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kemeris How do I cheat?
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Joined: 22 Sep 2014 Posts: 2
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Posted: Mon Sep 22, 2014 3:47 am Post subject: Merge Pointerscan results, please help |
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First of all, English is not my native language so please be kind
I am dealing with Asphalt 8 game (offline) and trying to find knockdown counter. Asphalt shows knockdown counter only then race is finished, so there is no way to check counter in real time. I use "changed value" scan to narrow results, and every time I get ~ 20 memory addresses. So I need to do pointerscan for each of them, then restart game and "rescan memory" for each again. This takes a lot of time. Is there any way to merge these 20 Pointerscan results into one file?
My second question is:
If I see timer value 00:03:095 on the screen, do game need to store this exact value (or parts of it) to memory prior to display it?
Thanks in advance
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Geri Moderator
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Joined: 05 Feb 2010 Posts: 5636
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Posted: Mon Sep 22, 2014 4:53 am Post subject: |
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There is a topic for Asphalt 8, please use that for discussions:
http://forum.cheatengine.org/viewtopic.php?t=570177
If you have 20 addresses, I doubt that you need all of them. Find the one that is actually useful.
Time can be stored in many different ways. Usually it's a float. You can try to scan for the milliseconds or you can try to scan it like 1 sec = 1 in float.
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kemeris How do I cheat?
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Joined: 22 Sep 2014 Posts: 2
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Posted: Mon Sep 22, 2014 6:12 am Post subject: |
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Thanks for reply Geri,
Geri wrote: | There is a topic for Asphalt 8, please use that for discussions:
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Yes, I saw this thread already, but its useless.
Geri wrote: |
If you have 20 addresses, I doubt that you need all of them. Find the one that is actually useful.
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Every time I do knockdown in game, all 20 values changes as well. Increased or decreased value scan does not work here. I have managed to find pointer for credits. Display value is different from real one. Increasing real value by one can lead to increased or decreased display value by thousands. I am sure knockdown counter woks same way. I am stuck here, any ideas?
Geri wrote: |
Time can be stored in many different ways. Usually it's a float. You can try to scan for the milliseconds or you can try to scan it like 1 sec = 1 in float. |
Lets say display timer value is 02:10 (min:sec) and real memory value stored as float in seconds 2 x 60 + 10 = 130. As game calculates (from real 130 value) how much minutes and seconds to display on screen, does it need to store these values in memory (in my case 02 and 10) somewhere?
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Geri Moderator
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Joined: 05 Feb 2010 Posts: 5636
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Posted: Mon Sep 22, 2014 6:36 am Post subject: |
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kemeris wrote: |
Increasing real value by one can lead to increased or decreased display value by thousands. I am sure knockdown counter woks same way. I am stuck here, any ideas?
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If increasing the value is causing the money to increase or decrease, it's probably using a XOR as encryption. Or something similar. You should probably read about encryptions.
Quote: | Lets say display timer value is 02:10 (min:sec) and real memory value stored as float in seconds 2 x 60 + 10 = 130. As game calculates (from real 130 value) how much minutes and seconds to display on screen, does it need to store these values in memory (in my case 02 and 10) somewhere? |
No, it doesn't have to store it in the memory. It can be calculated on the fly and the temporary results can be stored on a register. In that case you will never find it by simple scanning. This doesn't mean that it's still not stored in the memory too. It depends on the coding of the game.
Quote: | Yes, I saw this thread already, but its useless. |
Every post about this game should be posted in that topic. Other topics are locked/deleted.
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