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multi level pointer 7 level depht

 
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sdecorme
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PostPosted: Wed Jan 19, 2011 2:42 am    Post subject: multi level pointer 7 level depht Reply with quote

Hi,
I'm still trying to get data from the game sbk09 , I try to find first easy data like gearbox .
I've found an adress (AD_3) with this I found a list that access to this adress (AD_3_1 ..... AD_3_X) and for each new addrress I'm looking for "what access to this address" and now I'm at AD_3_4_2_1_1_1_1_1_1_1_1_1_2.
It is a very long job and I think not finish .
Is there an another way ...
See my attachement how much I'm deeper.
I've done all the step quite easily but now I think I've missed something.
Twisted Evil

Thanks
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jaruki12
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PostPosted: Wed Jan 19, 2011 4:07 am    Post subject: Reply with quote

try a pointer scanner

save it anywhere

restart your game

open the pointer that you have save

rescan the pointer
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sdecorme
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PostPosted: Wed Jan 19, 2011 6:05 am    Post subject: Reply with quote

Hi
I've done this solution first but after 8 rescan with game reboot . I still have 21932 pointer and the number doesn't decrease .So I've tried another way but not working too.
Any idea ?
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Dark Byte
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PostPosted: Wed Jan 19, 2011 7:51 am    Post subject: Reply with quote

Install the game on another computer and then do a rescan on the list there.
And then just pick one from the list. I usually pick the one with the least levels and/or smallest offsets

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sdecorme
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PostPosted: Wed Jan 19, 2011 8:16 am    Post subject: Reply with quote

Hi
What do you mean with least levels and/or smallest offsets

On my screen capture how can I get this value ?

What do I do with this base address I have to go in assembler part to follow the code ?

Thanks



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Dark Byte
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PostPosted: Wed Jan 19, 2011 8:26 am    Post subject: Reply with quote

With least levels I mean where the pointerscanner found a path that can be done in 4 levels, or even 3. But else pick the one with the smallest offsets in it's path.

For example in the screenshot you uploaded I'd go with 2c4 0 3f0 378 20 , but the one you've selected should be ok too

one more thing you can do to decrease the number of results is do a delayed rescan. Set a delay of 20 seconds, then go into the game and play the game (make sure the address does not change when doing an address scan, or value when doing a value scan)
That will filter out paths that change when inside the game

Also, just a reminder, it's not like there is only 1 correct path and the rest is wrong. See it like a routeplanner. There can be multiple routes to the same destination

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sdecorme
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PostPosted: Wed Jan 19, 2011 8:58 am    Post subject: Reply with quote

Hi boss
I've test on other Computer and now I've only 226 pointer
Is there a way in the pointer scan to order the column (increase or decrease ?).
What about the base adress there are more then one
Thanks
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Dark Byte
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PostPosted: Wed Jan 19, 2011 9:42 am    Post subject: Reply with quote

There's currently no way to sort them (only a pointerscan with 1 thread generates a nicely sorted list, but it'll be slow...)

Anyhow, you have found 226 pointers that are the same over multiple computers, I guess any one will be fine.

As for the different base addresses that's not really much to worry about, as I said, there are multiple ways to get to your destination, especially when you start from a different location

Let's say the game is build up like this:
the gearbox is inside a bike
The bike is inside a map
and the map is inside the game engine

Base address 1 could be the pointer to the current map
Base address 2 could be the pointer to the current camera
Base address 3 could be the pointer to the bike you're riding
Base address 4 could be the pointer to the bike currently at the top

base 1 the path would be:
map->playerbike->gearbox

base 2 the path would be:
camera->currentdisplayedmap->playerbike->gearbox

base 3 the path could be:
playerbike->gearbox

base 4 the path coule be:
opponent->mapitscurrentlyon->playerbike->gearbox

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sdecorme
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PostPosted: Wed Jan 19, 2011 10:09 am    Post subject: Reply with quote

I've selected one with the smallest offset ,but now I don't know what to do .
if I changed the value in CE and I froze it the value the number is not frozen in the game .
My final way is to find the moto struct declaration .
Is it possble to find a struct, if I use windam on the dll?
Thanks



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Dark Byte
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PostPosted: Thu Jan 20, 2011 7:35 am    Post subject: Reply with quote

Perhaps the address you looked for was only a display value and the actual value is stored another way.

You should have tried changing/freezing the address to verify that the address you found was the right one.
Now you've probably wasted a lot of your time on a display only value

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sdecorme
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PostPosted: Thu Jan 20, 2011 8:34 am    Post subject: Reply with quote

In my last search I've found 2 pointer (speed vector and gear) that work fine on 3 different computer.
But the base address is the same with offset 0 (see attachement).
How is it possible ?
When I make a scan with this base address I found nothing
How can I deeper now ?
Thanks



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Dark Byte
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PostPosted: Thu Jan 20, 2011 8:41 am    Post subject: Reply with quote

as I said, it's just a route

see it like:
1:game engine->currentmap->currentbike->physics->speed vector
2:game engine->currentmap->currentbike->mechanics->gear

the path goes through the 3 same objects before it splits off into another direction

If you want a deeper scan just give a higher level or a bigger structsize

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sdecorme
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PostPosted: Thu Jan 20, 2011 9:02 am    Post subject: Reply with quote

I understand what you mean by the route so In my case the address 0X01BDFC58 is too deeper .
The change between the 2 pointer come at the address 0X171D6208.
Maybe I've to search my struct here ?
Now I've found an acceleration vector , I've to compare it with the address of my speed vector (it is the same axis) , maybe some addresses in the pointer list are really near.
Thanks
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Dark Byte
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PostPosted: Thu Jan 20, 2011 9:07 am    Post subject: Reply with quote

if the address is near you could probable adjust the last offset in a previous found pointer manually so it points to the correct address
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sdecorme
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PostPosted: Thu Jan 20, 2011 9:31 am    Post subject: Reply with quote

In the pointer scanner I know where is the base address (dll or exe).
If I decompile the dll with windasm the address are not the same.

I've found the quaternion rotation and matrix rotation in the asm code and I want to link this address with the CE debugger , how can I jump to a specified address with CE.
Thanks
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