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Finding a value that does not change

 
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first100used
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PostPosted: Sat Mar 24, 2012 1:34 pm    Post subject: Finding a value that does not change Reply with quote

It seems that some people wish to find a value that does not change. This might be possible if CE had a feature that allowed you to temporarily change all the values in the list of addresses for which you have searched.

Here is an example of the new feature I would like to see:
Search for a known value of 150, and about 4,500 results are found. Modify the values of 2,250 (50%) of those results to a number chosen by the user (e.g. 149). If the desired value has not changed in the game, eliminate the half that was modified. If the desired value has changed in the game, eliminate the half that that was not modified. Now, if the half that was modified is not eliminated by this step, then it would be good if CE automatically change the values of this half back to their original value of 150.

This feature would narrow the search results by 50% each time, until you are down to only a few addresses, making it possible to find the address for which you are looking. I realize that using a feature like this could potentially crashing the game, but aside from that, would it be possible to implement something like this?
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Dark Byte
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PostPosted: Sat Mar 24, 2012 2:59 pm    Post subject: Reply with quote

Potentially crash? Almost a quite certain crash with such a low value.
Only when the value is higher (like 8000+) it might be viable, but for small values that only require a few bits (like 150) the chance of a crash is 90% and higher

But if you insist, you can do this with lua. Get the memscan object of the current tab, get the foundlist of that memscan, go through 50% of the results and use writeInteger/writeFloat/writeWhatever. Then manually select the other half or first half depending on the result and choose the option to delete the addresses from the foundlist (no lua access to the delete option yet)

when I get time (a bit busy right now) I'll see about posting an example

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Last edited by Dark Byte on Sat Mar 24, 2012 9:38 pm; edited 1 time in total
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first100used
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PostPosted: Sat Mar 24, 2012 8:34 pm    Post subject: Reply with quote

Thanks. If you can think of anything that might work better, or decrease the risk of crashing? That would be ideal.

P.S.
The value that I used in the example was a purely fictitious value, and I am fairly new to hex editing, so I had no idea that it might make me look like a noob choosing such a low value.
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Dark Byte
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PostPosted: Sat Mar 24, 2012 9:51 pm    Post subject: Reply with quote

It does not make you look like a noob, but this question is common for low values. (Max MPH, Max HP, Max Mana, Max Bullets, all low values)
Which is why this method is not recommended

For bigger values, it is viable, but then you can just make use of the mass change value option in the addresslist.
Just add them to the list at the bottom, multiselect the first half and press enter and fill in the new value

Another method that does work better for small values is to find a related address. (Current MPH, current HP, current Mana, current Bullets), or an address that you can expect to be in the same region (player position and current money might be stored in the same block

Then search the memory around that block and change those. Still a chance to crash if the value is really low (less than 10) but a bigger chance of success

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first100used
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PostPosted: Sun Mar 25, 2012 3:12 am    Post subject: Reply with quote

Dark Byte wrote:
Another method that does work better for small values is to find a related address. (Current MPH, current HP, current Mana, current Bullets), or an address that you can expect to be in the same region (player position and current money might be stored in the same block

Then search the memory around that block and change those. Still a chance to crash if the value is really low (less than 10) but a bigger chance of success


This is very helpful. I used to use this method for hacking Gameshark codes on Nintendo 64. I forgot all about that though, so thanks for this tip.
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