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Cannot find base pointer using 'what writes' or pointer scan

 
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efel
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PostPosted: Wed Apr 30, 2014 10:42 am    Post subject: Cannot find base pointer using 'what writes' or pointer scan Reply with quote

I cannot figure this out, so I should probably give up.

I find the values I need, if I click what writes to this address I see a single command (with no offset). If I do a search for that address I get another single hit (still not a static one). If I click what writes or what access this address, and do the thing in game, nothing is recorded so I'm stuck.

Doing a pointer scan, if I use default 2048 / 5 I get quite a few records, but as I re-run the game and get the new value after the 3rd scan everything disappears. I've done this around 10 times trying to make sure I'm not making a mistake. I increased the size to 4096 and levels to 7 and I had to let it run overnight. It filled up 1.8TB of space and ran out.

So I don't know what else I can do, I just don't understand why this particular game is so difficult, I've found base pointers 1000 times and never had this much trouble. Is there some method of coding that just makes this impossible?

It is not a web-based game, it's a DX11 game on Steam. I'm not trying to change any values either, I just want to read the values so so I can see who is in the game with me and their team while I'm ALT-TABBED.



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DrNOP
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PostPosted: Wed Apr 30, 2014 3:42 pm    Post subject: Reply with quote

seems like you want to dive into the disassembled code Wink

Try to find out where ECX gets filled (MOV ECX, [something]) and continue from there. You might want to set a breakpoint on that instruction to see the value of [something]

This way, you can get at least one step further.
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efel
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PostPosted: Thu May 01, 2014 4:55 pm    Post subject: Reply with quote

Yea, I'm getting nowhere... This program game seems to do something funny in memory that I don't understand...

A) It repeats stuff EVERYWHERE. It seems to be using some crazy dynamic allocation that changes on a whim and the old place where the items were in memory will still exist until they happen to get overwritten...

For example, say you join a match, data for that match gets written to X. Then you leave and join another match. Well that data gets written to Y, yet data at X is still there.

So on and so forth forever.... and this happens without the program restarting.
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DrNOP
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PostPosted: Thu May 01, 2014 5:02 pm    Post subject: Reply with quote

efel wrote:
For example, say you join a match, data for that match gets written to X. Then you leave and join another match. Well that data gets written to Y, yet data at X is still there.


that's kinda normal. When programs allocate memory for an object (match, player, weapon etc.) they normally don't erase the old memory. They just deallocate it.

What you want to do is find the pointer that points to X (and later to Y). In other words: the pointer for the current object.
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++METHOS
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PostPosted: Thu May 01, 2014 5:27 pm    Post subject: Reply with quote

In cases where you are unable to find a reliable pointer address, injection may be used. Sometimes, it is also necessary to incorporate AOB in the event that the location of the instruction is also changing.
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