan checkbox, so I'll add it
fastscan also basically does that, but with a fixed filter on xxxxxxx0, xxxxxxx4, xxxxxxx8 and xxxxxxxc

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Geri
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PostPosted: Sun Sep 05, 2010 3:10 pm    Post subject: Reply with quote

Yes this would be good for many games. Even more, in most games, for example strategic games, the resources are stored in fixed positions from each other.

Example:
Let's think about a game like Warcraft 3 where You have gold, wood, and population. I don't remember the exact pattern right now, but it is not that important.

Let's say the pattern is
Gold address: xxxxx390
Wood address: xxxxx590 (gold's address + 200 bytes)
Population address: xxxxx610 (gold's address + 220 bytes)

In this case, if someone has the address of gold and knows the pattern too, the other resources can be calculated with the Windows calculator for example.

So the suggestion is simple. If there is a possibility to add addresses like "address + xxxx bytes", then the users don't have to calculate them one by one with a calculator. They just put an address like "00044390 + 200" and CE will calculate it and add 00044590 to the cheat list.

This way beginners who don't know how to deal with pointers or code injection will have an easier job. They just search for the gold and add the other 2 addresses easily without searching for them or calculating the other addresses with a calculator.

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Dark Byte
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PostPosted: Sun Sep 05, 2010 3:19 pm    Post subject: Reply with quote

that is already in, it's the recalculate addresses option

e.g you find gold and then you use the recalculate addresses on the addresslist with gold selected. CE will have the difference calculated for you

what shadel is asking is that ammo could be at address 01230574 and health at 08d799e8

so when scanning you search for the health and set the alignment and then it only returns addresses that end with e8 (or are allignable on e8)

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Last edited by Dark Byte on Sun Sep 05, 2010 3:22 pm; edited 2 times in total
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Geri
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PostPosted: Sun Sep 05, 2010 3:20 pm    Post subject: Reply with quote

Oh, sorry. I did not notice it. Thanks for the info.

Quote:
what shadel is asking is that ammo could be at address 01230574 and health at 08d799e8

so when scanning you search for the health and set the alignment and then it only returns addresses that end with e8 (or are allignable on eCool


Yep I know, I was just thinking my idea (which turned out to be already outdated) is similar to His idea so I added it here. I did not notice it has been added already.

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shadel
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PostPosted: Mon Sep 06, 2010 2:56 pm    Post subject: Reply with quote

Yes, that's exactly what I meant.
Except for the Cool part lol.

As for these structures with fixed intervals, you have the pointers offsets that works very well.
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