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A quick method
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Dark Byte
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PostPosted: Sat May 06, 2006 8:22 am    Post subject: Reply with quote

http://www.cheatengine.org/weeklycompile/ce5.2.126.rar

you can just take pscan.dll from this archive and then inject it in your target game

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Turtle
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PostPosted: Sat May 06, 2006 7:26 pm    Post subject: Reply with quote

Are you working on any new features for the pointer scanner? Anything to help quickly map out multi-level pointer paths would be good.
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Dark Byte
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PostPosted: Sun May 07, 2006 3:42 am    Post subject: Reply with quote

I did change the default pointer scanner yesterday to be about as fast and have the same ammount as options as the injected one. (Does require a lot more memory now though)

and perhaps more info about static addresses in a pointer list.
e.g when you have a static address going to a dynamic address, going to a dynamic address, going to a static address, going to a dynamic address . You should then see there's a shorter parth if you use something else as base (You'll probably always find the path using the first module in the list since it also points to all loaded modules, but you can decrease the size of the pointer needed to directly use the module that is actually used)

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Turtle
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PostPosted: Sun May 07, 2006 12:16 pm    Post subject: Reply with quote

I think the quick method that I posted should be able to detect those shorter paths from loaded modules, if it's a level 1 path. (A static pointer pointing to a value in the same structure as my value).
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Dark Byte
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PostPosted: Mon May 08, 2006 12:09 pm    Post subject: Reply with quote

Yes, if it's a level 1 seen from a module.
But still only 5% of the games use level 1 pointers (even for modules)

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Turtle
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PostPosted: Fri May 12, 2006 1:25 am    Post subject: Reply with quote

The funny thing is that most people don't even use pointers, they just use code injection, or allocated code injection.

Is there anything pointers can do that code injection can't?
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Dark Byte
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PostPosted: Fri May 12, 2006 1:35 am    Post subject: Reply with quote

no, injection can do even more.
But pointers are easier for people that don't understand assembler, and people that want to write their own trainer don't have to add a assembler to their trainer.

Also, some games have crc checks on code making code injection impossible.

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Turtle
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PostPosted: Fri May 26, 2006 12:45 pm    Post subject: Reply with quote

I'm using the May 7th compile of Cheat Engine, and it lets you specify the number of threads to use in the pointer scanner. If I increase the number of threads will the scan complete faster?

If someone, for example had a 3Ghz CPU should they use more threads than the default? Or will it not make a difference?
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Dark Byte
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PostPosted: Fri May 26, 2006 1:54 pm    Post subject: Reply with quote

it will make some difference depending on how many cores their cpu has
e.g a quad core is faster than a single core when using 4 threads while a single core can usually only handle 1 or 2 (a dualcore cpu running one thread at max speed will only use 50% of the cpu power, but 2 thrwads working at max can use more than 50%, theoretically 100% but sicne you're also running toher apps, and memory is sometimes slow, it will usually be lower than 100%)

and also, memory is still a bottleneck

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