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Get all enemies using the pointer scanner

 
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ranseier
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Joined: 27 Sep 2015
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PostPosted: Sun Jan 10, 2016 7:51 pm    Post subject: Get all enemies using the pointer scanner Reply with quote

Hi,

I am struggling getting all enemy coordinates from a game using the pointer scanner of CE.

What I have do so far:

- Scan down the coordinates of a single enemy.
- Find out what accesses the address
- Find out what addresses this instruction accesses

This gave me the coordinates of all enemies in game.

To make the cheat survive game restarts I need to pointer scan. I have pointer-scanned one address that I have found with the technique above. The result was a stable level 5 pointer, pointing to the x-coordinate of a single enemy.
To get the x-coordinate from other enemies I tried to increase/decrease all the offsets step by step, observing the value of the x-coordinate.

This attempt failed. I didn't get valid x-coordinates from other enemies and I am wondering why!?

Is there any way to "feed" cheat engine with the coordinates/addresses I have found using "Find out what addresses this instruction accesses" and get the address of the enemy-array back?

Thanks!



CE2.PNG
 Description:
stable level 5 pointer
 Filesize:  7.97 KB
 Viewed:  12704 Time(s)

CE2.PNG



CE.PNG
 Description:
addresses and values of all enemies x-coordinates
 Filesize:  18.78 KB
 Viewed:  12704 Time(s)

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ParkourPenguin
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PostPosted: Sun Jan 10, 2016 9:04 pm    Post subject: Re: Get all enemies using the pointer scanner Reply with quote

ranseier wrote:
To make the cheat survive game restarts I need to pointer scan.

Who said that's the only way to do it? Razz
You can do an AoB injection if you want. If you're having a hard time finding a unique signature, then you can try scanning for an AoB above/below the instruction you're hooking and make sure you include that offset in the address where you write your jump to (and where you restore the original code to). Do whatever you want with the enemies' coordinates in your script.

If you really need to find a pointer to it, though, then do several pointer scans for different enemies and cross reference them. Look for base addresses that are in all of them. If a base address is in one but not in another, throw it away. After that, just look at the offsets, and what to do from there should be self-explanatory.

I'm not sure if there's an easy way to cross reference them. If there is, it probably has something to do with pointermaps, but I've never bothered to look into what they technically are.

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ranseier
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Joined: 27 Sep 2015
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PostPosted: Mon Jan 11, 2016 5:59 am    Post subject: Reply with quote

Hi ParkourPenguin,

thanks for your answer. I don't wanna use injection because I only want to read memory (not write) and because of anti cheat concerns.
Otherwise AoB injection is great.

Finding cross references of various pointer scans sounds promising. Maybe there is an automated or easy way to find those cross references? Anyone?

Thanks!
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++METHOS
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PostPosted: Mon Jan 11, 2016 6:59 am    Post subject: Reply with quote

Use injection. If anti-cheat measures are in place, use the stealthedit plugin. The addresses are likely to change for enemy coordinates, so using pointers wouldn't be practical in most cases.

What are you wanting to do with the coordinates, exactly?
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ranseier
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PostPosted: Mon Jan 11, 2016 12:57 pm    Post subject: Reply with quote

I want to make a radar that shows all enemies as simple dots in a c# winform.
This should be an out-of-process cheat. Only ReadProcessMemory.

Problem is, that I am having a hard time finding the list that contains all enemies.
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akumakuja28
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PostPosted: Mon Jan 11, 2016 4:24 pm    Post subject: Reply with quote

Its almost a guarantee that all enemies base addresses are located next to each other somewhere in the code.

Just find the offset of map coords on one enemy and track that base address. I bet you find all enemies base addresses an offset apart.

Then find the enemy count so you can reference how many offsets to use for your custom map.

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ranseier
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PostPosted: Tue Jan 12, 2016 5:07 am    Post subject: Reply with quote

Thanks all for the help. Finally I managed to find the correct enemy-list.
And they are located next to each other. You were absolutly right, akumakuja28.

Even if it took me some time, this task was rather easy. I am now eager to find more stuff in memory that I can show on my radar. I have heard something about an object manager or entity list that holds all objects in a game like enemies, chests and other stuff.

How do you find an object manager or entity list using Cheat Engine?

Thanks
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