Posted: Tue Apr 16, 2019 5:00 am Post subject: Obtaining pointers to build autosplits in livesplit
Hi, I'm trying to build an autosplit for livesplit (speedrun tool). The idea is that the speedrun is divided in splits and each time a split is passed, the livesplit program should pass to the next split. So I need to obtain the pointer for the part of the game that determine the split and trigger to the next one.
For example, I want to make it for a fanmade pokemon game, done with rpgmaker . Each split can be from one gym to the next one. I thought that the count of budges can be a good variable to look for. But I found it hard to find this value. Additionally, would be nice to be able to create more splits based on other missions (for example, pass a forest or a cave), so the game would be divided in more parts with other objectives.
I need some help finding the adress. I need ideas about how to scan, in order to find a good mark for the split, since the variable that I'm looking for is not a visible value like the "exp" of a pokemon or its "HP".
IIRC RPGMaker can store values in a non-standard manner. Try unknown initial value and increased/decreased scans.
Also try other possible implementations. Maybe it's stored as several boolean values and not as a single integer.
A decompiler might be helpful.
Hello, ty for the help.
Edit: i found the switches variables as 4 bytes variables that hace value 0 when OFF and 2 when ON. But now i cant get the static adres of this memory adress.
Y try to get the static adress. Then i close the game and reopen it. I look for the new adrees and then y try to filter it in the previous static adrees scan, but i get no results. Any help??
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