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Show previous values

 
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tedomedo
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PostPosted: Tue Dec 04, 2012 3:02 am    Post subject: Show previous values Reply with quote

Yeah, a weird thread.
We all know that an address has a value but when value changes, i'd like to see e. g. 10 previous values in c.e. as well - is it possible already or could you add this to next version? I would like this because i change a value often in an application, then i use snag.it to copy values as text from cheat engine to ms excel where i calculate average from over 100 pasted numbers but this takes lot of time (change value in the game, then go to c.e., copy text using snag.it, paste value to excel and repeat).
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Dark Byte
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PostPosted: Tue Dec 04, 2012 6:29 am    Post subject: Reply with quote

Do you mean the values changed to by the user? Or both by the user and the game?

Because you could setup a timer that reads the integer each time, and if it's different from last read add the value to a total and increment the total number of values. Then divide that and you have the averag

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tedomedo
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PostPosted: Tue Dec 04, 2012 7:12 am    Post subject: Reply with quote

I mean only values changed by user.
Post (link to) your detailed solution, i'm not a cheat engine expert Smile
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Gniarf
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PostPosted: Tue Dec 04, 2012 9:50 am    Post subject: Reply with quote

I might be able to write you a script that calculates the average over the last values, but do you need to see the last 100 values, or is the average alone enough?

I'll need some information to make this though, so please do the following:
1-find your address as usual.
2-right click on it->find what writes to this address.
3-get in game and change the value ONCE.
4-in the window titled "The following opcodes write to", click "stop".
5-you should have a line (instruction) with a count of 1.
6-select it and click "Show disassembler".
7-in the memory viewer (disassembler), right click on the instruction you chose on step 5->"find out what addresses this instruction accesses".
8-get in game, do various stuff, but don't do anything that would cause your value to be reallocated/change address.
9-get back to cheat engine.
10-if the window titled "Changed Addresses" only contains one line, go to step 11, otherwise close this window and get back to step 5 and try another instruction if any. If not I cannot help you.
11-close the window titled "The following opcodes write to", click "stop".
12-in the memory viewer, make sure view->"show module addresses" is enabled.
13-in the memory viewer, copy 4 lines before and after the instruction used in step 7 (also copy this line). When asked for what to copy, answer address+bytes+opcodes.
14-post the result here, I'll do the rest.
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tedomedo
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PostPosted: Wed Dec 05, 2012 1:24 am    Post subject: Reply with quote

In the game a character has 11 skills and when i start, i can change all skills' values.
In step 3 and 8, i changed skills' values.
urw.exe+123A8 - 88 0D FDD9F91F - mov [urw.exe+1FB9D9FD],cl
urw.exe+123AE - 6A 03 - push 03
urw.exe+123B0 - E8 CCF2FEFF - call urw.exe+1681
urw.exe+123B5 - 83 C4 04 - add esp,04

urw.exe+123B8 - A2 02DAF91F - mov byte ptr [urw.exe+1FB9DA02],al

urw.exe+123BD - 6A 03 - push 03
urw.exe+123BF - E8 BDF2FEFF - call urw.exe+1681
urw.exe+123C4 - 83 C4 04 - add esp,04
urw.exe+123C7 - A2 03DAF91F - mov byte ptr [urw.exe+1FB9DA03],al

I don't need average only, i also need maximal, minimal value for each skill and 11 skills values' sum, average, maximal, maximal sum.
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Gniarf
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PostPosted: Wed Dec 05, 2012 9:14 am    Post subject: Reply with quote

Are skills at addresses urw.exe+1FB9DA02 (skill 1) to urw.exe+1FB9DA0C (skill 11) ?

In the memory viewer, press ctrl+G, enter "urw.exe+1244E", does the selected line read "mov byte ptr [urw.exe+1FB9DA0C],al" ?
if yes: good, that'll make the job easier for both of us.
if not: repeat steps 1-14 for each skill...Since each time you'll be looking for a "mov byte ptr [urw.exe+XXXXXX],al" you can skip steps 7 to 11.

In the meantime I'm working on a single skill script.

EDIT: Here is a script that does average/min/max for skill 1. Since I lack information on the other skills (see questions above):
11 skills values' sum: is not done
11 skills values' average: is the average of (skill1_average + 0+0+0...)
11 skills values' maximum: is the max if skill1's max vs 0 vs 0 vs 0...
11 skills values' minimum: was a mistake on my part, but I left it. Works like maximum so far.
11 skills values' maximal sum: is not done .That's supposed to be the highest recorded value of "11 skills values' sum", or the sum of all maximums?.

Is your game patched frequently or not? Because making a script that is more or less patch resistant IS possible but is going to be tough, so if I can spare myself the bother...

Besides out of personal curiosity, what do you want to do with all those stats? (you don't have to answer if it's none of my business)



urw.CT
 Description:
UNFINISHED script.

Download
 Filename:  urw.CT
 Filesize:  14.59 KB
 Downloaded:  799 Time(s)

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tedomedo
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PostPosted: Wed Dec 05, 2012 1:10 pm    Post subject: Reply with quote

Unfortunately this doesn't work.
Addresses (which don't change after restarting the game) for 11 skills are:
1FF9DA02, 1FF9D9FF, 1FF9D9F2, 1FF9D9F9, 1FF9D9F6, 1FF9D9F3, 1FF9D9F7, 1FF9D9FD, 1FF9DA03, 1FF9D9FA, 1FF9D9FE

Give me your facebook address - this will be faster than waiting here for a new post. Currently my way is still fastest (change values in game, copy numbers from c.e. to excel, repeat these steps approx. 100 times, then calculate average, minimal, maximal value, sum etc.)
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Gniarf
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PostPosted: Wed Dec 05, 2012 2:33 pm    Post subject: Reply with quote

tedomedo wrote:
Unfortunately this doesn't work.
"this"=my way of guessing the addresses or my script (or both)?
Note that even if the lines 'skill2+ avg/min/max' are present in the table, the script doesn't handle them yet.

BTW: I still need the answer on the "maximal sum" if you want my script to calculate it.

tedomedo wrote:
Give me your facebook address
I don't have any, nor plan on having one.

Also could you do the following test:
1-find your address as usual.
2-right click on it->find what writes to this address.
3-get in game and change the value TWICE. One increase and one decrease (order doesn't matter).
4-in the window titled "The following opcodes write to", are there 1 or 2 lines?

In the demo there are 2 lines, but it is also coded quite differently (wtf?), for example the 11 combat skills are stored contiguously and are not accessed by the same instruction.
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tedomedo
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PostPosted: Fri Dec 07, 2012 1:42 am    Post subject: Reply with quote

Never mind, this cheating has nothing to do with playing, these values are good for updating my part of a wiki page.

Now, partly off-topic (moderator will delete this Wink): trial version of the game allows to play a game character only 10 game days - how could i change this limit using cheat engine? Link to the game: http://www.lahnarecords.fi/urw/urw-3.14-b3.zip (no installation, just unzip and play).
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Gniarf
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PostPosted: Fri Dec 07, 2012 7:28 am    Post subject: Reply with quote

Latest version is 3.15 beta2, check http://www.jmp.fi/~smaarane/urw_downloads.html
I'm going to make the stat calculator for this version, unless this topic gets locked.

Aside that, no illegal business on those forums.
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Gniarf
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PostPosted: Sun Dec 09, 2012 11:01 am    Post subject: Reply with quote

Ok, so there we are in the end: I made a skill logger that will log the current value of all 29 skills each time you press F10. The log is in a file called SkillLog.xls located in same directory as urw.exe. Since this log is actually a text file with each value separated by a tab, excel will bitch an incorrect format, but will open it anyway.

My table is for version 3.15 beta2 but you can easily tweak if for other versions (I left a few hints) if you know the addresses of each skill.

When opening it you'll be asked if you want to run a lua script, answer yes. If you're not asked, go to table->show cheat table lua script->press execute ONCE.

The skills are logged in this order:
dodge, agriculture, shield, dagger, sword, club, axe, flail, spear, bow, crossbow, unarmed, physician, climbing, stealth, cookery, ritual, skiing, survival, timbercraft, swimming, fishing, weatherlore, carpentry, herblore, hideworking, tracking, trapping, building.

This order might look odd, but it's the order in which they are present in memory.



urw_SkillLogger.CT
 Description:
Log all skills when pressing f10.
For version 3.15 beta2.

Download
 Filename:  urw_SkillLogger.CT
 Filesize:  5.31 KB
 Downloaded:  721 Time(s)

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