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Pointer Scans?

 
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SinStar87
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PostPosted: Fri Nov 08, 2013 3:46 pm    Post subject: Pointer Scans? Reply with quote

Running pointer scans (usually 16384/5 offset settings), most of my scans run fine with most games, couple of games , however, the scan runs endlessly with the first listed offset sticking, only ending when I run out of disk space about 100 gb later. Recent mention is Crusader Kings II, stat scan for open character info page. Why do some games do this?
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Dark Byte
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PostPosted: Fri Nov 08, 2013 4:07 pm    Post subject: Reply with quote

If there are lots of pointer arrays that can happen.

a structsize of 16384 is quite big as well. Try a level 4 or 3 with that instead of 5. An increase of 4 bytes can already double the size of the number of results in a worst case scenario. (Worst case scenario is that 100% of the games memory is pointer to a pointer 4 bytes back and no data/empty space)

Also, tick the option to skip looping pointers.

There's not much to do about this besides picking a smaller structure size, lower level, more refined options like vtable or heap only, etc...

Or get a bigger harddisk (2TB+ is recommended)
Next version you'll be able to use multiple harddisks at the same time (by using multiple computers)

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SinStar87
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PostPosted: Fri Nov 08, 2013 5:04 pm    Post subject: Reply with quote

Yeah I tried it with a lvl 4 and it did the same thing. Will try the no looping option. And if it comes to the point I need 2tb for a pointer scan that cheat isn't getting tabled.

Edit* Nope didn't do anything, used default 2048/5 the first value(I'm guessing it's offset 5) hangs in this case at 108 then offset 4 just cycles indefinitely. Guess some games just don't want to let me do what I want. Thanks though I'll check heap and vtable next time. Any options that shouldn't be checked?
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Dark Byte
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PostPosted: Fri Nov 08, 2013 6:59 pm    Post subject: Reply with quote

You could also try the max different offsets per node option
It will decrease the spectrum that it will scan, but the structsize and level will get taken into effect

what it does:
For each value range the pointerscanner scans, it finds a bunch of results between 0 and 10000.
For every one of those results, it will once again scan for that result and the structsize
with the max offsets per node, it will only pick the first few entries of those results.

That will get you the lowest offset paths, but with the possibility of some higher paths as well, if needed.
(This means you can give a ridiculous high structsize, but it will only evaluate the first couple of results each time, instead of every single one)

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