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Need I find the base address using AOB?

 
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wlix32
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PostPosted: Sat Jan 02, 2016 12:46 pm    Post subject: Need I find the base address using AOB? Reply with quote

Hi guys, I am learning about AOB and auto assemble and I have a question that I can not understand reading topics on the web.

I know that if I want to write a trainer for example I need to find the base address for the value using the pointer scan , for example. The question is:

When I am working with AOB I need to find the base address and later use the AOB or in AOB has a way to do not need use pointer scan or manually "find out what ...." ? If AOB have it , how can I do it?

thanks a lot
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Zanzer
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PostPosted: Sat Jan 02, 2016 1:21 pm    Post subject: Reply with quote

An AOB simply finds a location in memory based on a constant value that does not change between game sessions.

This location is normally within the game code itself and allows us to find a specific instruction.
That instruction may retrieve a base pointer or it may directly update values in the game.
By changing that instruction's function, through code injection, we gain control of that value.

Alternatively, an AOB can find the location of some in-game data structure, for example a player's statistics.
Health, stamina, mana, strength, dexterity, etc. all change, sure, but they may contain static maximums or base values.
Finding an AOB surrounding those maximum and base values may provide us with the location of the structure, a pointer of sorts.
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mgr.inz.Player
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PostPosted: Sat Jan 02, 2016 1:28 pm    Post subject: Reply with quote

Also, there is handy "groupscan".
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wlix32
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PostPosted: Sat Jan 02, 2016 1:43 pm    Post subject: Reply with quote

Zanzer wrote:
An AOB simply finds a location in memory based on a constant value that does not change between game sessions.

This location is normally within the game code itself and allows us to find a specific instruction.
That instruction may retrieve a base pointer or it may directly update values in the game.
By changing that instruction's function, through code injection, we gain control of that value.

Alternatively, an AOB can find the location of some in-game data structure, for example a player's statistics.
Health, stamina, mana, strength, dexterity, etc. all change, sure, but they may contain static maximums or base values.
Finding an AOB surrounding those maximum and base values may provide us with the location of the structure, a pointer of sorts.


Oh Good, but how I am learning, the AOB limitation is that this instruction can access only one address("Find out what address this instruction access"), or the game can crash. So, I need to find a value that is writed by a instruction that is used only for that. Is it right?
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