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Generate PointerMap

 
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Vindictive
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Joined: 02 Oct 2017
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PostPosted: Mon Nov 06, 2017 6:24 pm    Post subject: Generate PointerMap Reply with quote

Unlike when doing a pointer scan, generate pointer map does not allow you to set any settings. The one I'm most concerned about is max Level. Pointer scan defaults max level at 5. Is pointer map doing the same or doing them all?

This question may prove how little I know but DarkByte keeps advocating that instead of doing pointer scans you save hard drive space and compare 2 pointer maps together. Which sometimes works great and fast! but other times leaves me with 0 results.

Is this because generate pointer map doesn't do as 'complete' of a job as pointer scan? After all pointer map for me is usually 1000kb and pointer scan is dozens of GB. There must be some important difference.
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Dark Byte
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PostPosted: Mon Nov 06, 2017 6:38 pm    Post subject: Reply with quote

pointermap is not affected by max level. It's basically a snapshot of the game at that time.

When you do a pointerscan and load a pointermap, CE will unpack that game snapshot and see how the memory looked like when you made it. With that information it can determine if the current pointer it has found will also be a valid result in the old snapshot.
If not, then don't save it to disk, as it'd be useless anyhow. (See if like a rescan , but then not horribly slow)

As for finding 0 results, that depends on the max level and structsize of your actual pointerscan(so not the pointermap generation, but the scan where you make use of the pointermaps), and of course of on the target process. (E.g emulators like java and webbrowsers are not going to give you anything useful)

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