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Tracking bosses health

 
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Haplo_64
How do I cheat?
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Joined: 14 May 2016
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PostPosted: Sat May 14, 2016 12:16 am    Post subject: Tracking bosses health Reply with quote

So I can find out the address for a games boss, which I can do using unknown value -> lower etc.

So I thought I could just use that address, but when the game is reset they change. So I then used pointers, narrowing it down until I could track this one bosses health even on several resets. Success I thought, but in this game, it uses instances and small changes to the boss when you enter a new one (HP/Size etc) and turns out that they must store it in a different address when they make a new boss in the code.

So I tried doing the pointer scanning, over several different instances of the boss, trying to find out a common pointer, and it goes like:

First boss's pointer: 85 million pointers,
Second boss's pointer (rescanning the first pointer list) 100,000 pointers,
Third boss's pointer (rescanning the rescanned list) 0 pointers.

I can't attach the debugger because it crashes the game, even on vhl debugging.

Is there any other methods I might try?
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JohannesJoestar
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PostPosted: Sat May 14, 2016 7:22 am    Post subject: Reply with quote

Don't change the boss on re-scanning. Restart the game and re-scan on the same boss.
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Haplo_64
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PostPosted: Sat May 14, 2016 7:42 pm    Post subject: Reply with quote

I've tried that, and it works until the boss respawns, as it then takes up a new address with new pointers.
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JohannesJoestar
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PostPosted: Sun May 15, 2016 12:43 am    Post subject: Reply with quote

Haplo_64 wrote:
I've tried that, and it works until the boss respawns, as it then takes up a new address with new pointers.


Then that means each respawned boss hass a different pointer. If you can't use the debugger thus not being able to find the code that's handling boss stats , as far as I know in this situtation your only option to find all of the respawn's pointers seperately.
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