why old games memory was "static" and there was no need of finding pointers?
Older programs were more focused on being small and fast rather than being moddable/patchable or reusable for other projects. As a result more stuff was hardcoded into the exe = static.
kitesan wrote:
when we talk about pointers what we mean actually? how you can represent them in C for example?
A pointer is an integer that contains the address of another variable. That being said cheat engine's pointers are also called pointers in C.
Code:
int Somevar=1; //this is a global static variable
int* SomePtr=&Somevar; //this is a static pointer to Somevar
void main()
{
int** SomePPtr=&SomePtr; //this is a pointer to SomePtr
int*** SomePPPtr=&SomePPtr; //this is a pointer to a pointer to a pointer to Somevar.
}
kitesan wrote:
how do you recognize a game's function call in assembly?
The "call" assembly instruction. Function are only called through other means when you're looking at obfuscated/protected code. _________________
DO NOT PM me if you want help on making/fixing/using a hack.
Joined: 25 Jan 2006 Posts: 8587 Location: 127.0.0.1
Posted: Sun Dec 13, 2015 2:30 pm Post subject:
Another thing to keep in mind is that when older games were developed C++ was still in its infancy and the use of OOP code was very scarce. That said, people made use of global variables and such in C which is why you see so many things static in older games, where in C++ with OOP code you see pointers to objects etc. _________________
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum