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automatically determine addresses relative to known address

 
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Jatopian
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PostPosted: Wed Jun 17, 2015 7:01 pm    Post subject: automatically determine addresses relative to known address Reply with quote

So here's an issue I've had with several games. While I can't find a pointer to the addresses I'm interested in (yes, I did the relevant tutorials and tried the pointer scanner), they seem to occur a set distance from each other even though the overall location varies. So for example, one time they may be here:

036CD1DC golds
036CD1E4 gems or something
036CD1EC pending upgrade points or whatever
036CD1F4 etc
036CD1FC
036CD204

but if I load a different save, or restart the game, they may be here:

03CA410C golds
03CA4114 gems or something
03CA411C pending upgrade points or whatever
03CA4124 etc
03CA412C
03CA4134

You'll notice that these addresses are evenly spaced in memory, 8 bytes apart. I'm wondering if there is some way to make a table automatically extrapolate the new addresses of the other values if I manually find one. Would save some time in the long run.


Last edited by Jatopian on Wed Jun 17, 2015 7:53 pm; edited 2 times in total
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atom0s
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PostPosted: Wed Jun 17, 2015 7:04 pm    Post subject: Reply with quote

Load up a saved game and find your gold location again. Then right-click and use the 'Find what access this address' or 'Find what writes to this address' features. These will locate the instructions that are reading/writing to the value.

From there you can look for instructions that may make use of a static pointer that references the information you are looking for.

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Zanzer
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PostPosted: Wed Jun 17, 2015 7:24 pm    Post subject: Reply with quote

Quick thing for the non-coders:

Find the first address as normal (gold).
Then drag a new address on top of that one to make it a child entry.
Set that entry's address to "+4" and it will be the next address (gems).
Drag more addresses under the first and keep incrementing the value by 4 (hex notation).
+4, +8, +C, +10, +14, +18, +1C, +20, etc.
Simply update the first address each time to automatically populate the rest.
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Jatopian
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PostPosted: Thu Jun 18, 2015 7:59 pm    Post subject: Reply with quote

Zanzer wrote:

Find the first address as normal (gold).
Then drag a new address on top of that one to make it a child entry.
Set that entry's address to "+4" and it will be the next address (gems).
Drag more addresses under the first and keep incrementing the value by 4 (hex notation).
+4, +8, +C, +10, +14, +18, +1C, +20, etc.
Simply update the first address each time to automatically populate the rest.

Thank you, this is much more what I was looking for.
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Xathan
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PostPosted: Fri Jun 19, 2015 9:25 am    Post subject: Reply with quote

When you have your gold address do like atom0s said. You'll see an instruction like mov [eax+10], ebx. eax contains the base address for the player structure (that's why you have these equal relative entries) and the offset is +10. You can also try to pointerscan for the base address and then make several entries like Zanzer said but instead use pointer to base address and add the offset for gold and other stuff.

Hope that helps to get an always instantly working table Wink
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