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Feature Request: Pointer Scan

 
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NvrBst
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Joined: 20 Oct 2006
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PostPosted: Mon Oct 23, 2006 1:52 pm    Post subject: Feature Request: Pointer Scan Reply with quote

I think a "Right Click > Sort by Pointer Depth" option added to the "Pointer Scan" window would be a little usefull if implemented in a future released Smile When you have a list of 200'ish pointers and they all seem to work it would be nice to be able to quickly find the smallest depth pointer.

Also quick question... Whats the difference between "Injected Pointer Scan" and the "Default One"... It says Injected is fast, and Default is slow but for example when I run a "Struct Size: 2048 Max Level: 6", it takes the "Default" about 5 mins to finished (returning 2.2k pointers), and took the Injected about 3 hours to finish (returning 108k pointers).

The Default only had 1 pointer after sifting that seemed completly stable while the Injected has about 100 pointers in the list that seem stable (it included the pointer the "Default" had).

Is "Injected" always more accurate? Or I did something strange and should try it again? Smile Just a little curious.


NvrBst
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Dark Byte
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PostPosted: Tue Oct 24, 2006 1:08 am    Post subject: Reply with quote

I'll see if it's possible (keep in mind sorting can be slow...)

but 5 minutes to finish with those settings? That must be a bug....

anyhow, injected should theoreticaly be faster since it doesn't copy the memory and can access memory directly without any address translation.

Of course the normal one copies the memory of the game once to a local buffer and use that (using address translations), so doesn't have to worry about changed pointers during a scan (copy, so not activly changed)

What you could try when doing a injected scan is suspend the target process (pause button) and then do a injected pointerscan, that way you don't have to share the cpu cycles with the game's process

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