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Need help with AOB scan
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Zanzer
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PostPosted: Thu Jul 23, 2015 1:56 pm    Post subject: Reply with quote

When you do these types of scans, you will need to restart the game and find the values again.
Just because some of those bytes didn't change while running around, doesn't mean a reboot will have those same bytes.
This is why I use injection to grab my pointers. Smile
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jan24
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PostPosted: Fri Jul 24, 2015 7:24 am    Post subject: Reply with quote

Zanzer wrote:
When you do these types of scans, you will need to restart the game and find the values again.
Just because some of those bytes didn't change while running around, doesn't mean a reboot will have those same bytes.
This is why I use injection to grab my pointers. Smile


I have restarted the game, the results are different sometimes I find 1 other time i find 2 results and sometimes none.

You talking about pointers, I tried it, but for me it takes a while and I'm mostly low on disk space. Last time I tried it I had like 7 scans that were around 10GB of size each (I might did something wrong though).
Are pointers better / easier ? So yes why ? Smile

EDIT:
I have tried out the pointer from this guide ?t=206694 and post from Wintermoot.
This looks easier to me and faster.

But then it doesn't works when I'm switching a level or restarting the game.
Steps I took:
1.0 Find the address.
2.0 Add address to address list.
3.0 Find out what writes this address.
3.1 Note the offset
3.2 Note the address that probably needed for the pointer.
4.0 Search the address (from 3.2), I needed to turn of fast scan for this to find it (also the address isn't green as the guide said, only 1 address found).
5.0 Add address manually.
5.1 Check pointer.
5.2 Add address found at 4.0.
5.3 Set offset found at 3.1.
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Rydian
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PostPosted: Fri Jul 24, 2015 2:58 pm    Post subject: Reply with quote

A lot of games nowadays don't have native pointer paths that you can find the old ways, especially games written in "managed" languages. The pointer scanner will find tons of results that the old manual way won't find, and knowing the offset and approximate max size can help cut down on the scan data. If you're low on space you can overwrite old scans with the latest rescans (or just delete the old ones).
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jan24
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PostPosted: Fri Jul 24, 2015 5:30 pm    Post subject: Reply with quote

Rydian wrote:
A lot of games nowadays don't have native pointer paths that you can find the old ways, especially games written in "managed" languages. The pointer scanner will find tons of results that the old manual way won't find, and knowing the offset and approximate max size can help cut down on the scan data. If you're low on space you can overwrite old scans with the latest rescans (or just delete the old ones).


Ok I tried the pointer scanner again but I came to the end to 0 results (after 5 scans, when I at the same time changed level). I probably did something wrong or maybe this game I keep testing on is a bit hard to do ?
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Rydian
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PostPosted: Fri Jul 24, 2015 7:22 pm    Post subject: Reply with quote

What type of game is it? Do you have any idea what it's written in?

Try an offset of 2048 and a depth of 6 for the first scan.

What I do is have a folder just for pointer scans, and I clean it out when I'm not needing any of it due to the size.

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jan24
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PostPosted: Sat Jul 25, 2015 11:06 am    Post subject: Reply with quote

Rydian wrote:
What type of game is it? Do you have any idea what it's written in?

Try an offset of 2048 and a depth of 6 for the first scan.

What I do is have a folder just for pointer scans, and I clean it out when I'm not needing any of it due to the size.


It's Offspring Fling!
I think it's writen in Flash, I saw .swf file in the main folder next to the .exe file and there is a folder called Adobe AIR.
I will try offset of 2048 and depth of 6. (did offset of 5000 and depth of 3 before).
When I'm done I will let you know the results.

EDIT:
I did set the offset found with what writes this address. Then the result was 0.
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jan24
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PostPosted: Sun Jul 26, 2015 8:46 am    Post subject: Reply with quote

Ok I did try offset of 2048 and depth of 6.
But then it took 52GB for only the first scan and still wasn't done yet.
Is this normal ?

You also told me by knowning the approximtate max size and offset it could take a cut off, how do I find those 2 right (I thought the offset by what writes this address but then at the pointer scan it gave me 0 results.
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Rydian
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PostPosted: Sun Jul 26, 2015 8:55 am    Post subject: Reply with quote

I don't have any experience with flash games myself, from what I've seen people don't bother with pointers and will do AOB AS2/AS3 code edits or edit the flash file if they can find it (there's de/recompilers out there)
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jan24
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PostPosted: Sun Jul 26, 2015 1:10 pm    Post subject: Reply with quote

Ok I tried a different game (Karateka) its made with Unreal Engine if I'm correct.
But then again the first pointer scanner was taking up to 52GB again and still wasn't done.
I did use the offset of 2048 and depth of 6.

EDIT:
I was able to catch the HP for GodMode at the game Karateka, by using pointers.
This is my first success so far, so I have posted it at the forum for everyones use (?p=5605079).

Still though I would love to try Offspring Fling! again but I think that game might be to hard for me right now. Any suggestions is always welcome. Smile
Thanks for all your support.
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Zanzer
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PostPosted: Sun Jul 26, 2015 3:00 pm    Post subject: Reply with quote

Did you find out what instructions accessed the value and then use the offset from the code to reduce your pointer scan?
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jan24
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PostPosted: Sun Jul 26, 2015 3:47 pm    Post subject: Reply with quote

Zanzer wrote:
Did you find out what instructions accessed the value and then use the offset from the code to reduce your pointer scan?


Didnt knew the approximate size if that's what you meen.
Also I couldn't find what the offset was since when I do what writes this address the game crashes.
If you could explain me more about that I would love to know how to reduce the pointer scan, since it can take a while especially the first one.
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Zanzer
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PostPosted: Sun Jul 26, 2015 5:09 pm    Post subject: Reply with quote

Edit > Settings > Debugger Options > Debugger method > Use VEH Debugger
See if the game still crashes when you find out what writes to your address.
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jan24
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PostPosted: Sun Jul 26, 2015 5:27 pm    Post subject: Reply with quote

Zanzer wrote:
Edit > Settings > Debugger Options > Debugger method > Use VEH Debugger
See if the game still crashes when you find out what writes to your address.


Great ! That fixed it, seems like the health has no offset though.
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Zanzer
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PostPosted: Sun Jul 26, 2015 6:00 pm    Post subject: Reply with quote

Try using Find out what accesses this address (instead of "writes to")
Maybe one of those will have an offset.

Flash games don't always have dedicated instructions for specific game values.

Go to the instruction and do a Find out what addresses this instruction accesses.
It'll likely contain a bunch. If not, post an AOB template.
I'll give you the code to create a custom pointer.
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jan24
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PostPosted: Mon Jul 27, 2015 5:42 am    Post subject: Reply with quote

Zanzer wrote:
Try using Find out what accesses this address (instead of "writes to")
Maybe one of those will have an offset.

Flash games don't always have dedicated instructions for specific game values.

Go to the instruction and do a Find out what addresses this instruction accesses.
It'll likely contain a bunch. If not, post an AOB template.
I'll give you the code to create a custom pointer.


I don't totally sure what you meen with instruction at the moment, but here are some values I found from the flash game Offspring Fling!:
movq [eax+00000090],xmm0
The value of the pointer needed to find this address is probably 0AFCE5C4
So it has a offset of 90.

AOB scan 1:
00 20 77 40 00 00 00 00 00 F0 7A 40 00 00 00 00 00 20 77 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 D0 0A 0E B9 03 80 0F A1 03 80 0F 89 03 80 0F 70 76 C1 0D 71 03 80 0F
AOB scan 2:
00 20 77 40 00 00 00 00 00 D0 79 40 00 00 00 00 00 20 77 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 30 01 0E F9 55 A3 0F E1 55 A3 0F C9 55 A3 0F B0 BB 67 0F B1 55 A3 0F
AOB scan 3:
00 20 77 40 00 00 00 00 00 80 7A 40 00 00 00 00 00 20 77 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 90 90 0B C9 55 53 0F B1 55 53 0F 99 55 53 0F 40 B3 E0 0A 81 55 53 0F
AOB scan 4:
00 40 6E 40 00 00 00 00 00 60 68 40 00 00 00 00 00 40 6E 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 20 A5 0B 91 DA 48 0F 79 DA 48 0F 61 DA 48 0F 20 9B 9D 0B 49 DA 48 0F
AOB scan 5:
00 20 77 40 00 00 00 00 00 C0 7A 40 00 00 00 00 00 20 77 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 F0 DB 0D 71 69 77 0F 59 69 77 0F 41 69 77 0F 90 F7 DD 0D 29 69 77 0F
Compared:
00 ?? ?? 40 00 00 00 00 00 ?? ?? 40 00 00 00 00 00 ?? ?? 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 1D 10 00 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 A0 ?? ?? ?? ?? ?? ?? 0F ?? ?? ?? 0F ?? ?? ?? 0F ?? ?? ?? ?? ?? ?? ?? 0F

I'm not sure if this was what u ment, else let me know what else you need.
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