Sarge411 Newbie cheater Reputation: 0
Joined: 21 Apr 2018 Posts: 21
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Posted: Fri Jun 08, 2018 4:34 pm Post subject: |
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Dark Byte wrote: | I use windows 7 with lazarus 1.6.4
are you using the latest sourcecode of CE ? Did you make any changes to CE ? |
No, just compiling the latest version of CE cloned from the official git repository.
I can build and run CE 6.6 and earlier on win 10. What I want to do is add a feature that captures event bound memory address changes in time. The idea is that, for example, pressing a set of keys triggers monitoring while releasing them stops it. A delta time may be used to delay capturing time after events for a higher degree of granularity (in FPS-es often times there is an acceleration time after which the character gets to maximum momentum. Omitting the delta time may thus remove useful addresses). Change is captured by comparing consecutive memory regions whose values are stored at the same addresses were modified by events. These events are user defined and each capture takes place after a capture time. All addresses that have values that change while the events do not occur are removed from the result list. Each address from the resulting set can be used a starting point to search for logically correlated addresses. For example, if there is a group of three, continuous, addresses that change at the same time when a key press for movement occurs, then it's likely that one of the addresses is the coordinate for X, Y or Z. To some degree, objects, can be inferred depending on the relationship between changing address values and position in address space. Taking it a step further, heuristics can be employed to determine the game engine by monitoring memory changes.
I'm not sure how fast CE can perform these scans at intervals in the order of milisecods. After a look at the code (of CE 6.6), my guess is, that loop enrolling can speed up existing lookups by a factor of at least 2.
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