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Speeding up AoBScans

 
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crumbleybumbley
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PostPosted: Thu Jan 22, 2015 5:31 am    Post subject: Speeding up AoBScans Reply with quote

I have to run a script that is constantly scanning for AoBs. Are there any good tips for speeding up AoBScans or making them a little less taxing? It isn't terrible, but mostly I end up missing a few addresses I would want to catch because the scans are happening with a decent gap in between them due to the delay. Thanks in advance.
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Dark Byte
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PostPosted: Thu Jan 22, 2015 5:48 am    Post subject: Reply with quote

Are the results always around the same area (after having done the first scan to see what that area might be, e.g changes each run)
then you could try a manual scan using the memscan class and specify the region to scan.

the memscan class also lets you scan only writable memory so it skips readonly memory (regular Aobscan will scan all memory, including readonly)

Also, lua's aobscan finds ALL results while AA's AOBSCAN will only finds the first one

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crumbleybumbley
How do I cheat?
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PostPosted: Thu Jan 22, 2015 6:20 am    Post subject: Reply with quote

They can be fairly varied in terms of their location. Just scanned in 3 seperate instances of the game. First attempt went from 0DEDB25C to 38018C34. Second attempt went from 0DEB591C to 300EE4AC. Third attempt went from 2CC92A5C to 35FC24BC. Always ends with a 4 or C if that helps at all.

And yea, I need every result from the AoBscan, not just the first one. Been using lua for this.
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crumbleybumbley
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PostPosted: Sun Jan 25, 2015 9:24 pm    Post subject: Reply with quote

As it turns, out getting a lot of results like 541AF53C as well. Really unsure if I can do anything to really optimize this. Will limiting the scan from 0-6's really help much at all? This scan in particular slows down my process greatly.
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Dark Byte
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PostPosted: Sun Jan 25, 2015 9:35 pm    Post subject: Reply with quote

Only suggestion I can give is do an aobscan with fastscan set to aligned and value 4, and protection to writable and not copy on write and not executable (assuming you're looking for data)

besides that, code injections on the code that accesses those AOB's so you get them as soon as the game looks at them

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