Joined: 09 May 2003 Posts: 25288 Location: The netherlands
Posted: Mon Feb 18, 2013 1:01 pm Post subject:
Assuming that the game hasn't updated yet and you're asking this to make sure your script keeps working for next update, go to 00a757fe and look at the assembler code and bytes. Then write a aob excluding address specific markers in the byte and replacing them with wildcards.
If you're asking because the game has been updated and it won't work anymore then you're out of luck. You can't make it work _________________
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Joined: 18 Feb 2013 Posts: 3 Location: The Netherlands
Posted: Mon Feb 18, 2013 1:12 pm Post subject:
Dark Byte wrote:
Assuming that the game hasn't updated yet and you're asking this to make sure your script keeps working for next update, go to 00a757fe and look at the assembler code and bytes. Then write a aob excluding address specific markers in the byte and replacing them with wildcards.
If you're asking because the game has been updated and it won't work anymore then you're out of luck. You can't make it work
Hmm, too bad the game is updated.. so i guess there is no way to find this.
btw: Do you know how i can know what a certain adress means? Or a tutorial on any of this. _________________
The game is updated or has just updated, it's different.
I don't understand, you asked how to scan for an address that no longer works?
If thats the case, you'l need to find the address first.
You won't beable to aobscan from a single byte. _________________
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