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Pointer resulting in a different address that supposed to be

 
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Unknow_Hero
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PostPosted: Sun Jul 16, 2023 8:50 am    Post subject: Pointer resulting in a different address that supposed to be Reply with quote

Why is a CE's pointer system adding that FFFE0 in front of a first address result?

I was doing the first step to find the static address.

Only the FFFE0 at the beggining of the result doesn't match. The last 11 bytes of the address match perfectly.



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LeFiXER
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PostPosted: Sun Jul 16, 2023 9:53 am    Post subject: Reply with quote

Just for clarification, a byte is represented by two hexadecimal characters. You've set the type to 4-bytes which is at most 8 hexadecimal characters e.g.: 00000000 through to FFFFFFFF. 4-bytes are 32-bit values and 8-bytes are 64-bit values. Change the type from 4-bytes to 8-bytes and see if that remedies your problem.
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ParkourPenguin
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PostPosted: Sun Jul 16, 2023 10:57 am    Post subject: Reply with quote

That's almost certainly not CE's fault. The game probably packs data in with the pointers.

e.g. for Java, use -XX:-UseCompressedOops

PS: a byte is 2 hexadecimal characters, not 1

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Unknow_Hero
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PostPosted: Sun Jul 16, 2023 3:10 pm    Post subject: Complement Reply with quote

Thanks for pointing out my mistake and clarifying about 4-bytes and 8-bytes in hex value LeFiXER and Parkour Penguin.


That 1F9B3C91770 used to make a pointer is the correct address I found using the value in RCX of the code from a instruction that access and write to the Target.
(Since I can't link URL yet, look at the image 'Info of instruction' to see what I'm saying.)

Serching for 1F9B3CA9EB0 address resulted on 1F9B3C91770.


But in second case if you put the FFFE in and make the RCX value with 8-bytes (FFFE02878A442B68) the result still the same.
(IMAGE: Table of second case)


I know it's a simple thing for you, but not for those who are learning Rolling Eyes

I need to know why the addresses don't show up as 8-bytes hex value in the search results like the pointer points to.
Looking in the memory they are 2 different places.



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(Second case) Info of instruction.png
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Dark Byte
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PostPosted: Sun Jul 16, 2023 5:50 pm    Post subject: Reply with quote

if you're doing this to learn, then the target you've picked is not a good target, as this program prefers to optimizes over memory usage instead of speed.
(it's java or another emulator isn't it ?)


anyhow, execute lua command
Code:

setPointerSize(48/8)
as it's working with a bitsize of 48 bits
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Unknow_Hero
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PostPosted: Sun Jul 16, 2023 6:32 pm    Post subject: Reply with quote

Dark Byte wrote:
if you're doing this to learn, then the target you've picked is not a good target, as this program prefers to optimizes over memory usage instead of speed.
(it's java or another emulator isn't it ?)


anyhow, execute lua command
Code:

setPointerSize(48/8)
as it's working with a bitsize of 48 bits


OMG!!! Dark Byte U're the man! Very Happy Solved my problem!

I was reading about Compressed OOPS that ParkourPenguin mentioned (and learning a lot of it and how it works) and I started to think this was the case and thought I had to do a lot of things but you do a "Checkmate" with a simple lua command. Thanks a lot for that man! I'd give you a hug if I could Razz



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