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CE saved wrong addresses on exit?

 
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Verontier
How do I cheat?
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PostPosted: Sun Nov 27, 2016 4:47 pm    Post subject: CE saved wrong addresses on exit? Reply with quote

So, I was using CE earlier today for infinite health and stamina. After testing it for about an hour, I saved and shut everything down. A little later on I started it back up and added vigor with no problems, I tested, saved, and shut everything down again. About a half hour ago, I decided to add gold to the list (which worked) and, before I could save properly, my 3 year old decided to hit the "X" at the top, prompting the warning and asking if I wanted to save before exiting. I checked to make sure everything was still as it should be, which it was, so I hit yes to save and exit. I started CE back up to create a trainer but what loaded for my game was not what was supposed to be saved. The 4 address and values are totally wrong and the descriptions are gone, as well. Is this a known bug?

CE v6.6
Kingdoms v17.2
Windows 10 Pro x64

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rog9001
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PostPosted: Sun Nov 27, 2016 5:12 pm    Post subject: Reply with quote

☆ I think this post should be moved to "Cheat engine" section sins this is more related to CE itself rather then AA scripts and finding addresses and all that stuff. ☆

¤ Never had that happen to me. If i by accident press the "X" and then click save & exit it would just well... save what i had and exit. ¤
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Kavvman
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PostPosted: Sun Nov 27, 2016 5:19 pm    Post subject: Reply with quote

Kingdoms is a unity game so the code moves around. Maybe thats what happened.
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Verontier
How do I cheat?
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PostPosted: Sun Nov 27, 2016 5:45 pm    Post subject: Reply with quote

@rog9001 Yeah, I guess I did post this in the wrong place. My bad.

@viZZion It saved and loaded everything just fine for most of the day (started at around 11am or so) until the "X" at the top was hit and I went ahead and saved through it.

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rog9001
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PostPosted: Sun Nov 27, 2016 6:23 pm    Post subject: Reply with quote

What addresses did you have saved? Normal ones which you found with ce? Or were they: static, pointers or scripts?
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Verontier
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PostPosted: Tue Nov 29, 2016 11:01 am    Post subject: Reply with quote

Pointers. That is why I even bothered to post about it, lol. So much work for 6 little cheats, gone.

On a side note: I redid everything and the problem has not occurred again Confused I wasn't even able to reproduce the problem. I'll just chalk it up to human error.

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Them: Multiplayer or I'll never buy it, play it, or recommend it!
Me: Aww, does de wittle beeby need hewp pwaying evweting?
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mgr.inz.Player
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PostPosted: Tue Nov 29, 2016 11:09 am    Post subject: Reply with quote

Pointers. How many pointerlist rescans you made?
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Verontier
How do I cheat?
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PostPosted: Tue Nov 29, 2016 11:56 am    Post subject: Reply with quote

I have absolutely no idea how many times I performed rescans, it was a LOT.

If I had to make a guess I would say 300+ total scans (address, pointers, and rescans) for both times, the majority going to the first attempt. And that was getting the pointer rescans down to 150-300 pointers (from tens of millions each initial scan) for the final results. Luckily it saves rescans. . .

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mgr.inz.Player
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PostPosted: Tue Nov 29, 2016 4:10 pm    Post subject: Reply with quote

I think your pointers were saved fine. They just weren't stable.

To clear things up. Did you:

1 Found address of something. Started pointerscanner. Let's say you saved pointerlist as "something.ptr"

2 restarted the game. Found new address of something.
3 opened pointerscanner window, loaded "something.ptr"
4 you clicked "rescan" and filled in new address. Saved it as "something rescan 1.ptr"

5 restarted the game. Found new address of something.
6 opened pointerscanner window, loaded "something rescan 1.ptr"
7 you clicked "rescan", and saved it under "something rescan 2.ptr

8 restarted the game. Found new address of something.
9 opened pointerscanner window, loaded "something rescan 2.ptr"
10 you clicked "rescan", and saved it under "something rescan 3.ptr
(repeat this procedure)

11 after several rescans (5, 10, 20 or more) you chose one and added it to the list.


First scan usually has many pointers. Thousand, tens of millions, tens of billions. It doesn't matter. Rescanning is the most important part. And you won't get 100% guarantee that pointers which have left will be 100% stable, even after 50th rescan (or more).


In your case, pointers you choose just stopped to work. It happens.

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Verontier
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PostPosted: Tue Nov 29, 2016 4:59 pm    Post subject: Reply with quote

Yeah, I did it exactly as you instructed.

My problem was when I loaded my .CT file the pointer numbers changed vastly (had a txt doc with originals but deleted it) from what they originally were and the description, such as health, stamina, etc., was completely blank.

I used the above mentioned txt to select the same pointers and am now able to run the cheats with no problems. I even generated a successfully working trainer for others to use with no complaints, so far. . .

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rog9001
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PostPosted: Wed Nov 30, 2016 6:34 am    Post subject: Reply with quote

when looking for pointers did you set the last offset ("pointers must end with specific offsets")?
If no then you should. You might be able to find more stable pointers. To get the offset just press F5 on the address you find and then see what appears in the small window. If you get instructions which have 1 exactly same register e.g. [eax+000000F4] then you take the offset in the brackets in the example it would be "F4" and then input it and only then start scanning.
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mgr.inz.Player
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PostPosted: Wed Nov 30, 2016 8:36 am    Post subject: Reply with quote

@Verontier, do you use any "Lua extensions" ?



@rog9001, you are right. About "last offset" thing, you are right too. But, there are exceptions.

Some time ago I found an address which keeps data I want. I could find it in 3 minutes (few memory scans, value must be between [a,b], changed/unchaged, ..., value must be between [c,d], ...)

All level5 pointers (and lower) weren't stable. For 5level pointer scanning we do not need ending offset, scanning is still quick. Especially when we use "first element of pointerstruct must point to module", a very nice feature (I think it should be ticked by default). I use it most of the time.

This address was accessed by only two instructions (and those also accessed other addresses):

fstp dword ptr [eax+14]
and
ucomiss xmm0,[ecx-08] ( this ECX-8 was equal to otherReg+14)


I tried level6 with ending offset: 14, without success, and: -8, also without success.
I tried level7 with above ending offsets, without success.

So I made full level6 pointer scan ("must point to module" enabled), then 5 rescans on my machine, 6th rescan on brother machine, and 7th rescan was made on CEF member machine. Pointers which have left, all of them, had ending offset 1BC.

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Verontier
How do I cheat?
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PostPosted: Wed Nov 30, 2016 10:17 am    Post subject: Reply with quote

@rog9001: Yeah, I set the last offset during first pointer scan of each cheat I was going for.

@mgr.inz.Player: No. I really haven't had the urge to use any Lua extensions, so far. I really want to expand on my knowledge of CE 'as it is' before moving on to user *written* scripts.

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rog9001
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PostPosted: Wed Nov 30, 2016 12:39 pm    Post subject: Reply with quote

@mgr.inz.Player oh...

Why not just make a script with the lines

Code:


//START | 2 lines you add
globalalloc(THINGYfinder,4)

mov [THINGYfinder],registerWHICHisINbrackets
//END

// original instruction
mov register,[registerWHICHisINbrackets+14]


and then all you do is add pointers to the CT

[[THINGYfinder]+14] - HP
[[THINGYfinder]+20] - Ammo
[[THINGYfinder]+1BC] - Health
etc.

This is what I do. Its simple, fast and there is no need to do 10 - 50 rescans just to find something stable
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mgr.inz.Player
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PostPosted: Wed Nov 30, 2016 1:13 pm    Post subject: Reply with quote

@rog9001

I wrote:
Quote:
and those also accessed other addresses.

What I didn't wrote is: "And filtering those other addresses was a mess..."

The only reasonable filter was: a pointer.

Anyway. That address was exactly at offset "1BC" in the structure. And that structure was not "player" structure. All instructions which accessed this address didn't have [reg+1BC].



@Verontier, or maybe your 3 year old accidentally:

- opened other CT file
- clicked (actually you can use mouse or hit ENTER or SPACE) button with "YES" for "do you wish to merge" message

If you set CE to "always run Lua scripts", maybe CE silently executed Lua script from other CT file.
Or ENTER or SPACE was pressed again when "this table contains a Lua script. Run it?" confirmation window showed up

- and then your child "decided to hit the "X" at the top"

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