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Inversed Scan

 
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FusionFire5
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PostPosted: Tue Apr 10, 2007 5:54 pm    Post subject: Inversed Scan Reply with quote

Inversed Scan

Inversed Scan is meant to find elusive addresses whose values don’t change after they are initialized. Currently there is no way to find and narrow down static values. Searching for a number grants a few hundred to thousands of addresses. It is exceptionally hard to sift through tens of addresses much less thousands. Inversed search is designed to cut down the number of potential addresses quickly and efficiently using only two searches. The strength of inversed search is to cut down the time required to search something to leave more time to analyze the address before it is deallocated.

Specifications
Inversed scan is a scan type and can only be selected after a scan has been previously completed
The first/previous scan can be any search that generates addresses
Inversed scan takes a value or values between X and Y as parameters to search
Inversed scan finds all addresses with the specified value(s) but filters the addresses that appeared in the first search

Conditions
The address you are searching for does not currently hold the value
Between the previous scan and inversed scan the address desired address is changed or initialized to the scan value

For example:
In MapleStory, when you drop an item. The item’s X/Y coordinates does not change after it has been initialized. Normally, search for an address requires you to change the value to narrow down the number of addresses. However, this is not possible for the item’s coordinates. On the other hand, we are able to infer the item’s coordinates by assuming the item has the same coordinates as the character. Searching the character coordinates results in a few hundred addresses. In addition an item disappears three minutes after it is dropped, which limits the time for searching and analyzing the address.
Method for finding the item’s X coordinate using inversed search
1) Find the character’s X coordinate
2) (1st search) Search the character’s X coordinate value using ‘Exact Value’ search
3) Drop an item at the current location
4) (2nd search) Search the same value using ‘Exact Value’
5) Only a few values have become the character’s X coordinate
6) Using other methods, such as the code finder, we can eliminate the other addresses and be left with the item’s x coordinate


Last edited by FusionFire5 on Thu Apr 19, 2007 12:24 am; edited 1 time in total
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arthur_chan
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PostPosted: Sun Apr 15, 2007 9:42 pm    Post subject: Reply with quote

1st health=60, y scan 50?
2nd in 2nd scan, y got 3 extra address when it dont exist in 1st scan?
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FusionFire5
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PostPosted: Thu Apr 19, 2007 12:26 am    Post subject: Reply with quote

arthur_chan wrote:
1st health=60, y scan 50?
2nd in 2nd scan, y got 3 extra address when it dont exist in 1st scan?

Sometimes games will coincidentally changes values into the one you're searching for going through normal processes.

Updated with a more clear explanation of inversed scan.
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bahblah
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PostPosted: Fri Apr 20, 2007 5:01 pm    Post subject: Reply with quote

And this would be different from

First Scan: Is Not Equal to X.
Second Scan: Is Equal to X.

In what way?

Quote:
Inversed scan finds all addresses with the specified value(s) but filters the addresses that appeared in the first search


By "Not Equal to X" you already exclude all addresses that equal X AKA "addresses that appeared in the first search"
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FusionFire5
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PostPosted: Fri Apr 20, 2007 6:33 pm    Post subject: Reply with quote

bahblah wrote:
And this would be different from

First Scan: Is Not Equal to X.
Second Scan: Is Equal to X.

In what way?

Quote:
Inversed scan finds all addresses with the specified value(s) but filters the addresses that appeared in the first search


By "Not Equal to X" you already exclude all addresses that equal X AKA "addresses that appeared in the first search"


There is no 'Is Not Equal to X' scan.
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nog_lorp
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PostPosted: Fri Apr 20, 2007 6:34 pm    Post subject: Reply with quote

I spoke with him for awhile about this, and finally got what he was talking about.

When you KNOW the variable you are looking for is
A) Not yet "X" but will be, or
B) Is not yet allocated/does not exist, but will soon.

Then you can eliminate all unchanging values that are equal to X before that variable is initialized.

~nog_lorp

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FusionFire5
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PostPosted: Fri Apr 20, 2007 6:36 pm    Post subject: Reply with quote

In addition, you could also use inversed scan with the first scans 'Unknown Initial Value' or 'Values between X and Y'. As long as the values generated by the 2nd scan are do not appear in the first scan while holding the same value. However, inversed scan does more than just filtering for unchanged values in one scan.
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Uzeil
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PostPosted: Fri Apr 20, 2007 7:17 pm    Post subject: Reply with quote

You can already do this...

1st: Uknown initial value, stay in one spot
2nd: drop an item and stay in the same spot, search 'Changed Value'
3rd: Now you can search exact value to narrow out the rest.


2nd step gets rid of your first value and keeps your other
3rd gets rid of the variables that changed but aren't this coordinate you're looking for.

I believe I already told you this in MSN but I didn't go into detail (assuming you would just take my word that you can already do it)

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FusionFire5
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PostPosted: Sun Apr 22, 2007 8:43 pm    Post subject: Reply with quote

Unknown Initial burns as much memory as the game you're scanning. It basically makes a copy of the memory. For people with slow computers, Unknown Initial is not an option because of memory usage.
And why would I take anyone's word for any reason? You didn't supply enough detail for your idea.
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