Posted: Tue Aug 11, 2015 7:05 am Post subject: Finding start address after which new enemie are instanced
Hey,
I need to find the location in memory after which all spawned enemies are stored with their data (like HP, coordinates, etc etc etc). I guess enemies are stored game-internally in structures/classes (for cheat-engine I consider this the same) which should make it easy to create a matching structure for them within cheatengine which brings everything together.
But thats my problem... How do I find the address after which the enemy instances are created/stored dynamically?
I am able to find different values/attributes of enemies using the most common technique (searching for value between x and y, making search more precise and research until I got the desired result....) but I am not able to see which further data belongs to that "block"/enemy entity.
Is there any way to find out which parts belong together or perhaps get a watchdog window which shows every new/fresh allocated addresses in memory? That would perhaps make finding the address after which enemy data is stored easy when clearing that window and then change the map.
If you want a short method to get all the instances of a certain stat as they're touched...
If you can find an enemy's HP or something, right-click it and find what accesses that address. Find some code that's constantly checking that address. Click it and click "show disassembler". Then in the new window right-click the selected like and choose "find what addresses this instruction accesses" and you'll get a log window showing all the other addresses that code deals with one way or another whenever it happens. _________________
Thanks for your reply! Buf for pitty that does not solve my problem because the address ist not polled/read regular :/
I only get a list entry while watching access on damaging the enemy.
That changes the situation and makes it some how complicate
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