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Question about Dissect Data/Structures with 64-bit games

 
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h3x1c
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PostPosted: Wed Apr 15, 2015 6:49 pm    Post subject: Question about Dissect Data/Structures with 64-bit games Reply with quote

Greetings! Okay, so, I'm quite familiar with the general functionality of "Dissect Data/Structures," but I fear I'm missing something when it comes to 64-bit addresses.

The problem I'm having is getting the offsets to show properly. Take, for example, [RAX+0C], which is, say, 7D888880C.

Regardless of if I enter 7D888880C-C or 7D8888800, the offsets after defining the structure seem to be off. So, I'll look for offset C, but it's skipped due to the way the structure was defined--perhaps something like this:

0000
0004
0008
0009
000D
000E
0012

If I enter the exact value of RAX+0C (7D888880C in the example above), then I'll see the correct value after defining the structure, but then I can't see anything prior to it, of course. Even if I try something like 7D88888C-4 just to see 4 bytes prior, the defined struture from that tends to be off, too.

This is making it impossible for me to compare data from multiple addresses, or even to look for other relevant data in close proximity to one address! This only seems to be an issue that I'm having with 64-bit addresses, too. Using "Dissect Data/Structures" with 32-bit addresses has been absolutely marvelous for the most part.

I've no doubt this is due to an error on my behalf or a lack of understanding with something, so any guidance or feedback here is greatly appreciated. Thanks so much!

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Zanzer
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PostPosted: Wed Apr 15, 2015 7:20 pm    Post subject: Reply with quote

You can define your own offset if the automated scan doesn't assign the correct thing.
Right-click > Add element (or push the insert key)
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h3x1c
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PostPosted: Wed Apr 15, 2015 7:50 pm    Post subject: Reply with quote

Zanzer wrote:
You can define your own offset if the automated scan doesn't assign the correct thing.
Right-click > Add element (or push the insert key)


Ah, thanks! That works great. Now my question is, how do I know the data I'm looking at throughout the other offsets is "correct" or not? For instance, let's say I define a new structure and the first offsets that show are as follows:

0000
0016
001A
001E
001F
0023
0024

Let's say my health is 0004. I can add that element, but what if something like hunger is at 0008 or 0022 (assuming I have no idea that hunger is there to begin with, but it is, just like health is at 0004, which I *do* know in this case). Do I just have to play guesswork and add additional elements?

I think I'm just used to CE getting it "right" and me being able to instantly find other related values, but in the event that there are a bunch of missing offsets or seemingly odd offsets, is there some sort of pattern to try to define in those cases, or is it really just guesswork at that point?

I hope that makes sense. Thanks for your help and I apologize if this is coming off extremely noobish, lol.

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Zanzer
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PostPosted: Wed Apr 15, 2015 8:16 pm    Post subject: Reply with quote

I personally don't use the dissector, so I can't offer any tips. I usually just go to the beginning (offset 0) in the memory viewer. Set the display type to 4-bytes and look around for whole numbers. See if any map up to other in-game values. Then switch it to float and look for values not in exponential notation. Sometimes 2-byte values are needed. You can then manually add the values that the dissector missed. As long as your starting address ends in 0, 4, 8, or C, then the memory viewer should make a visual inspection easier.
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Dark Byte
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PostPosted: Wed Apr 15, 2015 8:28 pm    Post subject: Reply with quote

If it's not .net or mono(active) then CE will guess the types based on some rules
e.g:
-Is the value human readable? (0 to 10000, or ending with 0)
-Does the value represent an currently readable address
-And most importantly, check the alignment on a 4 byte preference. If a current address is unaligned it'll try to handle it so the next item will be aligned on a 4 byte address

So, if a structure's elements are unaligned for whatever weird reason then ce will guess it wrong

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h3x1c
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PostPosted: Wed Apr 15, 2015 8:59 pm    Post subject: Reply with quote

Thanks for the replies, Zanzer and Dark Byte! I feel WAY more clear about the whole thing now. Very Happy
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