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I can't freeze a counter

 
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016r35
How do I cheat?
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PostPosted: Sun Sep 10, 2023 7:55 pm    Post subject: I can't freeze a counter Reply with quote

I'm playing Portal with RTX, I'm in the advanced chambers, in the "Least Time" bonus challenges that consist of completing the chambers as fast as possible. At the bottom right there is a counter that keeps going up, I try to freeze it but the game for some reason manages to increase those values again even though I have those values fixed.

For example, if the counter is at "0:28", when scanning with the value "28" I find 6 addresses related to the counter, I add them all to the list of addresses, I modify them all and put a "1", when I freeze them some of them manage to change back to 28 and in the game the counter stays visually glitched, as if it is at the same time at 1 and 28.. 29... 30... (the seconds continue to advance after all).

Is there anyone who can help me with this?

PS: The funny thing is that in the previous chamber I managed to freeze the counter, but in this chamber I can't get it. And I can't find any more values related to that counter.
I'm new to using this program so I apologise if this is fairly obvious for you guys to figure out.

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ParkourPenguin
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PostPosted: Sun Sep 10, 2023 9:20 pm    Post subject: Reply with quote

You found the wrong value.

Time has numerous ways it could be encoded in memory. Unknown initial value and changed/unchanged might result in something, but it's just as likely if not more so that the value displayed on screen is derived from an ephemeral value calculated using the current time and a specific time point (i.e. start of the chambers). If the chamber start time point gets reallocated every time a new chamber is started, it'll be quite annoying to find.

If you know assembly, look at the code that writes to the value you found, and you'll probably find an instruction that accesses the real value somewhere near there.

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016r35
How do I cheat?
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PostPosted: Mon Sep 11, 2023 2:33 am    Post subject: Reply with quote

ParkourPenguin wrote:
You found the wrong value.

Time has numerous ways it could be encoded in memory. Unknown initial value and changed/unchanged might result in something, but it's just as likely if not more so that the value displayed on screen is derived from an ephemeral value calculated using the current time and a specific time point (i.e. start of the chambers). If the chamber start time point gets reallocated every time a new chamber is started, it'll be quite annoying to find.

If you know assembly, look at the code that writes to the value you found, and you'll probably find an instruction that accesses the real value somewhere near there.

I think I found it https // imgur com/a/ oI0JGLE (remove spaces) the instruction is this one "mov [esi],eax", I don't know assembly, do you know how could I freeze it?

PS: I can't get it to work, visually yes since the counter stays completely frozen at "0:01". Supposedly I found the value that was changing, I replaced its assembly code with nop and it only worked visually since when I got to the elevator and the results were displayed, a totally different time was shown (3:22). So I don't know how to do this, since I can't find any more addresses related to that counter, then the one that changes constantly I modify its code to disable it and it still doesn't work.

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CassiOwOpeia
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PostPosted: Wed Sep 13, 2023 9:22 pm    Post subject: Reply with quote

Code:
mov eax,[ebp+08]

You should try to look at what addresses the previous instruction accesses (Memory View -> Select the mov eax,[ebp+08] line -> Right Click -> Find out what addresses this instruction accesses).
If you have many addresses, then it's not the solution. But if you have only one addresses, you should look closely if that address behave like a counter.

Generally, even if this is far from often being true, mov instructions (who read the address) having no offset are often a visual update, that update on the screen what is displayed (or generally too it can be some calculations, for example deduce damage from health, but in that case you should retrieve the write mov instruction near).

Edit: I think that I misunderstood what you have said, but the thing of what addresses this instruction accesses can be really useful.
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