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A different approach of finding pointers with CE?

 
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ranseier
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PostPosted: Sun Sep 27, 2015 5:48 am    Post subject: A different approach of finding pointers with CE? Reply with quote

Hi,

I am trying to find an easier way to get the base address (the one that doesn't change after game restarts) of the enemy player coordinates, instead of doing the pointer scan/restarting the game over and over until you get 1 result left.

I wonder if this would be a better way:

1) Do a pointer scan for a address of a known value (like one player coordinate - x y or z).
2) Usually you get a lot of results.
3) Save all results to the address window.
4) Restart the game, attach the process.

Now sort out all entries with a wrong value. To make everything sure, restart game again and check for wrong values again.

Wouldn't this be alot faster way to find a base address?

The problem is I don't know how to accomplish this with CE.

Thank you!
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vng21092
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PostPosted: Sun Sep 27, 2015 7:33 am    Post subject: Reply with quote

Not really an answer to your question but... why would you want pointers when code injection is so much easier to do? With pointers you'll have to scan, and rescan, and rescan, maybe restart your computer a couple times, and STILL, there is a slight chance of the pointer being wrong. With code injection you could easily accomplish the same exact thing and add more features in possibly half an hour or so. With pointers, you can only affect one instance of a characters attribute in game, and even so, freezing the value of a pointer is not very effective. With code injection however, you can now control every instance of character in a game, enemy or player, just my two cents, drop pointers, pick up code injection. This is from my own experience, I too, used to search for pointers all the time, and when I discovered code injection I felt like a total idiot for wasting all that time finding pointers.

Edit: Unless game has integrity checks Very Happy


Last edited by vng21092 on Sun Sep 27, 2015 7:48 am; edited 1 time in total
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Dark Byte
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PostPosted: Sun Sep 27, 2015 7:41 am    Post subject: Reply with quote

code injection is not applicable on games with certain types of DRM (integrity checks)
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Rydian
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PostPosted: Sun Sep 27, 2015 8:48 am    Post subject: Reply with quote

http://forum.cheatengine.org/viewtopic.php?t=572465

Injection to get the base address of a structure, as well as AOB to data is explained there. Injection is less of a headache, but as stated above doesn't work on games with some types of checks because it patches game code more or less. AOB to data doesn't modify code, but is more annoying to deal with.

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STN
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PostPosted: Sun Sep 27, 2015 10:22 am    Post subject: Reply with quote

Dark Byte wrote:
code injection is not applicable on games with certain types of DRM (integrity checks)


But that doesn't happen often.

Some games are easier to train with pointers, others are with code injection. Not one way is better than another. I prefer code injection though, AOBs/Sigscan can be easily done which makes multi-version trainers a lot easier to make.

OP: I think you can do that with pointer scan already ? Remove wrong pointer addresses.

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ranseier
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PostPosted: Sun Sep 27, 2015 12:19 pm    Post subject: Reply with quote

STN wrote:

OP: I think you can do that with pointer scan already ? Remove wrong pointer addresses.


I haven't found it. Can you point me in the right direction? In the dissect data/structure window?

Thanks!
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Rydian
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PostPosted: Sun Sep 27, 2015 3:22 pm    Post subject: Reply with quote

A much faster way to make cheats is code edits nowadays.
http://forum.cheatengine.org/viewtopic.php?t=570083

If you insist on having an address/pointer, there's faster methods here after the pointer scan.
http://forum.cheatengine.org/viewtopic.php?t=572465

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