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How to open inventory or menu screen in game.

 
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souleaf
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PostPosted: Sat Dec 25, 2010 4:28 am    Post subject: How to open inventory or menu screen in game. Reply with quote

Many of the game options have a key attached to it. For example I for Inventory. E for equipment.. and double click on shop to open up shop menu..

How do i open these menu automatically. Do i need to scan the address? and how?

much appreciated.
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Jesper
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PostPosted: Sat Dec 25, 2010 8:17 am    Post subject: Reply with quote

Send the window message to it using PostMessage function.
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AtheistCrusader
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PostPosted: Sun Dec 26, 2010 7:27 am    Post subject: Reply with quote

Depends on the game, it might have a openInventory() function, in which case you could just inject some code and call the function, or send a WM_KEYDOWN WM_KEYUP with the VK_E parameter.
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Dacnomania
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PostPosted: Sun Dec 26, 2010 8:29 am    Post subject: Reply with quote

scan unknown initial value, open the menu the normal way, scan changed value, close it, scan changed value, and so forth.

Until you find the address and there is in fact an address, I worked on something like this not so long ago, the value happened to be 100.
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souleaf
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PostPosted: Sun Dec 26, 2010 11:09 am    Post subject: Reply with quote

visiON_131 wrote:
Depends on the game, it might have a openInventory() function, in which case you could just inject some code and call the function, or send a WM_KEYDOWN WM_KEYUP with the VK_E parameter.


Thanks for your reply, i am standing in a trainner making perpsective. using key press is only possible if the game interface gives it the option. I am looking for a way to programmatically without interaction through keyboard and mouse.

[scan unknown initial value, open the menu the normal way, scan changed value, close it, scan changed value, and so forth.

Until you find the address and there is in fact an address, I worked on something like this not so long ago, the value happened to be 100.]

I did try it on a few games. I cannot get it to work.. or scan the correct value. May i ask how many bytes did you scan it with? 4 or 2?
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NINTENDO
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PostPosted: Tue Dec 28, 2010 4:28 am    Post subject: Reply with quote

Dacnomania wrote:
scan unknown initial value, open the menu the normal way, scan changed value, close it, scan changed value, and so forth.

Until you find the address and there is in fact an address, I worked on something like this not so long ago, the value happened to be 100.

What? Why would that work? I just cant get the logics.

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BirdsEye
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PostPosted: Tue Dec 28, 2010 9:24 pm    Post subject: Reply with quote

This can be easily done without involving memory. So why complicate things. My suggestion is to use SendInput or PostMessage -> WM_KEYDOWN / WM_KEYUP. You can make sure that the window recieves this message by focusing it. (Sorry, I haven't programmed for a long time, search up on MSDN)
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Deine Mutter
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PostPosted: Fri Dec 31, 2010 11:10 am    Post subject: Reply with quote

BirdsEye wrote:
This can be easily done without involving memory. So why complicate things. My suggestion is to use SendInput or PostMessage -> WM_KEYDOWN / WM_KEYUP. You can make sure that the window recieves this message by focusing it. (Sorry, I haven't programmed for a long time, search up on MSDN)

A solution that uses memory manipulation should be always preferable to SendInput/PostMessage/Sendmessage crap. In most cases it is just friggin hard to find.

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Slugsnack
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PostPosted: Fri Dec 31, 2010 6:55 pm    Post subject: Reply with quote

message handlers are typically quite trivial to find because of GetWindowLong with DWL_DLGPROC. ie. if it can be done with send/postmessage then finding the code that is triggered from a particular message tends to take little effort
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