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How to scan Movement Pointer for MMORPG ?

 
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thaipq8x
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PostPosted: Tue Sep 02, 2014 1:18 am    Post subject: How to scan Movement Pointer for MMORPG ? Reply with quote

hi,
I wonder how people use CE to scan Movement pointer ? Can someone give me a hint for that ? i appreciate it .
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BlubBlab
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PostPosted: Sat Sep 06, 2014 4:40 am    Post subject: Reply with quote

If you want XYZ use google with : Cheat engine finding game coordinates
Their also stuff about other similar things.
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atom0s
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PostPosted: Sat Sep 06, 2014 1:48 pm    Post subject: Reply with quote

Typically movement coords are stored in floats for all MMORPGs since they are usually in 3D space. To start find a hill or area that your character will literally walk up and down on vertically.

Search for an unknown float value as the first scan. Then walk up the hill/stairs/etc. some so your character is higher then they were before.

Search for an unknown float value that has increased for the second scan.

Then walk back down the hill/stairs/etc. again and then search unknown float value that has decreased.

Repeat those steps til you can find your characters height coord. (Usually the Z or Y coord in most games depending on which order they store them in.)

Then when you find that one, the others are usually right next to that or very close. Use the memory browser to visually see the other data around it while you move to see which may be the other coords in question.

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paupav
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PostPosted: Sat Sep 06, 2014 3:34 pm    Post subject: Reply with quote

atom0s wrote:
Typically movement coords are stored in floats for all MMORPGs since they are usually in 3D space. To start find a hill or area that your character will literally walk up and down on vertically.

Search for an unknown float value as the first scan. Then walk up the hill/stairs/etc. some so your character is higher then they were before.

Search for an unknown float value that has increased for the second scan.

Then walk back down the hill/stairs/etc. again and then search unknown float value that has decreased.

Repeat those steps til you can find your characters height coord. (Usually the Z or Y coord in most games depending on which order they store them in.)

Then when you find that one, the others are usually right next to that or very close. Use the memory browser to visually see the other data around it while you move to see which may be the other coords in question.


This, but depending on library/engine in which game was made coordinates could increase when you are going down and decrease when you are going up.
E.g in SFML and SDL max coordinates are at bottom right and coordinate 0,0 is at the top left.
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atom0s
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PostPosted: Sat Sep 06, 2014 4:08 pm    Post subject: Reply with quote

pauw wrote:
atom0s wrote:
Typically movement coords are stored in floats for all MMORPGs since they are usually in 3D space. To start find a hill or area that your character will literally walk up and down on vertically.

Search for an unknown float value as the first scan. Then walk up the hill/stairs/etc. some so your character is higher then they were before.

Search for an unknown float value that has increased for the second scan.

Then walk back down the hill/stairs/etc. again and then search unknown float value that has decreased.

Repeat those steps til you can find your characters height coord. (Usually the Z or Y coord in most games depending on which order they store them in.)

Then when you find that one, the others are usually right next to that or very close. Use the memory browser to visually see the other data around it while you move to see which may be the other coords in question.


This, but depending on library/engine in which game was made coordinates could increase when you are going down and decrease when you are going up.
E.g in SFML and SDL max coordinates are at bottom right and coordinate 0,0 is at the top left.


That would be screen coords, not player / entity position coords in a 3D plane. Along with that, stuff like movement and such is not engine specific or engine based, it is entirely based on how the game developers code the movement of the game itself.

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