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Green Addresses + Pointer Scanning

 
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PhoenixAki
How do I cheat?
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PostPosted: Mon Jan 11, 2021 10:48 pm    Post subject: Green Addresses + Pointer Scanning Reply with quote

My understanding from seeing some other posts is that the green addresses that appear in scan results is that they have been determined (through whatever means, I'm not fully sure) that they are likely to not change after game/system restarts, or being ran on other systems. It seems they always are some form of offset like [game_name.exe + xxxxxxxx].

I've been collecting values in a game to add to a trainer I have for it, but my question is: is it safe to assume these green addresses would always work in that format (as an offset from the .exe file)? Or should I still do a pointer scanning process (scanning on my system + a number of other systems and comparing pointer map results) for them just in case? Anything that saves me time from the pointer scanning process is welcome here, but I don't know whether that's a safe assumption or not.

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ParkourPenguin
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PostPosted: Tue Jan 12, 2021 12:33 am    Post subject: Reply with quote

There's no purpose in trying to find a pointer to a static value. IRL it's like searching for your glasses when you're already wearing them.
(I've heard of some games using static memory as a memory pool, in which case pointers might be useful, but that's rare)

Static address, including pointer base addresses, will likely change on a game update. If a game updates often, you might want to use a code injection w/ aobscan instead as that's more resilient (search "injection copy").

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