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[S] Pointer scanner and Dissect Data/structures

 
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Dooh
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PostPosted: Wed Sep 28, 2011 3:54 pm    Post subject: [S] Pointer scanner and Dissect Data/structures Reply with quote

Hello Smile
My suggestions might already be implemented but i haven't been so lucky to find them, then you can see this post as a request for help instead, so in either way 'Flamin' ain't needed.

Here it goes..

Pointer scanner is an awesome tool if you want to find base addresses, however, i would like to see an reversed form of it. So instead of putting in an end node (address) to backtrack, you enter a base address and it finds all end nodes.
This request come to light when i ran into this situation:
I found the base address of my character entered the end node - offset into "Dissect Data/Structures" only to find out that the only usefull info in there was my Hp. my mana and all the other had another offset on the way.
HP:
BaseAdr + 1C + 80 + 4 + 96
Mana:
BaseAdr + IC + 84 + 4 + B6
Btw it's random data in this example.

Dissect Data/Structures are also an awesome tool but I have two questions reguarding it and an suggestion.
When i use this tool i get a lot of offsets with address value "00000000" ( a pointer , and 0 if it's any of the other types ). Does that mean on that offset their is no data?
And yes i understand some addresses have the value 0, but all those addresses? If there is no usefull / valid data why not just put N/A?

Now to the suggestion, If it's a pointer, would it be possible to have CE search the end result(s) ?

I think i read somewhere that CE only can backtrack?

And i get that the suggestions ain't something which is implemented on a coffee break, but it's something to keep in mind Smile

Thanks for your time and thanks for an awesome tool Smile
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Dark Byte
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PostPosted: Wed Sep 28, 2011 4:10 pm    Post subject: Reply with quote

structure spider is the closest you can get for now, it's like dissect data but automatically opens all the pointers (max recommended level is 3, when you use it you'll understand why I do backtracking instead of going from the base address. Same principle as raytracing in 3d graphics)

alternatively, do a pointerscan where the base address must be exactly the base address you need

As for all those 0's. It's partially a compiler thing (alignment) and partially unused features (debug pointers or only used when it's an AI)

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Dooh
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PostPosted: Thu Sep 29, 2011 12:35 am    Post subject: Reply with quote

Dark Byte wrote:

alternatively, do a pointerscan where the base address must be exactly the base address you need


I'm sorry but how do you set up the pointer scan to do this?
All i can find is :
"Address to find" which i was using to find my base address, with this option the selected address will be the end node, and you get the addresses which lead upto that address.

"Value to find", from the name it would seem that this option will list all pointer which leads to a specified number.

I can't see any "pointer must end with this base address" option.

As you have noticed, i'm still learning CE. It's an awesome tool.
I appreciate your help Smile
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gameplayer
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PostPosted: Thu Sep 29, 2011 3:14 am    Post subject: Reply with quote

If you want to find a pointer, first right click the address you found for a value then select "find out what accesses this address" then return to your game. After changing the value, switch back to the CE to see some codes in the new window. Select some of the lines with the brackets [] then click "more information" button, the CE may suggest a base address to find. Type that address in hex into the scan box and do as you search a new value.
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Dooh
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PostPosted: Thu Sep 29, 2011 4:06 am    Post subject: Reply with quote

gameplayer wrote:
If you want to find a pointer, first right click the address you found for a value then select "find out what accesses this address" then return to your game. After changing the value, switch back to the CE to see some codes in the new window. Select some of the lines with the brackets [] then click "more information" button, the CE may suggest a base address to find. Type that address in hex into the scan box and do as you search a new value.


I know how to find pointers / base addresses what i asked the second time is how do i set up pointer scanner to find all end nodes which starts at a specified base address / pointer.

Btw Dark Byte, i get why you backtrack, the structure spider gave A LOT of addresses however i find it very usefull anyways.
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gameplayer
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PostPosted: Thu Sep 29, 2011 5:30 am    Post subject: Reply with quote

Oh, I see. That will be a difficult question. Since the depth of the pointers is unknown, finding all end nodes seems to be impossible. Usually, I just find what I need and ignore all the rest.
The distinction between a value and an address is not a simple problem. How can we recognize the end nodes while they are classified by human purpose? Furhtermore, the pointers may in an endless circle if the "end" node is a pointer that points back to the first one.
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Dooh
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PostPosted: Thu Sep 29, 2011 6:00 am    Post subject: Reply with quote

gameplayer wrote:
Oh, I see. That will be a difficult question. Since the depth of the pointers is unknown, finding all end nodes seems to be impossible.


Sure the depth is unknow, however if you know that your max and current hp are let's say 3 offsets away from your base address, and your mana ain't in the same structure. You can be fairly sure that the mana will be in another structure on the same length from the base address.

So by reversing the order (you go from base address and out) you will get a lot of hits, and then it's just go through the values and see if any matches your mana.

However i still want to know how to set up pointer scanner to only list the addresses which have a specified base address.

gameplayer wrote:
Usually, I just find what I need and ignore all the rest.


Ain't that we all are doing?
Obviously im not as good as you on hacking, i have problems finding what i'm looking for, you don't seem to have that problem.
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