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Make copy of pointer target address in table

 
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Xathan
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Joined: 19 Jun 2014
Posts: 72

PostPosted: Mon Apr 20, 2015 7:39 am    Post subject: Make copy of pointer target address in table Reply with quote

I built a table for Postal 2 but ran into a problem. There is a level 6 pointer to the ammo of the current weapon. Sometimes the target address in CE is "flickering" pointing to an invalid or another address but recovers really fast.

The problem is the following:
As long as I am in one zone of the map w/o changing to another map via loading zone the address is fixed. The pointer shows the correct address but the flickering dropped all my weapons which need ammo because for a short time the value got an overflow and became negative.

What I search is the possibility to copy the current ammo address (e.g. machine gun) to a temporary address and use this in one zone. This must be repeated after each loading zone of the map.

Any ideas or code snippets are appreciated =)
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Rydian
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Joined: 17 Sep 2012
Posts: 1358

PostPosted: Mon Apr 20, 2015 7:55 am    Post subject: This post has 1 review(s) Reply with quote

It'd most likely be less of a headache and more stable to just make a script to patch the game's behavior to give infinite ammo instead.

http://forum.cheatengine.org/viewtopic.php?t=570083

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Xathan
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Joined: 19 Jun 2014
Posts: 72

PostPosted: Mon Apr 20, 2015 8:02 am    Post subject: Reply with quote

Thanks for the idea and the link. I will work through this and try to insert it into my table.

€dit (for I cannot doublepost yet Very Happy):

Your thread was very helpful for no ammo decreasing. Now i wanted to also deactivate the police level but then the game is crashing. I just modified the opcode from 89 08 to 90 90 and also checked that the length is the same and all addresses are the same for jumps.


Code:
Core.FEdLoadError::operator=+758A1 - 75 0F                 - jne Core.FEdLoadError::operator=+758B2
Core.FEdLoadError::operator=+758A3 - 8B 45 0C              - mov eax,[ebp+0C]
Core.FEdLoadError::operator=+758A6 - 5F                    - pop edi
Core.FEdLoadError::operator=+758A7 - 8B 08                 - mov ecx,[eax]
Core.FEdLoadError::operator=+758A9 - 8B 45 08              - mov eax,[ebp+08]
Core.FEdLoadError::operator=+758AC - 89 08                 - mov [eax],ecx
Core.FEdLoadError::operator=+758AE - 5D                    - pop ebp
Core.FEdLoadError::operator=+758AF - C2 0C00               - ret 000C
Core.FEdLoadError::operator=+758B2 - 33 D2                 - xor edx,edx

This is the short range of byte code in the jump. Any idea what could cause this problem? I have a stable pointer to the police level so I can live with that =) But I'm still wondering.

€dit2:
Also attaching my AA-script to give complete information:
Code:
[ENABLE]
"Core.dll"+79C37:
db 90 90

[DISABLE]
"Core.dll"+79C37:
db 89 08

//Alt: db 89 08 5D C2 0C 00
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justa_dude
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Joined: 29 Jun 2010
Posts: 890

PostPosted: Mon Apr 20, 2015 10:01 am    Post subject: Reply with quote

You've got the wrong hack point, find another.
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