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Has anyone got any tips on structuring tables?

 
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Plok
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PostPosted: Sun Jun 24, 2018 7:11 am    Post subject: Has anyone got any tips on structuring tables? Reply with quote

I'm doing pretty OK in terms of finding addresses/pointers but I think I'm coming a bit unstuck with actually putting tables together. I'm working with a few RPGs with lots of characters/items etc. and the way I'm currently putting them together is resulting in so much work and I'm ending up with huge table files.

Here's what I'm currently doing:

1) Find an absolute address/pointer to something easy to find (like a name) inside an interesting struct like a character's stats.
2) Using the above name entry as a parent and having sub-entries with relative addresses for values people would actually want to edit.
3) When going through a list of structs, making the first entry's name the root, and adding children with relative addresses - the first entry being +0 and then iterating by size of struct
4) For any struct entries with IDs to game data (such as items/skills/etc.), creating a drop down list and using the Dropdown List Editor extension to manage them


Particular pain points:

- Dropdown lists. Because CE has a copy of each dropdown list's entries inside its XML data (bloating the file size massively), I'm having to manually clear them on release and let the Dropdown list extension regenerate them when people load the table.

- Lists of binary flags. Seriously these are such a pain. When you've got >300 flags to go through, copy and pasting a binary entry and then clicking/ctrl+alt+enter+lots of tabbing to update the address/bit gets old quick. If I could just define a start address/bit and supply a list of descriptions for each preceding bit this would make my life a lot easier.
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OldCheatEngineUser
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PostPosted: Sun Jun 24, 2018 7:34 am    Post subject: Reply with quote

cant creating group header help?

there is a post here about drop down list, try to google it. (i could not find the post)

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Dark Byte
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PostPosted: Sun Jun 24, 2018 7:51 am    Post subject: Reply with quote

the addresslist has an OnValueChange method that ahiws when doubleclicking a memoryrecord.
you can use that to show a custon dialog

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Plok
How do I cheat?
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Joined: 24 Jun 2018
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PostPosted: Sun Jun 24, 2018 12:00 pm    Post subject: Reply with quote

OldCheatEngineUser wrote:
cant creating group header help?

Can you elaborate what you mean here? I'm really not getting it. If you're on about the doodads you get from Right Click -> Create Header I can't use them; they break relative addressing. Sad I'm basically using them anyway by having entries be children of other entries.

OldCheatEngineUser wrote:
there is a post here about drop down list, try to google it. (i could not find the post)

I have done much, much google searching on the subject of dropdown lists and working with binary flags (both via the forums and via google itself) and I don't think I've found what you're on about. Sad

Dark Byte wrote:
the addresslist has an OnValueChange method that ahiws when doubleclicking a memoryrecord.
you can use that to show a custon dialog

I'd prefer to avoid Lua scripting as much as possible. I can program - I do it professionally in fact - but I've never used Lua before and don't really want to go diving into learning it at the moment. I've got more than enough personal programming projects to do in unfamiliar languages right now, thanks. Wink

I'd also prefer to avoid reinventing the wheel coding up my own solution to a problem if there's already another one available. Ideally it'd be one that doesn't involve coding so non-programmers can update any tables as the games are updated.

Still, this is good to know; I'll remember it for the future, thanks.
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