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is there some memory area that CE can't scan?

 
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supercharger
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PostPosted: Fri Nov 27, 2009 12:57 am    Post subject: is there some memory area that CE can't scan? Reply with quote

i encounter a problem.
a game loads data from a file, then the data is stored in a certain area. and the data in this area are not changed, because they are the source of data.
then these data are loaded into another area as temporary data when they are used. they can be changed anytime. (to be more specific, they are coordinates of 3D model.)
i am quite sure the values are the same in the source area and in the other area (floating point value, such as 99 99 99 3E). but when i scan the whole memory range in CE, i can only find the source data, but these source data are not the ones that are shown on the PC screen. - if i change these data, the change is not effective immediately, i mean i don't see the change on screen. the change will be effective next time the model is loaded.
if there is not another area that store these data, how can the model be shown on screen? so i think there should be another area that store the temporary data. BTW, this game uses DirectX to render graphics.

sometimes i scan the memory for a value, any find 2 addresses, but soon, the 2nd address will become empty (value look like ?? ?? ?? ??) . this address is usually at 0x1Exxxxxx . what kind of area is this? it's full of ?? ?? ?? ??.

and BTW: what kind of area is 0x0012xxxx ? all ESP point to these addresses and they are always changing.
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Dark Byte
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PostPosted: Fri Nov 27, 2009 3:09 am    Post subject: Reply with quote

that data is stored inside the memory of the graphics card. The only time it is accessible is when the buffer has been locked and can be written to.

You could try using mem_mapped in settings scansettings, as one of the regions to scan, but then you have to be lucky the game doesn't unlock the memory region
Or do a physical memory scan for the memory regions of the graphics card and hope you don't crash

as for esp being in 0012xxxx that is usually for the main thread. ESP is the stack pointer (e.g if a function uses a object of D3DXVector to store some temporary data, then that value can come back in the stack, but most of the time it is 95% useless)

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supercharger
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PostPosted: Fri Nov 27, 2009 3:33 am    Post subject: Reply with quote

Thanks DarkByte. I will try.
you know so good about computer software & hardware etc , you should be a great computer engineer/scientist. Very Happy
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Radiation
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PostPosted: Mon Nov 30, 2009 9:01 pm    Post subject: Reply with quote

is it possible to make ce scan the video RAM?
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