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Showing content with the highest reputation on 06/18/2019 in File Comments

  1. In fact, the script is looking for every level of everything that can pointed at the data of this level. The result is something like a tree or a pyramid. After possible pointers have been found, at this level, it is checked whether there are any static regions among them. If there are any, then the restoration of the chain for these pointers begins. calculation offsets and saving chain. This allows you to speed up the search without building a chain where it is unnecessary. It also uses reuse of calculations and so on. Static results are excluded from the calculation and the transition to the next level takes place. And so, until they reach the limit of levels, or until they run out of data for the search.
    2 points
  2. If you are about how to use a script, then you need to find the value in any way before the pointers change, and then call the script. If you're talking about how it works inside, then yes, something like this. Unfortunately, this works with only few games. If the game uses automatic memory management (Java or C#), then there will be no normal pointer to a static location. Or it will be very deep. Or there will be huge offsets. In theory, this should work with games that use their own C engines. The search itself is very resource-intensive and the deeper, the more calculations. The difficulty grows exponentially. For example, at the first level, for 3 values there may be 10 pointers, at the second 100, at the third 1000, at the fourth 10000. In order to calculate the chain one has to make about 10,000 * 1000 comparisons for level 4. This is a lot. So deeper than 4-5 levels, most often, it will not work out. Maximum offset also affects the number of results. The bigger it is, the more results and more calculations.
    2 points
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